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.
Advance to Age II
Constructs the Culture Wing. Upon completion, grants 2 Dervish and turns their healing aura on permanently.
Advance to Age II
Constructs the Economic Wing. Upon completion, grants 3 Villagers. Orchards gain 50 additional food.
Advance to Age II
Constructs the Economic Wing. Upon completion, awards 350 Wood.
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).
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.
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%.
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.
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.
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.
Advance to Age III
Constructs the Economic Wing. Upon completion, grants 7 Villagers. Orchards gain 100 additional food.
Advance to Age III
Constructs the Economic Wing. Upon completion, awards 800 Wood and 400 Stone.
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).
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.
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%.
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.
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.
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.
Advance to Age IV
Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.
Advance to Age IV
Constructs the Economic Wing. Upon completion, awards 2000 Wood and 900 Stone.
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).
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.
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%.
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.
Unlock Bonuses
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1300 less costs.
Unlock Bonuses
Constructs the Culture Wing. Upon completion, grants 4 Dervish, improves the unit's healing by +50%, and turns it on permanently.
Unlock Bonuses
Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.
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).
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).
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.
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%.
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.
Woodcutting Technology
Double the rate at which Villagers chop down trees.
Hunting Technology
Increase Villagers' hunted meat gather rate by +15%.
Villager Technology
Increase the carry capacity of Villagers by +5 and their movement speed by +15%.
Wood Gathering Technology 1/3
Increase Villagers' gathering rate for Wood by 15%.
Fishing Technology 1/2
Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.
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.
Mining Technology 1/3
Increase Villagers' gathering rate for Gold and Stone by 15%.
Villager Technology
Increase Villagers' health by +50%.
Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Fishing Technology 2/2
Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.
Wood Gathering Technology 2/3
Increase Villagers' gathering rate for Wood by 15%.
Mining Technology 2/3
Increase Villagers' gathering rate for Gold and Stone by 15%.
Food Gathering Technology 2/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Wood Gathering Technology 3/3
Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.
Mining Technology 3/3
Gold gatherers drop off 15% more resources.
Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Naval Technology
Add a defensive arrowslit to this Dock which only attacks ships.
Naval Technology
Increase the health of military ships by +10%.
Naval Technology 1/2
Increase the health of all military ships by +20% and ranged armor by +1.
Naval Technology
Increases the number of arrows fired by Archer Ships by +1.
Naval Technology
Incendiary Ships gain +20% explosion range.
Naval Technology
Springald Ships gain +1 range and attack 20% faster.
Naval Technology
Increase the damage of Incendiary Ships by +40%.
Naval Technology
Archer Ship arrows light enemy Ships on fire, dealing damage over time.
Naval Technology 2/2
Increase the health of all military ships by +20% and ranged armor by +1.
Naval Technology
Springald Ships gain an additional Cannon which fires in 360 degrees.
Weapon Emplacement
Add defensive arrowslits to this structure and increase garrison arrow range by +1. Only one weapon emplacement can be added.
Defensive Emplacement
Add +1000 health and +5 fire armor to this Outpost.
Defensive Technology
Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.
Weapon Emplacement
Add a defensive springald emplacement to this structure.
Building Technology
Patronage of the finest builders increases all building health by +30%.
Weapon Emplacement
Add a defensive cannon emplacement to this structure.
Healing Technology
Increase the healing rate of religious units by +60%.
Religious Technology
Increase the health of religious units by +40.
Religious Technology
Relics placed in a Mosque provide an income of +40 Food, +40 Wood, and +10 Stone every minute.
Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology 1/3
Increase the ranged armor of all non-siege units by +1.
Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.
Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.
Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.
Siege Technology
Increase the movement speed of siege engines by +15%.
Melee Armor Technology 2/3
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Melee Damage Technology 2/3
Increase the melee damage of all non-siege units by +1.
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.
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.
Infantry Technology
Infantry gains +25% damage and +20% movement speed for 10 seconds after killing a unit.
Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.
Gunpowder Technology
Advancements in alchemical research increase the bonus damage of all gunpowder siege weapons by +25%.
Melee Armor Technology 3/3
Increase the melee armor of all non-siege units by +1.
Ranged Damage Technology 3/3
Increase the ranged damage of all arrows and bolts by +1.
Siege Technology
New carpentry techniques increase the health of siege units by +20%.
Melee Damage Technology 3/3
Increase the melee damage of all non-siege units by +1.
Melee Infantry Technology
Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.
Ranged Technology
Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.
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.
Infantry Technology
Infantry increase the armor of nearby camels by 3.
Spearman Technology
Increase the attack range of Spearmen by +100%.
Battering Ram Technology
Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.
Springald Technology
Increases Springald attack speed by +25% and grants +10% Ranged Resistance.
Scout Technology
Increase the sight radius of Scouts by 30%.
Trebuchet Technology
Increase damage of Trebuchets by +20%.
Archer Technology
Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.
Mangonel Technology
Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.
Lancer Technology
Investing in natural sciences increases the health of all cavalry by +25%.
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