Advance to Age II
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 250 less costs.
Advance to Age II
Constructs the Culture Wing. Upon completion, grants 2 Dervish and turns their healing aura on permanently.
Advance to Age II
Constructs the Economic Wing. Upon completion, grants 3 Villagers. Orchards gain 50 additional food.
Advance to Age II
Constructs the Economic Wing. Upon completion, awards 350 Wood. Villagers build +30% faster.
Advance to Age II
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).
Advance to Age II
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 1 Desert Raider after 15 seconds and then every 2 minutes for the rest of the game.
Advance to Age II
Constructs the Trade Wing. Upon completion, gain 3 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.
Advance to Age II
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.
Advance to Age III
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 400 less costs.
Advance to Age III
Constructs the Culture Wing. Upon completion, grants 3 Dervish, improves the unit's healing by +25%, and turns it on permanently.
Advance to Age III
Constructs the Economic Wing. Upon completion, grants 7 Villagers. Orchards gain 100 additional food.
Advance to Age III
Constructs the Economic Wing. Upon completion, awards 800 Wood and 400 Stone. Villagers build +40% faster.
Advance to Age III
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).
Advance to Age III
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 3 Desert Raiders immediately and then every 2 minutes for the rest of the game.
Advance to Age III
Constructs the Trade Wing. Upon completion, gain 5 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.
Advance to Age III
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.
Advance to Age IV
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1350 less costs.
Advance to Age IV
Constructs the Culture Wing. Upon completion, grants 4 Dervish, improves the unit's healing by +50%, and turns it on permanently.
Advance to Age IV
Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.
Advance to Age IV
Constructs the Economic Wing. Upon completion, awards 2000 Wood and 900 Stone. Villagers build +50% faster.
Advance to Age IV
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).
Advance to Age IV
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 7 Desert Raiders immediately and then every 2 minutes for the rest of the game.
Advance to Age IV
Constructs the Trade Wing. Upon completion, gain 7 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.
Advance to Age IV
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.
Unlock Bonuses
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1300 less costs.
Unlock Bonuses
Constructs the Culture Wing. Upon completion, grants 4 Dervish, improves the unit's healing by +50%, and turns it on permanently.
Unlock Bonuses
Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.
Unlock Bonuses
Constructs the Economic Wing. Upon completion, awards 2800 Wood and 900 Stone. Villagers build +50% faster.
Unlock Bonuses
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).
Unlock Bonuses
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 7 Desert Raiders immediately and then every 2 minutes for the rest of the game.
Unlock Bonuses
Constructs the Trade Wing. Upon completion, gain 7 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.
Unlock Bonuses
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.
Hero Level Up Choice
Level 2 option Jeanne chooses the path of the Archer, equipping a bow to engage foes from afar. Gains the Divine Arrow ability, which deals high damage to a single target. Requires 500XP
Hero Level Up Choice
Level 2 option Jeanne chooses the path of the Warrior, equipping a two handed sword to engage foes in close combat. Gains the Holy Wrath ability, which deals area of effect damage around Jeanne. Requires 500XP
Hero Level Up Choice
Level 3 option Jeanne's Champions become available to train at Barracks. Gains "To Arms, Men!", which rallies 3 Champions to her side. Requires 500XP
Hero Level Up Choice
Level 3 option Jeanne's Riders become available to train at Stables. Gains "Riders, Ready!", which rallies 3 Riders to her side. Requires 500XP
Hero Level Up Choice
Level 4 option Jeanne's Rally Call ability will now call 7 of her chosen companions onto the Battlefield. Gains the Strength of Heaven ultimate ability, which greatly empowers a single unit. Requires 500XP
Hero Level Up Choice
Level 4 option Jeanne's Rally Call ability will now call 3 of her chosen companions and a powerful Cannon onto the Battlefield. Gains the Valorous Inspiration ultimate ability, which greatly increases the attack speed of nearby allies. Requires 500XP
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%.
Villager Technology 1/3
Increase the carry capacity of Villagers by +3, their movement speed by +7%, and +25% gather rate from Berry Bushes.
Woodcutting Technology
Villagers fell trees in a single chop.
Packing Technology
Packed buildings move and pack/unpack 50% faster.
