Classical Age

Columns, philosophers, and running water.

The Classical Age is age 3 of 8 in Erapolis. Homes can grow up to level 6, and they gain new needs: Health and Culture. The age ends when you raise the Colossus, which needs 260 people and carries your city into the Medieval Age.

A level 1 home of the Classical AgeA level 6 home of the Classical Age
Homes of the Classical Age at level 1 and level 6.

Goals

  1. Found a library
  2. Bathe and be merry
  3. A happy people
  4. Grow to 260 people
  5. Raise the Colossus

Buildings

These unlock in the Classical Age:

Events

Events that can happen during this age:

  • A Wandering StrangerA cloaked stranger at the edge of town offers to teach a trick or two in exchange for a hot meal. Share your food and your woodcutters work faster for a while.
  • Trade CaravanTraders with laden donkeys ask to camp by your market. Swap wood for gold or stone for food, or send them on without a deal.
  • A Duel of WitsA swaggering sea captain challenges your best orator to a duel of insults while the whole harbour watches. Accept, and win gold and a legendary mood.
  • Harvest FestivalAfter a good year the people want music, dancing and far too much food. Spend food on a festival for a big happiness boost, or save the stores and disappoint them.
  • A Flash of InsightA scholar runs through the streets having cracked an old problem. Fund the work with gold for a large knowledge reward, or applaud for a smaller one.
  • Bumper HarvestWarm rain and long sun: the fields have never looked so full. Food output rises for a while.
  • A Glittering VeinQuarrymen strike a seam of something shiny. Mine it for stone and gold.
  • Fire!A building outside the reach of a watch catches fire. A bucket brigade usually saves it; let it burn and it falls to ruin until you repair it. Watch coverage prevents fires.
  • Fever in the StreetsA fever spreads through homes that no bathhouse or hospital covers. Quarantine costs gold but saves lives; waiting it out costs residents and happiness. Health coverage prevents fevers.
  • Rising WatersHeavy rain swells the water and a building at the shore is at risk. Spend stone on a levee to keep it safe, or hope for the best.
  • ThunderstormA wild storm rolls in off the sea and everyone hides indoors. Wood output dips for a minute, but the storm leaves some driftwood behind.

Generated from the Erapolis game data. Numbers are per minute of game time.