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.

Wings

Advancement (Feudal Culture Wing)

Age I

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.

Costs
225
125
1:36
Unique

Logistics (Feudal Culture Wing)

Age I

Advance to Age II

Constructs the Culture Wing. Upon completion, grants 2 Dervish and turns their healing aura on permanently.

Costs
400
200
2:00
Unique

Growth (Feudal Economic Wing)

Age I

Advance to Age II

Constructs the Economic Wing. Upon completion, grants 3 Villagers. Orchards gain 50 additional food.

Costs
400
200
2:00
Unique

Industry (Feudal Economic Wing)

Age I

Advance to Age II

Constructs the Economic Wing. Upon completion, awards 350 Wood. Villagers build +30% faster.

Costs
400
200
2:00
Unique

Master Smiths (Feudal Military Wing)

Age I

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).

Costs
400
200
2:00
Unique

Reinforcement (Feudal Military Wing)

Age I

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.

Costs
400
200
2:00
Unique

Advisors (Feudal Trade Wing)

Age I

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%.

Costs
400
200
2:00
Unique

Bazaar (Feudal Trade Wing)

Age I

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.

Costs
400
200
2:00
Unique

Advancement (Castle Culture Wing)

Age II

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.

Costs
900
500
1:36
Unique

Logistics (Castle Culture Wing)

Age II

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.

Costs
1200
600
2:00
Unique

Growth (Castle Economic Wing)

Age II

Advance to Age III

Constructs the Economic Wing. Upon completion, grants 7 Villagers. Orchards gain 100 additional food.

Costs
1200
600
2:00
Unique

Industry (Castle Economic Wing)

Age II

Advance to Age III

Constructs the Economic Wing. Upon completion, awards 800 Wood and 400 Stone. Villagers build +40% faster.

Costs
1200
600
2:00
Unique

Master Smiths (Castle Military Wing)

Age II

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).

Costs
1200
600
2:00
Unique

Reinforcement (Castle Military Wing)

Age II

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.

Costs
1200
600
2:00
Unique

Advisors (Castle Trade Wing)

Age II

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%.

Costs
1200
600
2:00
Unique

Bazaar (Castle Trade Wing)

Age II

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.

Costs
1200
600
2:00
Unique

Advancement (Imperial Culture Wing)

Age III

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.

Costs
1500
750
1:36
Unique

Logistics (Imperial Culture Wing)

Age III

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.

Costs
2400
1200
2:00
Unique

Growth (Imperial Economic Wing)

Age III

Advance to Age IV

Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.

Costs
2400
1200
2:00
Unique

Industry (Imperial Economic Wing)

Age III

Advance to Age IV

Constructs the Economic Wing. Upon completion, awards 2000 Wood and 900 Stone. Villagers build +50% faster.

Costs
2400
1200
2:00
Unique

Master Smiths (Imperial Military Wing)

Age III

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).

Costs
2400
1200
2:00
Unique

Reinforcement (Imperial Military Wing)

Age III

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.

Costs
2400
1200
2:00
Unique

Advisors (Imperial Trade Wing)

Age III

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%.

Costs
2400
1200
2:00
Unique

Bazaar (Imperial Trade Wing)

Age III

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.

Costs
2400
1200
2:00
Unique

Advancement (Bonus Culture Wing)

Age IV

Unlock Bonuses

Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1300 less costs.

Costs
1550
750
1:36
Unique

Logistics (Bonus Culture Wing)

Age IV

Unlock Bonuses

Constructs the Culture Wing. Upon completion, grants 4 Dervish, improves the unit's healing by +50%, and turns it on permanently.

Costs
2400
1200
2:00
Unique

Growth (Bonus Economic Wing)

Age IV

Unlock Bonuses

Constructs the Economic Wing. Upon completion, grants 10 Villagers and all Villagers work +10% faster.

Costs
2400
1200
2:00
Unique

Industry (Bonus Economic Wing)

Age IV

Unlock Bonuses

Constructs the Economic Wing. Upon completion, awards 2800 Wood and 900 Stone. Villagers build +50% faster.

Costs
2400
1200
2:00
Unique

Master Smiths (Bonus Military Wing)

Age IV

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).

Costs
2400
1200
2:00
Unique

Reinforcement (Bonus Military Wing)

Age IV

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.

Costs
2400
1200
2:00
Unique

Advisors (Bonus Trade Wing)

Age IV

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%.

Costs
2400
1200
2:00
Unique

Bazaar (Bonus Trade Wing)

Age IV

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.

Costs
2400
1200
2:00
Unique

Leveling

Path of the Archer

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

Costs
Unique

Path of the Warrior

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

Costs
Unique

Champion Companions

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

Costs
Unique

Rider Companions

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

Costs
Unique

Field Commander

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

Costs
Unique

Gunpowder Monarch

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

Costs
Unique

Economy

Survival Techniques

Age I

Hunting Technology

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

Costs
25
75
0:25

Forestry

Age I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

Costs
25
50
0:45

Wheelbarrow

Age I

Villager Technology

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

Costs
50
150
1:30

Tawara

Age I

Villager Technology 1/3

Increase the carry capacity of Villagers by +3, their movement speed by +7%, and +25% gather rate from Berry Bushes.