Hunting Technology
Increase Villagers' hunted meat gather rate by +20%. If Survival Techniques has already been researched, increase hunted meat gather rate by +5% instead.
Villager Technology
Increase Villagers' resource carry capacity by +9 and movement speed by +15%. If Wheelbarrow has already been researched, increase carry capacity by +4 instead.
Economic Upgrade
Supervision by Imperial Officials improved from 150% to 300%.
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%.
Wood Gathering Technology 1/3
Increase Villagers' gathering rate for Wood by 15%.
Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Trade Technology
Grant +3 armor to Traders and Trade Ships.
Economic Technology
Reduce the cost of Economy buildings and Houses by 30%.
Villager Technology
Reduce the cost to produce Villagers by -35%.
Research Technology
Reduce the cost of all technology and Age advancements by -20%.
Imperial Official Technology
Increase the maximum amount of Gold carried by Imperial Officials from +40 to +70.
Villager Technology 2/3
Increase the carry capacity of Villagers by +3, their movement speed by +7%, and +25% gather rate from Berry Bushes.
Wood Gathering Technology 1/3
Increase Villagers' gathering rate for Wood by 22.5%. If Double Broadax has already been researched, increase it by 7.5% instead.
Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 15%. Does not apply to hunted meat. If Horticulture has already been researched, increase it by 5% instead.
Hunting Technology
Scouts gain the ability to carry animal carcasses and +200% damage against wild animals. Scouts move -55% slower while carrying a carcass and cannot pick up Boar. If Professional Scouts has already been researched, increase damage by +100% instead.
Raiding Technology
Increase the raid income for igniting a building to +50 Food and Gold.
Raiding Technology
Increase the raid income for igniting a building to +75 Food and Gold. If Raid Bounty has already been researched, increase the raid income for igniting a building by +25 Food and Gold.
Mining Technology 1/3
Increase Villagers' gathering rate for Gold by 22.5%. If Specialized Pick has already been researched, increase it by 7.5% instead.
Packing Technology
Packed buildings move +70% faster and pack/unpack +50% faster. If Superior Mobility has already been researched, increase speed by +20% instead.
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.
Wood Gathering Technology 2/3
Increase Villagers' gathering rate for Wood by 15%.
Farm Technology
Improve Villagers' gathering rate from Farms by +15%.
Trade Technology
Traders and Trade Ships also return with a secondary resource. This resource is 25% the base Gold value and is set at the market.
Villager Technology
Increase the carrying capacity of Villagers by +10.
Population Technology
Villagers and Infantry can garrison inside Houses for protection. Houses gain garrison arrows and +50% Health.
Villager Technology 3/3
Increase the carry capacity of Villagers by +3, their movement speed by +7%, and +25% gather rate from Berry Bushes.
Raiding Technology
Increase the torch damage of all infantry and cavalry by +3.
Raiding Technology
Increase the torch damage of all infantry and cavalry by +5. If Additional Torches has already been researched, increase the torch damage from all infantry and cavalry by +2.
Food Gathering Technology 2/3
Increase Villagers' gathering rate for Food by 15%. Does not apply to hunted meat. If Fertilization has already been researched, increase it by 5% instead.
Wood Gathering Technology 2/3
Increase Villagers' gathering rate for Wood by 22.5%. If Lumber Preservation has already been researched, increase it by 7.5% instead.
Mining Technology 2/3
Increase Villagers' gathering rate for Gold by 22.5%. If Acid Distillation has already been researched, increase it by 7.5% instead.
Villager Technology
Increase Villagers' health by +50%. If Textiles has already been researched, increase health by +100% instead.
Economic Upgrade
Imperial Official limit increased by +2. Grants an Imperial Official upon completion.
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.
Wood Gathering Technology 3/3
Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.
Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.
Economic Technology
Villagers drop off +8% more resources.
Trade Technology
Increase the Gold income from Traders and Trade Ships by +30%.
Gathering Technology
Increase the gathering rate of Villagers by +4% for each dynasty achieved.
Farm Technology
Each Farm Enclosure being worked by a Villager generates +1 Gold every 6 seconds.
Wood Gathering Technology 3/3
Increase Villagers' gathering rate for Wood by 22.5% and Wood gatherers carry capacity by +5. If Crosscut Saw has already been researched, increase it by 7.5% instead.
