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.
Light Ranged Cavalry

Khan

Mongols
Ranged cavalry leader able to use Signal Arrows to enhance nearby military units. Reappears at a Town Center if killed. + Vision and herding of a Scout + Automatically improves with each Age - Only one Khan per Mongol player

Abilities and influences

Defense Arrow

Fires a Signal Arrow that increases the armor of nearby units (including the Khan) by +2 for 5 seconds. When in 8.75 tiles range of

Khan. 1 min 30 secs cooldown

Attack Speed Arrow

Fires a Signal Arrow that increases the attack speed of nearby ranged units (including the Khan) by +50% for 5 seconds. When in 8.75 tiles range of

Khan. 1 min 30 secs cooldown

Maneuver Arrow

Fire a Signal Arrow that increases the movement speed of nearby units (including the Khan) by +33% for 5 seconds. Does not affect Villagers. When in 8.75 tiles range of

Khan. 1 min 30 secs cooldown

Yam

Cavalry and Traders near an Outpost get +15% speed for 10 seconds. When in 12.5 tiles range of

Outpost. Requires
Yam Network
Deer Stones

Yam Network (Improved)

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines. When in 12.5 tiles range of

Outpost. Requires
Yam Network (Improved)

Patch History

Season 10 Update

Scouting falcon no longer telepathically blocks charge attacks.

Patch 12.2.3327

Fixed an issue where Khan's Hunter double production was using the Mangudai icon.

Costs
0:23
90608 Hitpoints
235 1 Ranged Attack
25 Melee Armor
25 Ranged Armor
Damage1DPS 17.5 0.5
Move Speed1.625T/S
Attack Speed2S
Range5 5.5TILES
Line of Sight9.111TILES

Technology Upgrades

Whistling Arrows (Improved)

Age II

Khan Technology

Increase the Khan's Signal Arrow duration by +7 seconds and range by +3 tiles. If Whistling Arrows has already been researched, increase the Khan's Signal Arrow duration by +2 seconds and range by +1 tile.

Costs
50
75
125
0:30
Unique to Mongols

Whistling Arrows

Age I

Khan Technology

Increase the Khan's Signal Arrow duration by +5 seconds and range by +2 tiles.

Costs
50
75
0:30
Unique to Mongols

Siha Bow Limbs (Improved)

Age IV

Ranged Damage Technology

Increase the ranged damage of Mangudai and the Khan by +2. If Siha Bow Limbs has already been researched, increase the ranged damage of Mangudai and the Khan by +1.

Costs
75
200
275
0:45
Unique to Mongols

Siha Bow Limbs

Age IV

Ranged Damage Technology

Increase the ranged damage of Mangudai and the Khan by +1.

Costs
75
200
0:45
Unique to Mongols

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

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

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

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

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

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

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

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

Biology (Improved)

Age IV

Cavalry Technology

Investing in natural sciences increases the health of all cavalry by +35%. If Biology has already been researched, increase it by +10% instead.

Costs
500
1000
1500
1:30
Unique to Mongols

Military Academy (Improved)

Age III

Production Technology

Increase the production speed of military and transport units at buildings by 53%. Does not affect religious or other support units. If Military Academy has already been researched, increase production speed by 20% instead.

Costs
100
250
350
1:00
Unique to Mongols

Raid Bounty

Age II

Raiding Technology

Increase the raid income for igniting a building to +50 Food and Gold.

Costs
75
150
0:30
Unique to Mongols

Raid Bounty (Improved)

Age II

Raiding Technology

Increase the raid income for igniting a building to +75 Food and Gold. If Raid Bounty has already been researched, increase the raid income for igniting a building by +25 Food and Gold.

Costs
75
150
225
0:30
Unique to Mongols

Stone Bounty

Age IV

Raiding Technology

Add +50 Stone to the raid income for igniting a building.

Costs
100
225
0:45
Unique to Mongols

Stone Bounty (Improved)

Age IV

Raiding Technology

Add +75 Stone to the raid income for igniting a building. If Stone Bounty has already been researched, add +25 Stone to the raid income for igniting a building.

Costs
100
225
325
0:45
Unique to Mongols

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