Royal Knight Charge Damage
Gain +3 melee attack damage for 5 seconds after charging.
Royal Knights now correctly deal damage on their first attack after charging.
Fixed a bug where Cavalry units would sometimes be unresponsive to acquiring buildings as idle aggro targets.
Royal Knight Technology
Royal Knights regenerate +1 health every 1 seconds when out of combat.
Royal Knight Technology
Increase Royal Knights' bonus damage after a charge from +3 to +10.
Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.
Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.
Melee Damage Technology 3/3
Increase the melee damage of all non-siege units by +1.
Melee Damage Technology 2/3
Increase the melee damage of all non-siege units by +1.
Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.
Melee Armor Technology 2/3
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.
Melee Armor Technology 3/3
Increase the melee armor 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.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Influence Technology
Improves the French influence by reducing unit costs by a further -5%.
Cavalry Technology
Fill the stables with the best stallions, increasing all cavalry health by +35%.
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