Mining Technology 3/3
Gold gatherers drop off 22.5% more resources. If Cupellation has already been researched, increase it by 7.5% instead.
Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 15%. Does not apply to hunted meat. If Precision Cross-Breeding has already been researched, increase it by 5% instead.
Raiding Technology
Add +50 Stone to the raid income for igniting a building.
Raiding Technology
Add +75 Stone to the raid income for igniting a building. If Stone Bounty has already been researched, add +25 Stone to the raid income for igniting a building.
Trade Technology
Traders supply +10% Stone to their trades.
Trade Technology
Traders supply +20% Stone to their trades. If Stone Commerce has already been researched, supply +10% Stone instead.
Imperial Official Technology
Imperial Officials gain 150 health and their maximum Gold carried is increased by +80. Imperial Official limit increased by +2.
Naval Technology
Add a defensive arrowslit to this Dock which only attacks ships.
Naval Technology
Military Ships regenerate +1 health every 2 seconds when out of combat.
Naval Technology
Archer Ships fire an additional 2 Javelin weapons.
Naval Technology
Gain +25 Wood and +25 Gold when sinking an enemy ship.
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
Springald Ships gain +1 range and attack 20% faster.
Naval Technology
Upgrade all Dromons to leave Greek Fire on the surface or ground where they attack. Man The Sails cooldown also reduced to 20 seconds.
Naval Technology
Incendiary Ships deal full damage to all enemies in their explosion radius.
Naval Technology
Baghlahs heal 30 health when killing an enemy unit.
Naval Technology
Improves the fire and ranged armor of ships by +2.
Naval Technology
Converting between Lodya Ship types is 50% faster and no longer has a cost penalty.
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.
Naval Technology
Springald Ships gain an additional Cannon which fires in 360 degrees.
Naval Technology
Replaces Springald Ship weaponry with Cannons which provide greater range and damage.
Naval Technology
Increase the production speed of Gunpowder Ships by 25% and their movement speed by 25%.
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.
Weapon Emplacement
Add defensive handcannon slits to this structure and increases garrison arrow range by +1. Only one weapon emplacement can be added.
Building Technology
Increase House line of sight by 7 tiles and improve their construction speed by 500%.
Weapon Emplacement
Add defensive javelin to this structure and increase garrison arrow range by +1. Javelins deal additional damage to ranged units. Only one weapon emplacement can be added.
Weapon Emplacement
Increase the damage of arrows fired from this Wooden Fortress by +2.
Vision Emplacement
Increase the sight range of this Wooden Fortress by 6 tiles.
Defensive Ability
Levy 2 Demilancers and an additional 1 for each Manor.
Building Technology
Patronage of the finest builders increases all building health by +30%.
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
All buildings gain +5 fire armor.
Defensive Technology
Town Centers and Keeps heal nearby units for +2 health every 1 second.
Weapon Emplacement
Add a defensive mangonel emplacement to this structure.
Tower & Outpost Technology
Towers and Keeps repair nearby walls and gates for +20 health per second.
Defensive Technology
Increase the fire armor of Stone Wall Towers, Keeps, and Outposts by +10.
Keep Technology
Keeps act like Town Centers, including unit production, population capacity, and technology.
Defensive Technology
Increase the Network of Castles attack speed bonus from +20% to +30%.
Defensive Ability
Levy 8 Yeoman and an additional 1 Yeoman for each Manor.
Weapon Emplacement
Add a defensive cannon emplacement to this structure.
Defensive Technology
Increase the health of walls, towers, and gates by +25%.
Defensive Technology
Add +300 health and +3 fire armor to all Outposts.
Weapon Emplacement
Add a defensive Great Bombard emplacement to this structure.
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.
Defensive Ability
Levy 1 Demilancer, 1 Earl's Guard, and 1 Yeoman per Manor.
Religious Technology
Allow Scholars to garrison in military buildings, boosting production speed by 100%.
Religious Technology
Increase the duration of Saint's Blessing by +10 seconds.
Religious Technology
Increase the sight range of Scholars by +100%.
Religious Technology
Allow Scholars to capture Sacred Sites before the Castle Age (III). Sacred Sites generate +25% more Gold.
Healing Technology
Musofadi Warriors and Musofadi Gunners gain +5 healing with each attack for 5 seconds after coming out of stealth.
