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.
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.
Naval Technology
Add a defensive arrowslit to this Dock which only attacks ships.
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%.
Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.
Villager Technology
Increase Villagers' health by +50%.
Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.
Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
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.
Siege Unit Unlock
Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.
Military Upgrade
Improves the Desert Outposts aura on Fortresses to also increase the armor of nearby units by +1/+1.
Advance to Age II
- Land military units are produced +15% faster and cost -5% gold.
Advance to Age II
- Increases civilian unit health by +30% and move speed by +10%. Increases healing from all sources by +30%.
Advance to Age II
- Melee units gain +10% damage.
Economic Technology
Activates Pilgrims. Pilgrims spawn every 60 seconds. Start with 1 pilgrim, gain 1 pilgrims for each Fortress (Max 10).
Naval Technology 1/2
Increase the health of all military ships by +20% and ranged armor by +1.
Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.
Fishing Technology 2/2
Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.
Naval Technology
Increases the number of arrows fired by Archer Ships 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.
Mining Technology 2/3
Increase Villagers' gathering rate for Gold and Stone by 15%.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Defensive Technology
Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.
Melee Damage Technology 2/3
Increase the melee damage of all non-siege units by +1.
Food Gathering Technology 2/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Healing Technology
Increase the healing rate of religious units and healers by +60%.
Naval Technology
Incendiary Ships gain +20% explosion range.
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.
Naval Technology
Springald Ships gain +1 range and attack 20% faster.
Weapon Emplacement
Add a defensive springald emplacement to this structure.
Advance to Age III
- Fortresses and Docks gain +30% Health.
Advance to Age III
- Units near Sacred Sites gain +20% damage and regenerate health.
Economic Technology
Unlocks the Pilgrim Loan abilities, which loan a large sum of food for a return in gold over time.
Advance to Age III
- Pilgrims generate +30% gold.
Knight Technology
Gain +2 charge damage per nearby charging Heavy Cavalry.
Economic Upgrade
Increases the gold generation of Monasteries, Sacred Sites and Pilgrims by 20% within the aura of a Fortress.
Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.
Building Technology
Patronage of the finest builders increases all building health by +30%.
Mining Technology 3/3
Gold gatherers drop off 15% more resources.
Naval Technology
Increase the damage of Incendiary Ships by +40%.
Naval Technology
Archer Ship arrows light enemy Ships on fire, dealing damage over time.
Battering Ram Technology
Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.
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.
Springald Technology
Increases Springald attack speed by +25% and grants +10% Ranged Resistance.
Naval Technology 2/2
Increase the health of all military ships by +20% and ranged armor by +1.
Siege Technology
New carpentry techniques increase the health of siege units by +20%.
Scout Technology
Increase the sight radius of Scouts by 30%.
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.
Trebuchet Technology
Increase damage of Trebuchets by +20%.
Ranged Technology
Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.
Religious Technology
Increase the health of religious units and healers by +40.
Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Archer Technology
Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.
Religious Technology
Relics placed in a Monastery provide an income of +40 Food, +40 Wood, and +10 Stone every minute.
Mangonel Technology
Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.
Cavalry Technology
Investing in natural sciences increases the health of all cavalry by +25%.
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.
Defensive Upgrade
Iron Clamps reinforcing the walls reduces incoming damage from gunpowder by 20% for Stone Walls and Fortresses.
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.
Weapon Emplacement
Add a defensive trebuchet emplacement to this structure.
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