Founded to protect the meek and weary, the Knights Templar establish Commanderies throughout Europe to call on their allies. Fielding a spectacular array of heavy troops, the Templars lead the charge into battle with discipline and heart. Fortresses dot the carefully cultivated landscape, providing key defensive positions and safe haven to the pilgrims they protect.
Age Up at the Town Center by establishing one of three unique Commanderies. Each Commanderie permanently unlocks a unique unit and bonus.
Fortresses replace Keeps and are available in the Feudal Age. Ranged units positioned near a Fortress have +15% increased attack range, and Stone Walls placed within the influence of a Fortress or the Templar Headquarters have +25% increased health and gain a default arrow. Fortresses behave as Landmarks but can be fully destroyed.
The Knights Templar cannot train Traders, instead they generate gold from successful pilgrimages. Upon reaching the Feudal Age, the Knights Templar may offer Safe Passage for Pilgrims to travel to a Sacred Site. Every 60 seconds, a group of Pilgrims will travel from the Templar Headquarters to the selected Sacred Site, generating gold upon arrival based on the distance traveled. The size of the group is increased by 1 for each active Fortress up to a maximum of 10. Sacred Sites and Relics are revealed at the start of the game.
The Knights Templar are committed to a life of sword and steel. They do not wield gunpowder on the field but have powerful technologies to improve their melee units.
Villagers automatically deposit wood without a Lumber Camp. Wood is gathered +15% faster in each Age and 20% of the wood gathered is produced as additional food.
Trebuchets fire additional projectiles and can be deployed atop Fortresses with a unique emplacement. Siege Workshops and Siege Engines cost -25% less wood.
Templar Brother: Knight replacement. More expensive than a regular Knight, but has additional health and damage. Feudal Age Knight Hospitaller Commanderie - Hospitaller Knight: Heavy Melee Infantry that can heal nearby friendly units. Kingdom of France Commanderie - Chevalier Confrere: Heavy Cavalry that is cheaper than a regular Knight. Gains additional health for each nearby Chevalier Confrere. Principality of Antioch Commanderie - Serjeant: Heavy Infantry with high melee armor. Throws axes which deal melee damage from range. Castle Age Angevin Empire Commanderie - Heavy Spearman: Armored Spearman that is stronger around Fortresses. Republic of Genoa Commanderie - Genoese Crossbowman: Expensive Crossbowman that deals additional damage to melee infantry. Kingdom of Castile Commanderie - Genitour: Mounted Javelineer that excels against ranged units. Imperial Age Kingdom of Poland Commanderie - Szlachta Cavalry: Elite Cavalry with exceptional ranged armor. Slows the attacks of enemies it damages and deals additional damage to light infantry. Teutonic Order Commanderie - Teutonic Knight: Absurdly Powerful Heavy Infantry that gains power for each enemy felled in combat. Reduces the armor of nearby enemies. Republic of Venice Commanderie - Condottiero: Fast infantry that costs only gold. Strong against Gunpowder units. Venetian Galley: Large oared vessel with a long range forward mounted Trebuchet. Venetian Trader: Expensive but fast moving trader. Max Build limit of 5.
Worker
Worker
Light Melee Infantry
Light Ranged Infantry
Heavy Melee Infantry
Heavy Melee Infantry
Light Ranged Infantry
Light Ranged Infantry
Heavy Melee Infantry
Heavy Melee Infantry
Heavy Melee Infantry
Heavy Melee Infantry
Light Melee Cavalry
Light Melee Cavalry
Heavy Melee Cavalry
Light Ranged Cavalry
Heavy Melee Cavalry
Heavy Melee Cavalry
Siege
Siege
Siege
Siege
Worker, Ship
Archer Ship
Springald Ship
Incendiary Ship
Trebuchet Ship
Economy & Population Building, Landmark
Defensive Landmark
Economy & Population Building
Military & Economy Building, Trade Site
Defensive Building
Defensive Building
Defensive Building
Defensive Building
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