Healing Technology
Increase the healing rate of religious units by +60%.
Religious Technology
Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.
Religious Technology
Increases the movement speed of Scholars by +50%.
Religious Technology
Monasteries become self-sufficient, working their lands through Lay Brothers. Villagers can drop off resources in Monasteries. Prelates can be garrisoned in Monasteries to inspire all nearby Villagers, increasing their gather speed.
Healing Technology
Increase the healing rate of religious units by +90%. If Herbal Medicine has already been researched, increase it by +30% instead.
Religious Technology
Improve the range of Saint's Blessing by +5 tiles and the damage granted by Saint's Blessing by +1.
Religious Technology
Relics placed in a Mosque provide an income of +40 Food, +40 Wood, and +10 Stone every minute.
Religious Technology
Imams can convert units without holding a Relic, but can only target a single unit.
Religious Technology
Units healed by Scholars gain +50% attack speed for 3 seconds.
Religious Technology
Increase all Shamans' health by +60. If Piety has already been researched, increase it by +20 instead.
Religious Technology
Relics placed in a Prayer Tent provide an income of +60 Food, +60 Wood, and +15 Stone every minute. If Tithe Barns has already been researched, increase the income of Food and Wood by +20 and Stone by +5 instead.
Religious Technology
Increase the health of Warrior Monks by +100.
Melee Damage Technology 1/4
Increase the melee damage of all non-siege units by +1.
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.
Cavalry Technology
Horseman damage vs. Workers increased by +2. Workers eliminated by your Horsemen reward +20 Gold.
Cavalry Technology
Scouts enhance the torch damage of nearby units by 25%
Melee Damage Technology 2/4
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. Improved Siege Engineering allows for the construction of Mangonels, Springalds and Trebuchets as well.
Cavalry Technology
Increase the attack speed of Cavalry units by +20%.
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.
Cavalry Technology
Fill the stables with the best stallions, increasing all cavalry health by +35%.
Siege Technology
Upon completion, siege units gain access to the Structural Reinforcements ability. Siege units gain +20 melee armor and +5 fire armor for 10 seconds.
Infantry Technology
Infantry gains +25% damage and +20% movement speed for 10 seconds after defeating a unit.
Infantry Ability Unlock
Infantry units gain the Forced March ability. When activated, infantry move +100% faster for 10 seconds, but breaks when dealing damage.
Cavalry Technology
Grants Knights and Black Riders +2 melee and +2 ranged armor.
Melee Damage Technology 3/4
Increase the melee damage of all non-siege units by +1.
Siege Technology
Increase the movement speed of siege engines by +20%. If Greased Axles has already been researched, increase it by +5% instead.
Production Technology
Increase the production speed of military and transport units at buildings by 53%. Does not affect religious or other support units. If Military Academy has already been researched, increase production speed by 20% instead.
Cavalry Technology
Increase the health of Rus cavalry by +25.
Cavalry Technology
Training in rugged terrain increases Hobelar charge damage by +150% and production speed by +100%.
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%.
Gunpowder Technology
Advancements in alchemical research increase the bonus damage of all gunpowder siege weapons by +25%.
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%.
Gunpowder Technology
With new gunpowder, Handcannoneers gain +5 damage against melee infantry and gain a brief increase to their movement speed after firing their weapon.
Infantry Technology
Infantry increase the armor of nearby camels by 3.
Siege Technology
Counterweight Trebuchets deal +30% increased damage and engulf their target with Greek Fire, dealing area damage. Greek Fire does not stack with other patches.
Cavalry Technology
Enemy units hit by Trample become vulnerable and receive +15% increased damage for 12 seconds.
Gunpowder Technology
Increase the range of Handcannons by +1.5.
Melee Infantry Technology
Tactics from powerful daimyo improves melee infantry, increasing their damage by +15%, torch damage by +15%, and +15% health.
Melee Damage Technology 4/4
Increase the melee damage of all non-siege units by +1.
Cavalry Technology
Sofa increase the movement speed of nearby infantry by +15%.
Ranged Technology
Increase ranged damage of Donso by +6, Archers by +2, and Javelin Throwers by +3.
Cavalry Technology
Investing in natural sciences increases the health of all cavalry by +35%. If Biology has already been researched, increase it by +10% instead.