Costs
25
50
0:30
Unique

Forestry (Improved)

Age I

Woodcutting Technology

Villagers fell trees in a single chop.

Costs
25
50
75
0:45
Unique

Superior Mobility

Age I

Packing Technology

Packed buildings move and pack/unpack 50% faster.

Costs
25
75
0:45
Unique

Survival Techniques (Improved)

Age I

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.

Costs
25
75
100
0:25
Unique

Wheelbarrow (Improved)

Age I

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.

Costs
50
150
200
1:30
Unique

Regional Inspection

Age I

Economic Upgrade

Supervision by Imperial Officials improved from 150% to 300%.

Costs
50
125
0:45
Unique

Single Whip Reform

Age I

Economic Upgrade

Imperial Officials move 50% faster.

Costs
75
175
0:45
Unique

Sanctuary

Age I

Economic Technology

Guarantees of sanctuary grant Pilgrimage 1 additional Pilgrim.

Costs
300
150
0:20
Unique

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

Double Broadax

Age II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
50
100
0:45

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

Armored Caravans

Age II

Trade Technology

Grant +3 armor to Traders and Trade Ships.

Costs
25
75
0:45
Unique

Fertile Crescent

Age II

Economic Technology

Reduce the cost of Economy buildings and Houses by 30%.

Costs
25
75
0:30
Unique

Fresh Foodstuffs

Age II

Villager Technology

Reduce the cost to produce Villagers by -35%.

Costs
50
75
0:20
Unique

Preservation of Knowledge

Age II

Research Technology

Reduce the cost of all technology and Age advancements by -20%.

Costs
25
75
0:30
Unique

Imperial Examinations

Age II

Imperial Official Technology

Increase the maximum amount of Gold carried by Imperial Officials from +40 to +70.

Costs
50
100
1:00
Unique

Takezaiku

Age II

Villager Technology 2/3

Increase the carry capacity of Villagers by +3, their movement speed by +7%, and +25% gather rate from Berry Bushes.

Costs
50
100
0:40
Unique

Double Broadax (Improved)

Age II

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.

Costs
50
100
150
0:45
Unique

Horticulture (Improved)

Age II

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.

Costs
50
100
150
0:45
Unique

Professional Scouts (Improved)

Age II

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.

Costs
150
300
100
1:15
Unique

Raid Bounty

Age II

Raiding Technology

Increase the raid income for igniting a building to +50 Food and Gold.

Costs
100
250
0:45
Unique

Raid Bounty (Improved)

Age II

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.

Costs
100
250
350
0:45
Unique

Specialized Pick (Improved)

Age II

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.

Costs
50
100
150
0:45
Unique

Superior Mobility (Improved)

Age II

Packing Technology

Packed buildings move +70% faster and pack/unpack +50% faster. If Superior Mobility has already been researched, increase speed by +20% instead.

Costs
25
75
100
0:45
Unique

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

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

Lumber Preservation

Age III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
100
250
1:00

Agriculture

Age III

Farm Technology

Improve Villagers' gathering rate from Farms by +15%.

Costs
75
200
0:45
Unique

Grand Bazaar

Age III

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.

Costs
50
125
0:30
Unique

Hearty Rations

Age III

Villager Technology

Increase the carrying capacity of Villagers by +10.

Costs
3:00
Unique

Reinforced Foundations

Age III

Population Technology

Villagers and Infantry can garrison inside Houses for protection. Houses gain garrison arrows and +50% Health.

Costs
1:30
Unique

Fudasashi

Age III

Villager Technology 3/3

Increase the carry capacity of Villagers by +3, their movement speed by +7%, and +25% gather rate from Berry Bushes.

Costs
100
250
0:45
Unique

Additional Torches

Age III

Raiding Technology

Increase the torch damage of all infantry and cavalry by +3.

Costs
200
500
1:00
Unique

Additional Torches (Improved)

Age III

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.

Costs
200
500
700
1:00
Unique

Fertilization (Improved)

Age III

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.

Costs
100
250
350
1:00
Unique

Lumber Preservation (Improved)

Age III

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.

Costs
100
250
350
1:00
Unique

Shaft Mining (Improved)

Age III

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.

Costs
100
250
350
1:00
Unique

Textiles (Improved)

Age III

Villager Technology

Increase Villagers' health by +50%. If Textiles has already been researched, increase health by +100% instead.

Costs
50
100
150
0:20
Unique

Imperial Red Seals

Age III

Economic Upgrade

Imperial Official limit increased by +2. Grants an Imperial Official upon completion.

Costs
100
200
0:45
Unique

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

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

Cupellation

Age IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

Costs
250
500
1:15

Crosscut Saw

Age IV

Wood Gathering Technology 3/3

Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.

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

Merchant Guilds

Age IV

Trade Technology

Active Traders generate 1 gold every 6 seconds.

Costs
200
500
1:00

Improved Processing

Age IV

Economic Technology

Villagers drop off +8% more resources.

Costs
300
700
1:30
Unique

Spice Roads

Age IV

Trade Technology

Increase the Gold income from Traders and Trade Ships by +30%.

