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

King

English
A mighty King, a powerful heavy cavalry unit. Heals nearby out of combat units by 2 health every 1 seconds. + Heavy armor + Strong in melee combat - Countered by Spearmen and Crossbowmen

Abilities and influences

Network of Castles

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +20% increase to attack speed. When in 12.5 tiles range of

Outpost,
Stone Wall Tower
,
Town Center
,
Capital Town Center
,
The White Tower
,
King's Palace
,
Keep
or
Berkshire Palace
.

Network of Citadels

When enemies are nearby, this building sounds an alarm, causing nearby units to get a +30% increase to attack speed.

Abbey Healing

Heals nearby out of combat units by 6 every 1 seconds. When in 7.5 tiles range of

Abbey of Kings.

Produced at

Patch History

Patch 10.1.48

Abbey of Kings Landmark now automatically queues a free King upon completion of the Landmark.

Season Five Update

Crown a King cost reduced from 150 food / 150 gold to 100 food / 100 gold.

King now heals himself with the aura.

Added an ability button for Kingly Presence on the King which you can hover to see the range of the healing aura.

Fixed a bug with the Kingly Presence aura radius to match intended size.

Costs
100
100
0:50
220494 Hitpoints
1628 Melee Attack
10 Torch Attack
27 Melee Armor
27 Ranged Armor
Damage6.74DPS 11.79
Move Speed1.688T/S
Attack Speed2.375S
Line of Sight6.222TILES

Technology Upgrades

Imperial Age King

Age IV

King Scaling Technology

Increases the health, attack and armor of the King when reaching Imperial Age.

Costs
Unique to English

Castle Age King

Age III

King Scaling Technology

Increases the health, attack and armor of the King when reaching Castle Age.

Costs
Unique to English

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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