Hunting Technology
Increase Villagers' hunted meat gather rate by +15%.
Villager Technology
Increase the carry capacity of Villagers by +5 and their movement speed by +15%.
Economic Technology
Guarantees of sanctuary grant Pilgrimage 1 additional Pilgrim.
Fishing Technology 1/2
Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.
Hunting Technology
Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -55% slower while carrying and cannot pick up Boar.
Mining Technology 1/3
Increase Villagers' gathering rate for Gold and Stone by 15%.
Villager Technology
Increase Villagers' health by +50%.
Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Economic Technology
Activates Pilgrims. Pilgrims spawn every 60 seconds. Start with 1 pilgrim, gain 1 pilgrims for each Fortress (Max 10).
Fishing Technology 2/2
Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.
Mining Technology 2/3
Increase Villagers' gathering rate for Gold and Stone by 15%.
Food Gathering Technology 2/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Economic Technology
Unlocks the Pilgrim Loan abilities, which loan a large sum of food for a return in gold over time.
Economic Upgrade
Increases the gold generation of Monasteries, Sacred Sites and Pilgrims by 20% within the aura of a Fortress.
Mining Technology 3/3
Gold gatherers drop off 15% more resources.
Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Naval Technology
Add a defensive arrowslit to this Dock which only attacks ships.
Naval Technology 1/2
Increase the health of all military ships by +20% and ranged armor by +1.
Naval Technology
Increases the number of arrows fired by Archer Ships by +1.
Naval Technology
Incendiary Ships gain +20% explosion range.
Naval Technology
Springald Ships gain +1 range and attack 20% faster.
Naval Technology
Increase the damage of Incendiary Ships by +40%.
Naval Technology
Archer Ship arrows light enemy Ships on fire, dealing damage over time.
Naval Technology 2/2
Increase the health of all military ships by +20% and ranged armor by +1.
Weapon Emplacement
Add defensive arrowslits to this structure and increase garrison arrow range by +1. Only one weapon emplacement can be added.
Defensive Emplacement
Add +1000 health and +5 fire armor to this Outpost.
Defensive Technology
Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.
Weapon Emplacement
Add a defensive springald emplacement to this structure.
Building Technology
Patronage of the finest builders increases all building health by +30%.
Defensive Upgrade
Iron Clamps reinforcing the walls reduces incoming damage from gunpowder by 20% for Stone Walls and Fortresses.
Weapon Emplacement
Add a defensive trebuchet emplacement to this structure.
Healing Technology
Increase the healing rate of religious units by +60%.
Religious Technology
Increase the health of religious units by +40.
Religious Technology
Relics placed in a Monastery provide an income of +40 Food, +40 Wood, and +10 Stone every minute.
Melee Armor Technology 1/3
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.
Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.
Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.
Siege Unit Unlock
Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.
Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.
Siege Technology
Increase the movement speed of siege engines by +15%.
Melee Armor Technology 2/3
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Melee Damage Technology 2/3
Increase the melee damage 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 3/3
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.
Ranged Damage Technology 3/3
Increase the ranged damage of all arrows and bolts by +1.
Siege Technology
New carpentry techniques increase the health of siege units by +20%.
Melee Damage Technology 3/3
Increase the melee damage of all non-siege units by +1.
Melee Infantry Technology
Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.
Ranged Technology
Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.
Cavalry Technology
Investing in natural sciences increases the health of all cavalry by +25%.
Military Upgrade
Improves the Desert Outposts aura on Fortresses to also increase the armor of nearby units by +1/+1.
Advance to Age II
- Military units are produced +15% faster and cost -5% gold.
Advance to Age II
- Increases the health of all civilian units by +30% and increases healing from all sources by +30%.
Advance to Age II
- Melee units gain +10% damage.
Advance to Age III
- Fortresses and Docks gain +30% Health.
Advance to Age III
- Units near Sacred Sites gain +20% damage and regenerate health.
Advance to Age III
- Pilgrims generate +30% gold.
Knight Technology
Gain +2 charge damage per nearby charging Heavy Cavalry.
Battering Ram Technology
Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.
Springald Technology
Increases Springald attack speed by +25% and grants +10% Ranged Resistance.
Scout Technology
Increase the sight radius of Scouts by 30%.
Trebuchet Technology
Increase damage of Trebuchets by +20%.
Archer Technology
Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.
Mangonel Technology
Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.
Armor Technology
Common soldiers are equipped with more resistant armor. Light cavalry gain +2 armor.
Trebuchet Technology
All Trebuchet weapons gain +1 additional projectiles.
Crossbow Technology
Crossbows are able to load stronger bolts that have +0.5 range and +2 damage.
Military Upgrade
Templar Brothers and Commanderie units gain +10% damage when below 50% health, and +30% when below 25% health.
Advance to Age IV
- All Cavalry gain +10% health and +50% charge damage.
Advance to Age IV
- Reduces the change in the base buy or sell price by 75% when trading resources at the Market.
Advance to Age IV
- All gold units gain +2 melee armor.
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