Costs
300
700
1:30
Unique

Ancient Techniques

Age IV

Gathering Technology

Increase the gathering rate of Villagers by +4% for each dynasty achieved.

Costs
200
500
1:30
Unique

Enclosures

Age IV

Farm Technology

Each Farm Enclosure being worked by a Villager generates +1 Gold every 6 seconds.

Costs
150
350
1:00
Unique

Crosscut Saw (Improved)

Age IV

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.

Costs
250
500
750
1:15
Unique

Cupellation (Improved)

Age IV

Mining Technology 3/3

Gold gatherers drop off 22.5% more resources. If Cupellation has already been researched, increase it by 7.5% instead.

Costs
250
500
750
1:15
Unique

Precision Cross-Breeding (Improved)

Age IV

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.

Costs
250
500
750
1:15
Unique

Stone Bounty

Age IV

Raiding Technology

Add +50 Stone to the raid income for igniting a building.

Costs
100
225
0:45
Unique

Stone Bounty (Improved)

Age IV

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.

Costs
100
225
325
0:45
Unique

Stone Commerce

Age IV

Trade Technology

Traders supply +10% Stone to their trades.

Costs
300
700
1:30
Unique

Stone Commerce (Improved)

Age IV

Trade Technology

Traders supply +20% Stone to their trades. If Stone Commerce has already been researched, supply +10% Stone instead.

Costs
300
700
1000
1:30
Unique

Advanced Administration

Age IV

Imperial Official Technology

Imperial Officials gain 150 health and their maximum Gold carried is increased by +80. Imperial Official limit increased by +2.

Costs
150
350
0:30
Unique

Naval

Naval Arrowslits

Age II

Naval Technology

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

Costs
75
125
0:30

Teak Masts

Age II

Naval Technology

Increase the health of military ships by +10%.

Costs
75
125
0:20

Admiralty

Age II

Naval Technology

Increase the range of combat ships by +1.

Costs
150
350
0:30

Fire Stations

Age II

Naval Technology

Military Ships regenerate +1 health every 2 seconds when out of combat.

Costs
100
250
0:30

Canoe Tactics

Age II

Naval Technology

Archer Ships fire an additional 2 Javelin weapons.

Costs
50
125
0:20
Unique

Piracy

Age II

Naval Technology

Gain +25 Wood and +25 Gold when sinking an enemy ship.

Costs
50
125
0:20
Unique

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

Heavy Dromon

Age III

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.

Costs
100
250
0:30
Unique

Liquid Explosives

Age III

Naval Technology

Incendiary Ships deal full damage to all enemies in their explosion radius.

Costs
100
250
0:30
Unique

Salvaged Materials

Age III

Naval Technology

Baghlahs heal 30 health when killing an enemy unit.

Costs
4:00
Unique

Copper Plating

Age III

Naval Technology

Improves the fire and ranged armor of ships by +2.

Costs
75
150
1:00
Unique

Adaptable Hulls

Age III

Naval Technology

Converting between Lodya Ship types is 50% faster and no longer has a cost penalty.

Costs
75
175
0:20
Unique

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

Swivel Cannon

Age IV

Naval Technology

Springald Ships gain an additional Cannon which fires in 360 degrees.

Costs
150
350
0:45

Thunderclap Bombs

Age IV

Naval Technology

Warships fire a Nest of Bees attack.

Costs
200
500
0:45

Long Guns

Age IV

Naval Technology

Increase the damage of naval cannons by +15%.

Costs
200
500
0:30

Mounted Guns

Age IV

Naval Technology

Replaces Springald Ship weaponry with Cannons which provide greater range and damage.

Costs
200
500
0:45

Imperial Fleet

Age IV

Naval Technology

Increase the production speed of Gunpowder Ships by 25% and their movement speed by 25%.

Costs
150
350
0:45
Unique

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

Handcannon Slits

Age II

Weapon Emplacement

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

Costs
25
50
0:30

Border Settlements

Age II

Building Technology

Increase House line of sight by 7 tiles and improve their construction speed by 500%.

Costs
40
80
0:20
Unique

Banco Repairs

Age II

Building Technology

Buildings are repaired +50% faster.

Costs
75
100
0:30
Unique

Javelin Emplacement

Age II

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.

Costs
75
0:30
Unique

Castle Turret

Age II

Weapon Emplacement

Increase the damage of arrows fired from this Wooden Fortress by +2.

Costs
75
0:30
Unique

Castle Watch

Age II

Vision Emplacement

Increase the sight range of this Wooden Fortress by 6 tiles.

Costs
50
0:15
Unique

Muster the Nobles

Age II

Defensive Ability

Levy 2 Demilancers and an additional 1 for each Manor.

Costs
150
250
0:30
Unique

Court Architects

Age III

Building Technology

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

Costs
700
300
1:30

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

Slate and Stone Construction

Age III

Building Technology

All buildings gain +5 fire armor.

Costs
250
100
1:00

Medical Centers

Age III

Defensive Technology

Town Centers and Keeps heal nearby units for +2 health every 1 second.

