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.

Economy

Survival Techniques

Age I

Hunting Technology

Increase Villagers' hunted meat gather rate by +15%.

Costs
25
75
0:25

Wheelbarrow

Age I

Villager Technology

Increase the carry capacity of Villagers by +5 and their movement speed by +15%.

Costs
50
150
1:30

Sanctuary

Age I

Economic Technology

Guarantees of sanctuary grant Pilgrimage 1 additional Pilgrim.

Costs
300
150
0:20
Unique to Knights Templar

Extended Lines

Age II

Fishing Technology 1/2

Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.

Costs
75
175
0:30

Professional Scouts

Age II

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.

Costs
150
300
1:15

Specialized Pick

Age II

Mining Technology 1/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
50
100
0:45

Textiles

Age II

Villager Technology

Increase Villagers' health by +50%.

Costs
50
100
0:20

Horticulture

Age II

Food Gathering Technology 1/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
50
100
0:45

Safe Passage

Age II

Economic Technology

Activates Pilgrims. Pilgrims spawn every 60 seconds. Start with 1 pilgrim, gain 1 pilgrims for each Fortress (Max 10).

Costs
200
100
0:10
Unique to Knights Templar

Drift Nets

Age III

Fishing Technology 2/2

Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.

Costs
150
350
0:45

Shaft Mining

Age III

Mining Technology 2/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
100
250
1:00

Fertilization

Age III

Food Gathering Technology 2/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
100
250
1:00

Lettre de Change

Age III

Economic Technology

Unlocks the Pilgrim Loan abilities, which loan a large sum of food for a return in gold over time.

Costs
100
250
0:45
Unique to Knights Templar

Treasure Towers

Age III

Economic Upgrade

Increases the gold generation of Monasteries, Sacred Sites and Pilgrims by 20% within the aura of a Fortress.

Costs
150
350
0:45
Unique to Knights Templar

Cupellation

Age IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

Costs
250
500
1:15

Precision Cross-Breeding

Age IV

Food Gathering Technology 3/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
250
500
1:15

Naval

Naval Arrowslits

Age II

Naval Technology

Add a defensive arrowslit to this Dock which only attacks ships.

Costs
75
125
0:30

Armored Hull

Age III

Naval Technology 1/2

Increase the health of all military ships by +20% and ranged armor by +1.

Costs
150
350
0:30

Extra Hammocks

Age III

Naval Technology

Increases the number of arrows fired by Archer Ships by +1.

Costs
100
250
0:30

Incendiaries

Age III

Naval Technology

Incendiary Ships gain +20% explosion range.

Costs
100
250
0:30

Springald Crews

Age III

Naval Technology

Springald Ships gain +1 range and attack 20% faster.

Costs
150
350
0:35

Explosives

Age IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

Costs
150
350
0:45

Heated Shot

Age IV

Naval Technology

Archer Ship arrows light enemy Ships on fire, dealing damage over time.

Costs
200
500
0:45

Shipwrights

Age IV

Naval Technology 2/2

Increase the health of all military ships by +20% and ranged armor by +1.

Costs
300
550
0:50

Defensive

Arrowslits

Age II

Weapon Emplacement

Add defensive arrowslits to this structure and increase garrison arrow range by +1. Only one weapon emplacement can be added.

Costs
25
50
0:30

Fortify Outpost

Age II

Defensive Emplacement

Add +1000 health and +5 fire armor to this Outpost.

Costs
100
0:30

Boiling Oil

Age III

Defensive Technology

Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.

Costs
500
200
1:30

Springald Emplacement

Age III

Weapon Emplacement

Add a defensive springald emplacement to this structure.

Costs
50
125
0:30

Court Architects

Age IV

Building Technology

Patronage of the finest builders increases all building health by +30%.

Costs
700
300
1:30

Iron Clamps

Age IV

Defensive Upgrade

Iron Clamps reinforcing the walls reduces incoming damage from gunpowder by 20% for Stone Walls and Fortresses.

Costs
350
100
0:30
Unique to Knights Templar

Trebuchet Emplacement

Age IV

Weapon Emplacement

Add a defensive trebuchet emplacement to this structure.

