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.
Heavy Melee Cavalry

Camel Lancer

Ayyubids
Higher mobility Lancer with a more powerful charge, but less powerful melee attack. Effective against most units. + Heavy armor + Strong in melee combat - Countered by Spearmen and Crossbowmen

Ayyubids is part of the Sultans Ascend expansion

Get it on Steam Xbox MS Store

Abilities and influences

Mass Heal

Heals all nearby units. Heals +50% times faster when carrying a relic. When in 3 tiles range of

Dervish. 3 mins cooldown

Camel Unease

Camels cause enemy horse cavalry units to deal 20% less damage.

Tactical Charge

Camel Lancers charge faster, more often, and for longer distances than other heavy cavalry. Camel Lancers deals -25% less baseline charge damage. Each second spent charging increases the charge damage (up to +40%).

Golden Age Tier 5

75 Structures: Camel units attack 20% faster. Requires

House of Wisdom

Produced at

Costs
130
110
0:35
210306 Hitpoints
2230 Melee Attack
10 Torch Attack
48 Melee Armor
48 Ranged Armor
Damage16DPS 21.82
Move Speed1.625T/S
Attack Speed1.375S
Line of Sight8.444TILES

Technology Upgrades

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

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
50
125
1:00

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

Decarbonization

Age III

Melee Damage Technology 2/3

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

Costs
100
250
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

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

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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