Costs
100
250
1:00
Unique

Mangonel Emplacement

Age III

Weapon Emplacement

Add a defensive mangonel emplacement to this structure.

Costs
75
200
0:30
Unique

Extra Materials

Age III

Tower & Outpost Technology

Towers and Keeps repair nearby walls and gates for +20 health per second.

Costs
200
75
0:45
Unique

Slow-Burning Defenses

Age III

Defensive Technology

Increase the fire armor of Stone Wall Towers, Keeps, and Outposts by +10.

Costs
3:45
Unique

Village Fortresses

Age III

Keep Technology

Keeps act like Town Centers, including unit production, population capacity, and technology.

Costs
6:00
Unique

Network of Citadels

Age III

Defensive Technology

Increase the Network of Castles attack speed bonus from +20% to +30%.

Costs
350
150
0:45
Unique

Shire Levy

Age III

Defensive Ability

Levy 8 Yeoman and an additional 1 Yeoman for each Manor.

Costs
600
600
0:45
Unique

Cannon Emplacement

Age IV

Weapon Emplacement

Add a defensive cannon emplacement to this structure.

Costs
125
375
1:00

Reinforced Defenses

Age IV

Defensive Technology

Increase the health of walls, towers, and gates by +25%.

Costs
250
100
1:00

Pax Mongolica

Age IV

Defensive Technology

Add +300 health and +3 fire armor to all Outposts.

Costs
700
300
0:45
Unique

Great Bombard Emplacement

Age IV

Weapon Emplacement

Add a defensive Great Bombard emplacement to this structure.

Costs
250
400
1:00
Unique

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

Trebuchet Emplacement

Age IV

Weapon Emplacement

Add a defensive trebuchet emplacement to this structure.

Costs
275
150
0:30
Unique

Exact Militia Program

Age IV

Defensive Ability

Levy 1 Demilancer, 1 Earl's Guard, and 1 Yeoman per Manor.

Costs
1250
1250
0:45
Unique

Religious

Efficient Production

Age I

Religious Technology

Allow Scholars to garrison in military buildings, boosting production speed by 100%.

Costs
2:15
Unique

Divine Light

Age I

Religious Technology

Increase the duration of Saint's Blessing by +10 seconds.

Costs
75
200
0:45
Unique

All-Seeing Eye

Age II

Religious Technology

Increase the sight range of Scholars by +100%.

Costs
2:37
Unique

Sanctity

Age II

Religious Technology

Allow Scholars to capture Sacred Sites before the Castle Age (III). Sacred Sites generate +25% more Gold.

Costs
3:30
Unique

Local Knowledge

Age II

Healing Technology

Musofadi Warriors and Musofadi Gunners gain +5 healing with each attack for 5 seconds after coming out of stealth.

Costs
75
200
0:30
Unique

Herbal Medicine

Age III

Healing Technology

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

Costs
275
0:45

Inspired Warriors

Age III

Religious Technology

Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.

Costs
100
250
1:00

Swiftness

Age III

Religious Technology

Increases the movement speed of Scholars by +50%.

Costs
7:30
Unique

Cistercian Abbeys

Age III

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.

Costs
75
200
0:45
Unique

Herbal Medicine (Improved)

Age III

Healing Technology

Increase the healing rate of religious units by +90%. If Herbal Medicine has already been researched, increase it by +30% instead.

Costs
275
275
0:45
Unique

Fervor

Age III

Religious Technology

Improve the range of Saint's Blessing by +5 tiles and the damage granted by Saint's Blessing by +1.

Costs
275
0:45
Unique

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 Mosque provide an income of +40 Food, +40 Wood, and +10 Stone every minute.

Costs
500
1:00

Proselytization

Age IV

Religious Technology

Imams can convert units without holding a Relic, but can only target a single unit.

Costs
150
350
1:00
Unique

Zeal

Age IV

Religious Technology

Units healed by Scholars gain +50% attack speed for 3 seconds.

Costs
18:00
Unique

Piety (Improved)

Age IV

Religious Technology

Increase all Shamans' health by +60. If Piety has already been researched, increase it by +20 instead.

Costs
325
325
0:45
Unique

Tithe Barns (Improved)

Age IV

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.

Costs
500
500
1:00
Unique

Saint's Veneration

Age IV

Religious Technology

Increase the health of Warrior Monks by +100.

Costs
425
0:45
Unique

Military

Tatara

Age I

Melee Damage Technology 1/4

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

Costs
35
15
0:15
Unique

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

Boot Camp

Age II

Infantry Technology

Increase the health of all infantry by +15%.

Costs
50
125
0:30
Unique

Expilatores

Age II

Cavalry Technology

Horseman damage vs. Workers increased by +2. Workers eliminated by your Horsemen reward +20 Gold.

Costs
30
50
0:20
Unique

Trapezites

Age II

Cavalry Technology

Scouts enhance the torch damage of nearby units by 25%

Costs
30
50
0:20
Unique

Hizukuri

Age II

Melee Damage Technology 2/4

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

Costs
100
50
0:45
Unique

Siege Engineering (Improved)

Age II

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.

