Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.
Worker

Trader

Abbasid Dynasty
Traders generate Gold when assigned to trade with a Trade Post or another player’s Market. The distance between the trade target and Market determines the amount of Gold. Once assigned to trade, the Trader makes repeated trips between its Home Market and the trade target. You can assign a new Home Market if you wish to.

Produced at

Patch History

Season 10 Update

Trader replaced with Trade Caravan.

Speed increased from 1 to 1.56.

Health reduced from 90 to 60.

Resource per minute income reduced by ~12% compared to normal trader.

Rides a Camel with Camel Unease aura.

Patch 9.2.628

Corrected an issue where the Trader was tagged as Cavalry.

Costs
40
40
0:30
90 Hitpoints
06 Melee Armor
06 Ranged Armor
Move Speed1T/S
Line of Sight7.778TILES

Technology Upgrades

Grand Bazaar

Age III

Trade Technology

Traders and Trade Ships also return with a secondary resource. This resource is 25% the base Gold value and is set at the market.

Costs
50
125
0:30
Unique to Abbasid Dynasty

Armored Caravans

Age II

Trade Technology

Grant +3 armor to Traders and Trade Ships.

Costs
25
75
0:45
Unique to Abbasid Dynasty

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

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