Wings

Advancement (Feudal Culture Wing)

Age I

Advance to Age II

Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 250 less costs.

Costs
225
125
1:36
Unique to Ayyubids

Logistics (Feudal Culture Wing)

Age I

Advance to Age II

Constructs the Culture Wing. Upon completion, grants 2 Dervish and turns their healing aura on permanently.

Costs
400
200
2:00
Unique to Ayyubids

Growth (Feudal Economic Wing)

Age I

Advance to Age II

Constructs the Economic Wing. Upon completion, grants 3 Villagers. Orchards gain 50 additional food.

Costs
400
200
2:00
Unique to Ayyubids

Industry (Feudal Economic Wing)

Age I

Advance to Age II

Constructs the Economic Wing. Upon completion, awards 350 Wood.

Costs
400
200
2:00
Unique to Ayyubids

Master Smiths (Feudal Military Wing)

Age I

Advance to Age II

Constructs the Military Wing. The Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).

Costs
400
200
2:00
Unique to Ayyubids

Reinforcement (Feudal Military Wing)

Age I

Advance to Age II

Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 1 Desert Raider after 15 seconds and then every 2 minutes for the rest of the game.

Costs
400
200
2:00
Unique to Ayyubids

Advisors (Feudal Trade Wing)

Age I

Advance to Age II

Constructs the Trade Wing. Upon completion, gain 3 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.

Costs
400
200
2:00
Unique to Ayyubids

Bazaar (Feudal Trade Wing)

Age I

Advance to Age II

Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.

Costs
400
200
2:00
Unique to Ayyubids

Advancement (Castle Culture Wing)

Age II

Advance to Age III

Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 400 less costs.

Costs
900
500
1:36
Unique to Ayyubids

Logistics (Castle Culture Wing)

Age II

Advance to Age III

Constructs the Culture Wing. Upon completion, grants 3 Dervish, improves the unit's healing by +25%, and turns it on permanently.

Costs
1200
600
2:00
Unique to Ayyubids

Growth (Castle Economic Wing)

Age II

Advance to Age III

Constructs the Economic Wing. Upon completion, grants 7 Villagers. Orchards gain 100 additional food.

Costs
1200
600
2:00
Unique to Ayyubids

Industry (Castle Economic Wing)

Age II

Advance to Age III

Constructs the Economic Wing. Upon completion, awards 800 Wood and 400 Stone.

Costs
1200
600
2:00
Unique to Ayyubids

Master Smiths (Castle Military Wing)

Age II

Advance to Age III

Constructs the Military Wing. The Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).

Costs
1200
600
2:00
Unique to Ayyubids

Reinforcement (Castle Military Wing)

Age II

Advance to Age III

Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 3 Desert Raiders immediately and then every 2 minutes for the rest of the game.

Costs
1200
600
2:00
Unique to Ayyubids

Advisors (Castle Trade Wing)

Age II

Advance to Age III

Constructs the Trade Wing. Upon completion, gain 5 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.

Costs
1200
600
2:00
Unique to Ayyubids

Bazaar (Castle Trade Wing)

Age II

Advance to Age III

Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.

Costs
1200
600
2:00
Unique to Ayyubids

Advancement (Imperial Culture Wing)

Age III

Advance to Age IV

Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1350 less costs.

Costs
1500
750
1:36
Unique to Ayyubids

Logistics (Imperial Culture Wing)

Age III

Advance to Age IV

Constructs the Culture Wing. Upon completion, grants 4 Dervish, improves the unit's healing by +50%, and turns it on permanently.

Costs
2400
1200
2:00
Unique to Ayyubids

Growth (Imperial Economic Wing)

Age III

Advance to Age IV

Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.

Costs
2400
1200
2:00
Unique to Ayyubids

Industry (Imperial Economic Wing)

Age III

Advance to Age IV

Constructs the Economic Wing. Upon completion, awards 2000 Wood and 900 Stone.

Costs
2400
1200
2:00
Unique to Ayyubids

Master Smiths (Imperial Military Wing)

Age III

Advance to Age IV

Constructs the Military Wing. The Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).

Costs
2400
1200
2:00
Unique to Ayyubids

Reinforcement (Imperial Military Wing)

Age III

Advance to Age IV

Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 7 Desert Raiders immediately and then every 2 minutes for the rest of the game.