Costs
50
125
175
0:30
Unique

Dali Horses

Age II

Cavalry Technology

Increase the attack speed of Cavalry units by +20%.

Costs
75
175
0:45
Unique

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

Royal Bloodlines

Age III

Cavalry Technology

Fill the stables with the best stallions, increasing all cavalry health by +35%.

Costs
300
700
1:30

Siege Carpentry

Age III

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.

Costs
200
300
1:30
Unique

Sultan's Mamluks

Age III

Infantry Technology

Infantry gains +25% damage and +20% movement speed for 10 seconds after defeating a unit.

Costs
100
250
0:45
Unique

Forced March

Age III

Infantry Ability Unlock

Infantry units gain the Forced March ability. When activated, infantry move +100% faster for 10 seconds, but breaks when dealing damage.

Costs
3:45
Unique

Paiks

Age III

Ranged Technology

Archers and Crossbowmen gain +0.5 range.

Costs
4:00
Unique

Steel Barding

Age III

Cavalry Technology

Grants Knights and Black Riders +2 melee and +2 ranged armor.

Costs
90
210
1:30
Unique

Kobuse-gitae

Age III

Melee Damage Technology 3/4

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

Costs
200
125
1:00
Unique

Imported Armor

Age III

Cavalry Technology

Increase armor of Sofa by +2.

Costs
150
350
1:00
Unique

Greased Axles (Improved)

Age III

Siege Technology

Increase the movement speed of siege engines by +20%. If Greased Axles has already been researched, increase it by +5% instead.

Costs
150
350
500
1:00
Unique

Military Academy (Improved)

Age III

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.

Costs
100
250
350
1:00
Unique

Boyar's Fortitude

Age III

Cavalry Technology

Increase the health of Rus cavalry by +25.

Costs
150
350
1:00
Unique

Hill Training

Age III

Cavalry Technology

Training in rugged terrain increases Hobelar charge damage by +150% and production speed by +100%.

Costs
50
100
0:25
Unique

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

Chemistry

Age IV

Gunpowder Technology

Advancements in alchemical research increase the bonus damage of all gunpowder siege weapons by +25%.

Costs
200
650
1:00

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

Serpentine Powder

Age IV

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.

Costs
300
500
1:00

Infantry Support

Age IV

Infantry Technology

Infantry increase the armor of nearby camels by 3.

Costs
150
350
0:45
Unique

Greek Fire Projectiles

Age IV

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.

Costs
100
250
1:00
Unique

Numeri

Age IV

Cavalry Technology

Enemy units hit by Trample become vulnerable and receive +15% increased damage for 12 seconds.

Costs
150
350
1:00
Unique

Pyrotechnics

Age IV

Gunpowder Technology

Increase the range of Handcannons by +1.5.

Costs
150
350
1:00
Unique

Oda Tactics

Age IV

Melee Infantry Technology

Tactics from powerful daimyo improves melee infantry, increasing their damage by +15%, torch damage by +15%, and +15% health.

Costs
500
1000
1:30
Unique

Yaki-ire

Age IV

Melee Damage Technology 4/4

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

Costs
275
175
1:00
Unique

Farima Leadership

Age IV

Cavalry Technology

Sofa increase the movement speed of nearby infantry by +15%.

Costs
250
500
1:00
Unique

Precision Training

Age IV

Ranged Technology

Increase ranged damage of Donso by +6, Archers by +2, and Javelin Throwers by +3.

Costs
150
350
1:00
Unique

Biology (Improved)

Age IV

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.

Costs
500
1000
1500
1:30
Unique

Elite Army Tactics (Improved)

Age IV

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.

Costs
500
1000
1500
1:30
Unique

Geometry (Improved)

Age IV

Siege Technology

Increase damage of Trebuchets by +30%. If Geometry has already been researched, increase their damage by +10% instead.

Costs
100
225
325
0:45
Unique

Monastic Shrines

Age IV

Production Technology

Prayer Tents allow Improved Production within their influence even without an Ovoo.

Costs
100
225
0:45
Unique

Siege Works (Improved)

Age IV

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.

Costs
300
600
900
1:30
Unique

Siha Bow Limbs

Age IV

Ranged Damage Technology

Increase the ranged damage of Mangudai and the Khan by +1.

Costs
75
200
0:45
Unique

Siha Bow Limbs (Improved)

Age IV

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.

Costs
75
200
275
0:45
Unique

War Horses

Age IV

Cavalry Technology

Gilded Knights take -25% damage while charging.

Costs
200
500
1:30
Unique

Cloud of Terror

Age IV

Siege Technology

Adds area of effect damage to Bombards.

Costs
300
700
0:30
Unique

Roar of the Dragon

Age IV

Melee Infantry Technology

Spearmen and Horsemen gain a Fire Lance when charging.