Melee Infantry Technology
Training elite infantry leads to improved prowess in battle. Melee Infantry gain +20% damage and +20% health. If Elite Army Tactics has already been researched, increases damage by +5% and health by +5% instead.
Siege Technology
Increase damage of Trebuchets by +30%. If Geometry has already been researched, increase their damage by +10% instead.
Production Technology
Prayer Tents allow Improved Production within their influence even without an Ovoo.
Siege Technology
New carpentry techniques increase the health of siege engines by +30%. If Siege Works has already been researched, increase their health by +10% instead.
Ranged Damage Technology
Increase the ranged damage of Mangudai and the Khan by +1.
Ranged Damage Technology
Increase the ranged damage of Mangudai and the Khan by +2. If Siha Bow Limbs has already been researched, increase the ranged damage of Mangudai and the Khan by +1.
Cavalry Technology
Gilded Knights take -25% damage while charging.
Melee Infantry Technology
Spearmen and Horsemen gain a Fire Lance when charging.
Mercenary Contract
Unlocks production of Keshik, Ghulam, and Tower Elephant mercenaries. Keshik: Feudal Age Ghulam: Veteran contract Tower Elephant: Elite contract
Mercenary Contract
Unlocks production of Javelin Thrower, Camel Rider, and Grenadier mercenaries. Javelin Thrower: Feudal Age Camel Rider: Veteran contract Grenadier: Elite contract
Mercenary Contract
Unlocks production of Longbowman, Landsknecht, and Streltsy mercenaries. Longbowman: Feudal Age Landsknecht: Veteran contract Streltsy: Elite contract
Town Center Improvement 1/3
Increases the production cap of Bannerman Samurai by +1 and provides a free Villager. Increases Town Center health by +1000, adds an additional arrow slit, and adds an aura which enhances Villagers harvest rate from Farms by +20%.
Companion Upgrade
Increase Jeanne d'Arc's health and damage by 25% and gain +1 armor. Increase the health and damage of Jeanne's Companions by 20%.
Khan Technology
Increase the Khan's Signal Arrow duration by +5 seconds and range by +2 tiles.
Imperial Council
Increases military production speed by +25% and outfits Military Schools with the ability to train Lancers and Janissaries.
Imperial Council
Spawn 10 sheep at the Landmark Town Center and increase Villager mining speed by +15%.
Imperial Council
Spawn 2 Imams at the Landmark Town Center. Imams area heal nearby units for 1 health every second. Increases to 2 health in Castle Age and 3 health in Imperial Age.
Imperial Council
Spawn 2 Janissaries for each of your Landmark Town Center and Military Schools at the Landmark Town Center.
Imperial Council
Spawn 1 Mehter at the Landmark Town Center. Mehters increase move speed to units in the same formation by +15%.
Imperial Council
Allows all siege engines to be garrisoned by infantry. While garrisoned, attack and setup speed is increased by +25%.
Imperial Council
Increase the amount of Gold Traders collect and Income from the Sultanhani Trade Network by +40%.
Military Upgrade
Imperial Officials can now supervise Keeps and Outposts to reduce damage taken by 35%.
Royal Knight Technology
Royal Knights regenerate +1 health every 1 seconds when out of combat.
Spearman and Horseman Technology
Increase the damage of Spearmen and Horsemen by +2.
Town Center Improvement 2/3
Increases the production cap of Bannerman Samurai by +2 and provides a free Villager. Increases Town Center health by +2000, fire armor by +2, adds an additional arrow slit, and adds an aura which enhances Villagers harvest rate from Farms by +40%.
Khan Technology
Increase the Khan's Signal Arrow duration by +7 seconds and range by +3 tiles. If Whistling Arrows has already been researched, increase the Khan's Signal Arrow duration by +2 seconds and range by +1 tile.
Man-at-Arms Technology
Gilded Men-at-Arms who fall below 30% health take -20% damage.
Spearman Technology
Gilded Spearman torches deal area of effect damage.
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%.
Spearman Technology
Spearmen equip tempered Bills, reducing the armor of enemies by -2 when attacking.
Manor Technology 1/2
Advancements in feudal land distribution practices increase the build limit of Manors by +3 and their health by +200.