Costs
2400
1200
2:00
Unique to Ayyubids

Advisors (Imperial Trade Wing)

Age III

Advance to Age IV

Constructs the Trade Wing. Upon completion, gain 7 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.

Costs
2400
1200
2:00
Unique to Ayyubids

Bazaar (Imperial Trade Wing)

Age III

Advance to Age IV

Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.

Costs
2400
1200
2:00
Unique to Ayyubids

Advancement (Bonus Culture Wing)

Age IV

Unlock Bonuses

Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1300 less costs.

Costs
1550
750
1:36
Unique to Ayyubids

Logistics (Bonus Culture Wing)

Age IV

Unlock Bonuses

Constructs the Culture Wing. Upon completion, grants 4 Dervish, improves the unit's healing by +50%, and turns it on permanently.

Costs
2400
1200
2:00
Unique to Ayyubids

Growth (Bonus Economic Wing)

Age IV

Unlock Bonuses

Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.

Costs
2400
1200
2:00
Unique to Ayyubids

Industry (Bonus Economic Wing)

Age IV

Unlock Bonuses

Constructs the Military Wing. The Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).

Costs
2400
1200
2:00
Unique to Ayyubids

Master Smiths (Bonus Military Wing)

Age IV

Unlock Bonuses

Constructs the Military Wing. The Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).

Costs
2400
1200
2:00
Unique to Ayyubids

Reinforcement (Bonus Military Wing)

Age IV

Unlock Bonuses

Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 7 Desert Raiders immediately and then every 2 minutes for the rest of the game.

Costs
2400
1200
2:00
Unique to Ayyubids

Advisors (Bonus Trade Wing)

Age IV

Unlock Bonuses

Constructs the Trade Wing. Upon completion, gain 7 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.

Costs
2400
1200
2:00
Unique to Ayyubids

Bazaar (Bonus Trade Wing)

Age IV

Unlock Bonuses

Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.

Costs
2400
1200
2:00
Unique to Ayyubids

Economy

Forestry

Age I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

Costs
25
50
0:45

Survival Techniques

Age I

Hunting Technology

Increase Villagers' hunted meat gather rate by +15%.

Costs
25
75
0:25

Wheelbarrow

Age I

Villager Technology

Increase the carry capacity of Villagers by +5 and their movement speed by +15%.

Costs
50
150
1:30

Double Broadax

Age II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
50
100
0:45

Extended Lines

Age II

Fishing Technology 1/2

Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.

Costs
75
175
0:30

Professional Scouts

Age II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -35% slower while carrying and cannot pick up Boar.

Costs
100
275
1:15

Specialized Pick

Age II

Mining Technology 1/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
50
100
0:45

Textiles

Age II

Villager Technology

Increase Villagers' health by +50%.

Costs
50
100
0:20

Horticulture

Age II

Food Gathering Technology 1/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
50
100
0:45

Drift Nets

Age III

Fishing Technology 2/2

Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.

Costs
150
350
0:45

Lumber Preservation

Age III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
100
250
1:00

Shaft Mining

Age III

Mining Technology 2/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
100
250
1:00

Fertilization

Age III

Food Gathering Technology 2/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
100
250
1:00

Crosscut Saw

Age IV

Wood Gathering Technology 3/3

Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.

Costs
250
500
1:15

Cupellation

Age IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

Costs
250
500
1:15

Precision Cross-Breeding

Age IV

Food Gathering Technology 3/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
250
500
1:15

Naval

Naval Arrowslits

Age II

Naval Technology

Add a defensive arrowslit to this Dock which only attacks ships.

Costs
75
125
0:30

Teak Masts

Age II

Naval Technology

Increase the health of military ships by +10%.

Costs
75
125
0:20

Armored Hull

Age III

Naval Technology 1/2

Increase the health of all military ships by +20% and ranged armor by +1.

Costs
150
350
0:30

Extra Hammocks

Age III

Naval Technology

Increases the number of arrows fired by Archer Ships by +1.

Costs
100
250
0:30

Incendiaries

Age III

Naval Technology

Incendiary Ships gain +20% explosion range.

Costs
100
250
0:30

Springald Crews

Age III

Naval Technology

Springald Ships gain +1 range and attack 20% faster.

Costs
150
350
0:35

Explosives

Age IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

Costs
150
350
0:45

Heated Shot

Age IV

Naval Technology

Archer Ship arrows light enemy Ships on fire, dealing damage over time.