Costs
300
700
0:30
Unique

Units

Eastern Mercenary Contract

Age I

Mercenary Contract

Unlocks production of Keshik, Ghulam, and Tower Elephant mercenaries. Keshik: Feudal Age Ghulam: Veteran contract Tower Elephant: Elite contract

Costs
0:10
Unique

Silk Road Mercenary Contract

Age I

Mercenary Contract

Unlocks production of Javelin Thrower, Camel Rider, and Grenadier mercenaries. Javelin Thrower: Feudal Age Camel Rider: Veteran contract Grenadier: Elite contract

Costs
0:10
Unique

Western Mercenary Contract

Age I

Mercenary Contract

Unlocks production of Longbowman, Landsknecht, and Streltsy mercenaries. Longbowman: Feudal Age Landsknecht: Veteran contract Streltsy: Elite contract

Costs
0:10
Unique

Daimyo Manor

Age I

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%.

Costs
175
0:20
Unique

Companion Equipment

Age I

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%.

Costs
150
350
1:00
Unique

Whistling Arrows

Age I

Khan Technology

Increase the Khan's Signal Arrow duration by +5 seconds and range by +2 tiles.

Costs
50
125
1:00
Unique

Advanced Academy

Age I

Imperial Council

Increases military production speed by +25% and outfits Military Schools with the ability to train Lancers and Janissaries.

Costs
1
Unique

Anatolian Hills

Age I

Imperial Council

Spawn 10 sheep at the Landmark Town Center and increase Villager mining speed by +15%.

Costs
1
Unique

Field Work

Age I

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.

Costs
1
Unique

Janissary Company

Age I

Imperial Council

Spawn 2 Janissaries for each of your Landmark Town Center and Military Schools at the Landmark Town Center.

Costs
1
Unique

Mehter Drums

Age I

Imperial Council

Spawn 1 Mehter at the Landmark Town Center. Mehters increase move speed to units in the same formation by +15%.

Costs
1
Unique

Military Campus

Age I

Imperial Council

Increase Military Schools that can be built by +1.

Costs
1
Unique

Siege Crews

Age I

Imperial Council

Allows all siege engines to be garrisoned by infantry. While garrisoned, attack and setup speed is increased by +25%.

Costs
1
Unique

Trade Bags

Age I

Imperial Council

Increase the amount of Gold Traders collect and Income from the Sultanhani Trade Network by +40%.

Costs
1
Unique

Military Affairs Bureau

Age I

Military Upgrade

Imperial Officials can now supervise Keeps and Outposts to reduce damage taken by 35%.

Costs
100
250
0:45
Unique

Phalanx

Age II

Spearman Technology

Increase the attack range of Spearmen by +100%.

Costs
50
125
1:00

Chivalry

Age II

Royal Knight Technology

Royal Knights regenerate +1 health every 1 seconds when out of combat.

Costs
100
200
1:00

Awl Pikes

Age II

Spearman and Horseman Technology

Increase the damage of Spearmen and Horsemen by +2.

Costs
75
250
1:00
Unique

Daimyo Palace

Age II

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%.

Costs
600
0:20
Unique

Whistling Arrows (Improved)

Age II

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.

Costs
50
125
175
1:00
Unique

Golden Cuirass

Age II

Man-at-Arms Technology

Gilded Men-at-Arms who fall below 30% health take -20% damage.

Costs
100
200
1:00
Unique

Heavy Torches

Age II

Spearman Technology

Gilded Spearman torches deal area of effect damage.

Costs
50
125
0:30
Unique

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

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

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

Principality of Antioch

Age II

Advance to Age II

- Melee units gain +10% damage.

Costs
400
200
1:00
Unique

Billmen

Age II

Spearman Technology

Spearmen equip tempered Bills, reducing the armor of enemies by -2 when attacking.

Costs
175
100
0:25
Unique

Condensed Land Practices

Age II

Manor Technology 1/2

Advancements in feudal land distribution practices increase the build limit of Manors by +3 and their health by +200.

Costs
100
250
0:30
Unique

Open Field System

Age II

Manor Technology 2/2

Advancements in feudal land distribution practices increase the build limit of Manors by +3 and their health by +300.

Costs
150
350
0:45
Unique

Cantled Saddles

Age III

Royal Knight Technology

Increase Royal Knights' bonus damage after a charge from +3 to +10.

Costs
75
200
0:45

Crossbow Stirrups

Age III

Arbalétrier Technology

Increase the attack speed of Arbalétriers by +25%.

Costs
300
700
1:30

Gambesons

Age III

Arbalétrier Technology

Increase Arbalétrier melee armor by +5.

Costs
100
250
0:45

Camel Handling

Age III

Camel Technology

Increase the movement speed of camel units by +15%.

Costs
75
200
0:30
Unique

Camel Rider Shields

Age III

Camel Rider Technology 1/2

Grant Camel Riders shields, improving their melee armor by +3.

Costs
75
200
0:45
Unique

Composite Bows

Age III

Archer Technology

Increase the attack speed of Archers by +33%.

Costs
150
350
1:00
Unique

Teardrop Shields

Age III

Heavy Armor Technology

Increase the armor of Cataphracts by +1, move speed of Limitanei by +15%, and attack speed of Varangian Guard by +15%.

Costs
100
250
1:00
Unique

Veteran Contract

Age III

Unit Technology 2/3

Upgrade Hardened Mercenaries to Veteran Mercenaries.

Costs
50
125
0:30
Unique

Honed Blades

Age III

Man-at-Arms & Lancer Technology

Men-at-Arms and Lancers equip a Kilij, increasing their damage by +3.