Manor Technology 2/2
Advancements in feudal land distribution practices increase the build limit of Manors by +3 and their health by +300.
Royal Knight Technology
Increase Royal Knights' bonus damage after a charge from +3 to +10.
Arbalétrier Technology
Increase the attack speed of Arbalétriers by +25%.
Camel Technology
Increase the movement speed of camel units by +15%.
Camel Rider Technology 1/2
Grant Camel Riders shields, improving their melee armor by +3.
Archer Technology
Increase the attack speed of Archers by +33%.
Heavy Armor Technology
Increase the armor of Cataphracts by +1, move speed of Limitanei by +15%, and attack speed of Varangian Guard by +15%.
Unit Technology 2/3
Upgrade Hardened Mercenaries to Veteran Mercenaries.
Man-at-Arms & Lancer Technology
Men-at-Arms and Lancers equip a Kilij, increasing their damage by +3.
Mosque Technology
Mosques restore +4 health every second to units that are out of combat.
Man-at-Arms Technology
Increase the ranged and melee armor of Men-at-Arms by +2.
King Scaling Technology
Increases the health, attack and armor of the King when reaching Castle Age.
Influence Technology
Improves the French influence by reducing unit costs by a further -5%.
Prelate Technology
Inspired Villagers gather resources +5% faster and construct buildings and defenses +25% quicker.
Man-at-Arms Technology
Men-at-Arms wield maces, increasing their bonus damage against heavy targets by +6.
Man-at-Arms Technology
Men-at-Arms wield two-handed weapons, increasing their damage by +2.
Onna-Musha Technology
Onna-Musha fire a whistling arrow when an enemy is seen, increasing move speed for 10 seconds.
Samurai Technology
Equip Samurai with an Odachi, a long sword that deals +4 bonus damage against infantry.
Shinto Technology
Increases Shinto Priest health by +40, healing rate by +60%, and movement speed by +15%.
Town Center Improvement 3/3
Increases the production cap of Bannerman Samurai by +3 and provides a free Villager. Increases Town Center health by +3000, fire armor by +3, adds an aura which enhances Villagers harvest rate from Farms by +60%, and equips a Rocket Emplacement.
Shinobi Scaling Technology
Increases the health and damage of Shinobi when reaching Castle Age.
Buddhist Technology
Buddhist Monks generate 25 gold every 60 seconds.
Influence Technology
Consecrated buildings also reduce the Wood and Gold cost of units by 25%.
Archer Technology
Archer arrows deal an additional 3 damage over 6 seconds.
Keshik Technology
Increase Keshik healing by +1 Health per attack and attack speed by +10%.
Movement Technology
Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines.
Archer Technology
Increase the ranged armor of Gilded Archers by +3.
Landsknecht Technology
Gilded Landsknecht equip a halberd weapon that wounds enemies. When struck by this weapon, a unit will bleed for 2 damage every second. Lasts 10 seconds. Any healing effect will remove the bleed.
Militia Scaling Technology
Increases the health, attack and armor of Militia when reaching Castle Age.
Zhuge Nu Technology
More advanced magazines allow Zhuge Nu to fire piercing bolts with +0.5 range that deal +1 damage against Light Melee Infantry.
Grenadier Technology
Units receive +15% Ranged and Melee damage for 5 seconds when hit by a Grenade.
Advance to Age III
- Fortresses and Docks gain +30% Health.
Advance to Age III
- Units near Sacred Sites gain +20% damage and regenerate health.
Knight Technology
Gain +2 charge damage per nearby charging Heavy Cavalry.
Handcannon Technology
Importing Burgundian Handcannons enables Handcannoneers to be trained in the Castle Age and reduces Handcannoneer cost by -25%.
Knight Technology
Your Knights and Demilancers adorn their armor with the Lancaster livery, gaining +6 bonus damage against enemy armored units.
Military Technology
Advanced Military Tactics increase your troops' overall effectiveness in battle, improving their bonus damage by +20%.
Yeoman Technology
Unlocks the Synchronized Shot ability for Yeomen.
Trebuchet Technology
Experience from building larger trebuchets increases their range by +2 and health by +50%.
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.
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.
Nest of Bees Technology
Nest of Bees receive 3 additional Rocket Arrows.
Camel Rider Technology 2/2
Increase the armor of Camel Riders by +2.
