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 Melee Infantry

Militia

Rus
Light melee infantry equipped with a polearm. + Fast moving - Countered by Archers - Can't garrison - Loses life over time

Abilities and influences

Saint's Blessing

After striking an enemy, the Warrior Monk increases the armor and damage of nearby allied Rus military units for a duration. When in 2 tiles range of

Warrior Monk.

Patch History

Patch 7.1.113

Levy Militia lifetime reduced from 80 to 65 seconds.

Levy Militia automatic torch scaling by Age removed.

Season Four Update

The Kremlin can now levy Militia to the Landmark Town Center. Militia are a fast and lightly armored unit that have a 90 second lifetime.

Cost reduced from 100 to 40 food (change from PUP).

Units spawned reduced from 6 to 2 Militia (change from PUP).

Levy Militia require 1 'supply' to be used, and spawn 2 Militia. The Kremlin gains +1 supply every 60 seconds automatically and for free.

Costs
20
85178 Hitpoints
622 4 Melee Attack
1020 Torch Attack
03 Melee Armor
03 Ranged Armor
Move Speed1.5T/S
Attack Speed1.625S
Line of Sight8TILES

Technology Upgrades

Imperial Age Militia

Age IV

Militia Scaling Technology

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

Costs
Unique to Rus

Castle Age Militia

Age III

Militia Scaling Technology

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

Costs
Unique to Rus

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

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

Elite Army Tactics

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

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

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

Siege Engineering

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

Costs
50
125
0:30

Fervor

Age III

Religious Technology

Improve the range of Saint's Blessing by +5 tiles and the damage granted by Saint's Blessing by +1.

Costs
275
0:45
Unique to Rus

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