Costs
4:00
Unique

Mahouts

Age III

Elephant Technology

Elephants move +10% faster.

Costs
3:00
Unique

Tranquil Venue

Age III

Mosque Technology

Mosques restore +4 health every second to units that are out of combat.

Costs
3:00
Unique

Armor Clad

Age III

Man-at-Arms Technology

Increase the ranged and melee armor of Men-at-Arms by +2.

Costs
150
350
1:00
Unique

Castle Age King

Age III

King Scaling Technology

Increases the health, attack and armor of the King when reaching Castle Age.

Costs
Unique

Enlistment Incentives

Age III

Influence Technology

Improves the French influence by reducing unit costs by a further -5%.

Costs
150
350
1:00
Unique

Devoutness

Age III

Prelate Technology

Inspired Villagers gather resources +5% faster and construct buildings and defenses +25% quicker.

Costs
100
250
1:00
Unique

Heavy Maces

Age III

Man-at-Arms Technology

Men-at-Arms wield maces, increasing their bonus damage against heavy targets by +6.

Costs
100
250
1:00
Unique

Two-Handed Weapons

Age III

Man-at-Arms Technology

Men-at-Arms wield two-handed weapons, increasing their damage by +2.

Costs
100
250
1:00
Unique

Kabura-ya Whistling Arrow

Age III

Onna-Musha Technology

Onna-Musha fire a whistling arrow when an enemy is seen, increasing move speed for 10 seconds.

Costs
75
100
1:00
Unique

Odachi

Age III

Samurai Technology

Equip Samurai with an Odachi, a long sword that deals +4 bonus damage against infantry.

Costs
100
250
1:00
Unique

Shinto Rituals

Age III

Shinto Technology

Increases Shinto Priest health by +40, healing rate by +60%, and movement speed by +15%.

Costs
300
0:30
Unique

Shogunate Castle

Age III

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.

Costs
1200
0:20
Unique

Castle Age Shinobi

Age III

Shinobi Scaling Technology

Increases the health and damage of Shinobi when reaching Castle Age.

Costs
Unique

Zen

Age III

Buddhist Technology

Buddhist Monks generate 25 gold every 60 seconds.

Costs
100
200
0:30
Unique

Ordinance Company

Age III

Influence Technology

Consecrated buildings also reduce the Wood and Gold cost of units by 25%.

Costs
150
350
1:00
Unique

Poisoned Arrows

Age III

Archer Technology

Archer arrows deal an additional 3 damage over 6 seconds.

Costs
175
500
1:30
Unique

Steppe Lancers

Age III

Keshik Technology

Increase Keshik healing by +1 Health per attack and attack speed by +10%.

Costs
150
350
0:45
Unique

Yam Network

Age III

Movement Technology

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines.

Costs
100
250
1:00
Unique

Scale Armor

Age III

Archer Technology

Increase the ranged armor of Gilded Archers by +3.

Costs
100
250
1:00
Unique

Zornhau

Age III

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.

Costs
150
350
1:00
Unique

Castle Age Militia

Age III

Militia Scaling Technology

Increases the health, attack and armor of Militia when reaching Castle Age.

Costs
Unique

Bolt Magazines

Age III

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.

Costs
75
150
0:45
Unique

Hard Cased Bombs

Age III

Grenadier Technology

Units receive +15% Ranged and Melee damage for 5 seconds when hit by a Grenade.

Costs
100
250
0:45
Unique

Angevin Empire

Age III

Advance to Age III

- Fortresses and Docks gain +30% Health.

Costs
1200
600
0:45
Unique

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

Republic of Genoa

Age III

Advance to Age III

- Pilgrims generate +30% gold.

Costs
1200
600
0:45
Unique

Rule of Templars

Age III

Knight Technology

Gain +2 charge damage per nearby charging Heavy Cavalry.

Costs
200
500
1:00
Unique

Burgundian Imports

Age III

Handcannon Technology

Importing Burgundian Handcannons enables Handcannoneers to be trained in the Castle Age and reduces Handcannoneer cost by -25%.

Costs
600
0:45
Unique

Collar of Esses

Age III

Knight Technology

Your Knights and Demilancers adorn their armor with the Lancaster livery, gaining +6 bonus damage against enemy armored units.

Costs
100
250
0:45
Unique

Military Tactics Training

Age III

Military Technology

Advanced Military Tactics increase your troops' overall effectiveness in battle, improving their bonus damage by +20%.

Costs
250
750
1:30
Unique

Synchronized Shot

Age III

Yeoman Technology

Unlocks the Synchronized Shot ability for Yeomen.

Costs
200
500
1:15
Unique

Warwolf Trebuchet

Age III

Trebuchet Technology

Experience from building larger trebuchets increases their range by +2 and health by +50%.

Costs
150
350
0:45
Unique

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

Additional Barrels

Age IV

Nest of Bees Technology

Nest of Bees receive 3 additional Rocket Arrows.

Costs
400
800
1:00

Camel Rider Barding

Age IV

Camel Rider Technology 2/2

Increase the armor of Camel Riders by +2.