Camel Technology
Camels increase the armor of nearby infantry by +2.
Society Technology
Villagers and Traders gain +2 health per economic upgrade.
Unit Technology 3/3
Upgrade Veteran Mercenaries to Elite Mercenaries.
Varangian Guard Technology
Varangian Guard increase their move speed by +30% when activating Berserking.
Palace Guard Technology
Increase the health of Palace Guards by +30.
Bombard Technology
Increase the attack speed of Bombards by +33%.
Elephant Technology
Grant +25% health and +4 ranged armor to War Elephants.
Elephant Technology
Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +30% health and +4 ranged armor.
Longbowman Ability Unlock
Longbowmen gain Arrow Volley, an activated ability that reduces their time to attack by +1 second for a duration of 6 seconds.
Trebuchet Technology
Trebuchet projectiles shatter on impact, increasing their area of effect.
King Scaling Technology
Increases the health, attack and armor of the King when reaching Imperial Age.
Shinto Technology
Increases the maximum number of Yorishiro by +2. Immediately produces 2 Yorishiro at the Floating Gate.
Mounted Samurai Technology
Increase Mounted Samurai move speed by +10% while Deflective Armor is active.
Buddhist Technology
Buddhist Temples cast Sohei Sutra on a nearby enemy every 6 seconds.
Shinto Technology
Increases the Line of Sight of all buildings by +2 tiles. Every 3 minutes, all economic units heal for 100% of their health over 3 seconds.
Spearman Technology
Spearmen are equipped with a stronger spear that increases weapon range by +20% and damage against cavalry by +15%.
Buddhist Technology
Upgrades Buddhist Conversion to Nehan Conversion, which has a 25% shorter cooldown and additionally improves nearby allied units movement speed by +25% when cast.
Shinobi Scaling Technology
Increases the health and damage of of Shinobi when reaching Imperial Age.
Battering Ram Technology
Increase Battering Ram attack speed by +30% and reduce their field construction time by -75%. If Lightweight Beams has already been researched, increase attack speed by +10% and reduce field construction time by -25% instead.
Springald Technology
Increases Springald attack speed by +35% and grants +10% Ranged Resistance. If Roller Shutter Triggers has already been researched, increase by 10% instead.
Keshik Technology
Increase Keshik healing by +2 Health per attack and attack speed by +20%. If Steppe Lancers has already been researched, increase Keshik healing by +1 Health per attack and attack speed by +10%.
Movement Technology
Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines. Improved Yam Network allows Traders to regenerate 1 health every 2 seconds while in Yam's aura.
Crossbow Technology
Gilded Crossbowmen deal +20 damage against Siege units.
Springald Technology
Increase the range of Springalds by +1 tiles.
Bombard Technology
Increase damage of Bombards by +20%. Bombards gain +50 damage vs Infantry.
Knight Technology
Knights equip a poleax, increasing their melee damage by +4.
Horse Archer Technology
Increase weapon range of Horse Archers by +1 and unlock the Gallop ability. Gallop: Activate to move at maximum speed with +2 tile weapon range for 8 seconds.
Mangonel, Trebuchet, and Bombard Technology
Setup and teardown speed of Mangonels, Trebuchets, and Bombards is instant.
Militia Scaling Technology
Increases the health, attack and armor of Militia when reaching Imperial Age.
Ram Technology
Ram damage increased by +25%. Rams heal 2 health every 1 second.
Crossbow Technology
Zhuge Nu and Crossbowmen fire an extra bolt. The additional bolt for Crossbowmen is 40% as effective as the previous bolt.
Lancer Technology
Allows production of unique cavalry units, the Imperial Guard, and the Yuan Raider.
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.
Yeomen and Spearmen Technology
Equip your Yeomen and Spearmen with Padded Jacks, improving their melee armor by +3.
Manor Technology
The Lord of Lancaster levies a tax on all vassals to fund war efforts. Manors generate 40 gold per minute.
Carrack Technology
Investing in bigger and better ship hulls increases Carrack damage by 20%, health by 20%, and range by 20%.
Earl's Guard Technology
Earl's Guards are supplied with additional Daggers when throwing, these Daggers also deal a small amount of area damage. Earl's Guards now throw 2 Daggers but are less accurate.
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