Costs
200
500
0:45

Shipwrights

Age IV

Naval Technology 2/2

Increase the health of all military ships by +20% and ranged armor by +1.

Costs
300
550
0:50

Swivel Cannon

Age IV

Naval Technology

Springald Ships gain an additional Cannon which fires in 360 degrees.

Costs
150
350
0:45

Defensive

Arrowslits

Age II

Weapon Emplacement

Add defensive arrowslits to this structure and increase garrison arrow range by +1. Only one weapon emplacement can be added.

Costs
25
50
0:30

Fortify Outpost

Age II

Defensive Emplacement

Add +1000 health and +5 fire armor to this Outpost.

Costs
100
0:30

Boiling Oil

Age III

Defensive Technology

Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.

Costs
500
200
1:30

Springald Emplacement

Age III

Weapon Emplacement

Add a defensive springald emplacement to this structure.

Costs
50
125
0:30

Court Architects

Age IV

Building Technology

Patronage of the finest builders increases all building health by +30%.

Costs
700
300
1:30

Cannon Emplacement

Age IV

Weapon Emplacement

Add a defensive cannon emplacement to this structure.

Costs
125
375
1:00

Religious

Herbal Medicine

Age III

Healing Technology

Increase the healing rate of religious units by +60%.

Costs
275
0:45

Piety

Age IV

Religious Technology

Increase the health of religious units by +40.

Costs
325
0:45

Tithe Barns

Age IV

Religious Technology

Relics placed in a Mosque provide an income of +40 Food, +40 Wood, and +10 Stone every minute.

Costs
500
1:00

Military

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

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

Steeled Arrow

Age II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
50
125
1:00

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
50
125
1:00

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
100
250
1:00

Greased Axles

Age III

Siege Technology

Increase the movement speed of siege engines by +15%.

Costs
150
350
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

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

Decarbonization

Age III

Melee Damage Technology 2/3

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

Costs
100
250
1:00

Military Academy

Age III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

Costs
100
250
1:00

Siege Carpentry

Age III

Siege Technology

Upon completion, siege units gain access to the Structural Reinforcements ability. Siege units gain +20 melee armor and +5 fire armor for 10 seconds.

Costs
200
300
1:30
Unique to Ayyubids

Sultan's Mamluks

Age III

Infantry Technology

Infantry gains +25% damage and +20% movement speed for 10 seconds after killing a unit.

Costs
100
250
0:45
Unique to Ayyubids

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

Chemistry

Age IV

Gunpowder Technology

Advancements in alchemical research increase the bonus damage of all gunpowder siege weapons by +25%.

Costs
200
650
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

Platecutter Point

Age IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
150
350
1:00

Siege Works

Age IV

Siege Technology

New carpentry techniques increase the health of siege units by +20%.

Costs
300
600
1:30

Damascus Steel

Age IV

Melee Damage Technology 3/3

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

Costs
150
350
1:00

Elite Army Tactics

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

Costs
500
1000
1:30

Incendiary Arrows

Age IV

Ranged Technology

Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.

Costs
500
1000
1:30

Serpentine Powder

Age IV

Gunpowder Technology

With new gunpowder, Handcannoneers gain +5 damage against melee infantry and gain a brief increase to their movement speed after firing their weapon.

Costs
300
500
1:00

Infantry Support

Age IV

Infantry Technology

Infantry increase the armor of nearby camels by 3.

Costs
150
350
0:45
Unique to Ayyubids

Units

Phalanx

Age II

Spearman Technology

Increase the attack range of Spearmen by +100%.

Costs
50
125
1:00

Lightweight Beams

Age IV

Battering Ram Technology

Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.

Costs
300
400
1:00

Roller Shutter Triggers

Age IV

Springald Technology

Increases Springald attack speed by +25% and grants +10% Ranged Resistance.

Costs
150
350
1:00

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

Geometry

Age IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

Costs
100
225
0:45

Silk Bowstrings

Age IV

Archer Technology

Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.

Costs
300
700
1:00

Adjustable Crossbars

Age IV

Mangonel Technology

Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.

Costs
1000
1200
1:30

Biology

Age IV

Lancer Technology

Investing in natural sciences increases the health of all cavalry by +25%.

Costs
500
1000
1:30

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