Costs
275
150
0:30
Unique to Knights Templar

Religious

Herbal Medicine

Age III

Healing Technology

Increase the healing rate of religious units by +60%.

Costs
275
0:45

Piety

Age IV

Religious Technology

Increase the health of religious units by +40.

Costs
325
0:45

Tithe Barns

Age IV

Religious Technology

Relics placed in a Monastery provide an income of +40 Food, +40 Wood, and +10 Stone every minute.

Costs
500
1:00

Military

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

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

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

Bloomery

Age II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

Costs
50
125
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

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

Greased Axles

Age III

Siege Technology

Increase the movement speed of siege engines by +15%.

Costs
150
350
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

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

Decarbonization

Age III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

Costs
100
250
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

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

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

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

Siege Works

Age IV

Siege Technology

New carpentry techniques increase the health of siege units by +20%.

Costs
300
600
1:30

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

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

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

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

Units

Desert Citadels

Age II

Military Upgrade

Improves the Desert Outposts aura on Fortresses to also increase the armor of nearby units by +1/+1.

Costs
250
100
0:25
Unique to Knights Templar

Kingdom of France

Age II

Advance to Age II

- Military units are produced +15% faster and cost -5% gold.

Costs
400
200
1:00
Unique to Knights Templar

Knights Hospitaller

Age II

Advance to Age II

- Increases the health of all civilian units by +30% and increases healing from all sources by +30%.

Costs
400
200
1:00
Unique to Knights Templar

Principality of Antioch

Age II

Advance to Age II

- Melee units gain +10% damage.

Costs
400
200
1:00
Unique to Knights Templar

Angevin Empire

Age III

Advance to Age III

- Fortresses and Docks gain +30% Health.

Costs
1200
600
0:45
Unique to Knights Templar

Kingdom of Castile

Age III

Advance to Age III

- Units near Sacred Sites gain +20% damage and regenerate health.

Costs
1200
600
0:45
Unique to Knights Templar

Republic of Genoa

Age III

Advance to Age III

- Pilgrims generate +30% gold.

Costs
1200
600
0:45
Unique to Knights Templar

Rule of Templars

Age III

Knight Technology

Gain +2 charge damage per nearby charging Heavy Cavalry.

Costs
200
500
1:00
Unique to Knights Templar

Lightweight Beams

Age IV

Battering Ram Technology

Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.

Costs
300
400
1:00

Roller Shutter Triggers

Age IV

Springald Technology

Increases Springald attack speed by +25% and grants +10% Ranged Resistance.

Costs
150
350
1:00

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

Geometry

Age IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

Costs
100
225
0:45

Silk Bowstrings

Age IV

Archer Technology

Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.

Costs
300
700
1:00

Adjustable Crossbars

Age IV

Mangonel Technology

Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.

Costs
1000
1200
1:30

Brigandine

Age IV

Armor Technology

Common soldiers are equipped with more resistant armor. Light cavalry gain +2 armor.

Costs
300
700
1:00
Unique to Knights Templar

Counterweight Defenses

Age IV

Trebuchet Technology

All Trebuchet weapons gain +1 additional projectiles.

Costs
500
1000
1:00
Unique to Knights Templar

Cranequins

Age IV

Crossbow Technology

Crossbows are able to load stronger bolts that have +0.5 range and +2 damage.

Costs
300
700
1:00
Unique to Knights Templar

Fanaticism

Age IV

Military Upgrade

Templar Brothers and Commanderie units gain +10% damage when below 50% health, and +30% when below 25% health.

Costs
300
700
1:00
Unique to Knights Templar

Kingdom of Poland

Age IV

Advance to Age IV

- All Cavalry gain +10% health and +50% charge damage.

Costs
2400
1200
0:45
Unique to Knights Templar

Republic of Venice

Age IV

Advance to Age IV

- Reduces the change in the base buy or sell price by 75% when trading resources at the Market.

Costs
2400
1200
0:45
Unique to Knights Templar

Teutonic Order

Age IV

Advance to Age IV

- All gold units gain +2 melee armor.

Costs
2400
1200
0:45
Unique to Knights Templar

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