Costs
100
225
0:45
Unique

Camel Support

Age IV

Camel Technology

Camels increase the armor of nearby infantry by +2.

Costs
300
700
1:30
Unique

Public Libraries

Age IV

Society Technology

Villagers and Traders gain +2 health per economic upgrade.

Costs
200
500
1:00
Unique

Elite Contract

Age IV

Unit Technology 3/3

Upgrade Veteran Mercenaries to Elite Mercenaries.

Costs
300
700
1:00
Unique

Ferocious Speed

Age IV

Varangian Guard Technology

Varangian Guard increase their move speed by +30% when activating Berserking.

Costs
100
250
1:00
Unique

Battle Hardened

Age IV

Palace Guard Technology

Increase the health of Palace Guards by +30.

Costs
150
350
1:00
Unique

Reload Drills

Age IV

Bombard Technology

Increase the attack speed of Bombards by +33%.

Costs
150
350
1:00
Unique

Armored Beasts

Age IV

Elephant Technology

Grant +25% health and +4 ranged armor to War Elephants.

Costs
12:00
Unique

Howdahs

Age IV

Elephant Technology

Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +30% health and +4 ranged armor.

Costs
12:00
Unique

Arrow Volley

Age IV

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.

Costs
150
350
1:00
Unique

Shattering Projectiles

Age IV

Trebuchet Technology

Trebuchet projectiles shatter on impact, increasing their area of effect.

Costs
300
700
1:30
Unique

Imperial Age King

Age IV

King Scaling Technology

Increases the health, attack and armor of the King when reaching Imperial Age.

Costs
Unique

Bunrei

Age IV

Shinto Technology

Increases the maximum number of Yorishiro by +2. Immediately produces 2 Yorishiro at the Floating Gate.

Costs
400
0:45
Unique

Do-maru Armor

Age IV

Mounted Samurai Technology

Increase Mounted Samurai move speed by +10% while Deflective Armor is active.

Costs
75
200
1:00
Unique

Five Mountain Ministries

Age IV

Buddhist Technology

Buddhist Temples cast Sohei Sutra on a nearby enemy every 6 seconds.

Costs
750
1:00
Unique

Gion Festival

Age IV

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.

Costs
100
100
150
0:40
Unique

Nagae Yari

Age IV

Spearman Technology

Spearmen are equipped with a stronger spear that increases weapon range by +20% and damage against cavalry by +15%.

Costs
150
350
1:00
Unique

Nehan

Age IV

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.

Costs
350
0:45
Unique

Imperial Age Shinobi

Age IV

Shinobi Scaling Technology

Increases the health and damage of of Shinobi when reaching Imperial Age.

Costs
Unique

Lightweight Beams (Improved)

Age IV

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.

Costs
300
400
700
1:00
Unique

Roller Shutter Triggers (Improved)

Age IV

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.

Costs
150
350
500
1:00
Unique

Steppe Lancers (Improved)

Age IV

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%.

Costs
150
350
500
0:45
Unique

Yam Network (Improved)

Age IV

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.

Costs
100
250
350
1:00
Unique

Bodkin Bolts

Age IV

Crossbow Technology

Gilded Crossbowmen deal +20 damage against Siege units.

Costs
300
700
1:30
Unique

Janissary Guns

Age IV

Janissary Technology

Increase Janissary gun damage by +5.

Costs
100
250
0:45
Unique

Banded Arms

Age IV

Springald Technology

Increase the range of Springalds by +1 tiles.

Costs
100
225
0:45
Unique

Fine Tuned Guns

Age IV

Bombard Technology

Increase damage of Bombards by +20%. Bombards gain +50 damage vs Infantry.

Costs
200
500
1:00
Unique

Knight Poleaxes

Age IV

Knight Technology

Knights equip a poleax, increasing their melee damage by +4.

Costs
150
350
1:00
Unique

Mounted Training

Age IV

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.

Costs
100
250
1:00
Unique

Siege Crew Training

Age IV

Mangonel, Trebuchet, and Bombard Technology

Setup and teardown speed of Mangonels, Trebuchets, and Bombards is instant.

Costs
100
225
0:45
Unique

Imperial Age Militia

Age IV

Militia Scaling Technology

Increases the health, attack and armor of Militia when reaching Imperial Age.

Costs
Unique

Wandering Town

Age IV

Ram Technology

Ram damage increased by +25%. Rams heal 2 health every 1 second.

Costs
100
225
0:45
Unique

10000 Bolts

Age IV

Crossbow Technology

Zhuge Nu and Crossbowmen fire an extra bolt. The additional bolt for Crossbowmen is 40% as effective as the previous bolt.

Costs
300
700
0:30
Unique

Dynastic Protectors

Age IV

Lancer Technology

Allows production of unique cavalry units, the Imperial Guard, and the Yuan Raider.

Costs
300
700
0:30
Unique

Brigandine

Age IV

Armor Technology

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

Costs
300
700
1:00
Unique

Counterweight Defenses

Age IV

Trebuchet Technology

All Trebuchet weapons gain +1 additional projectiles.

Costs
500
1000
1:00
Unique

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

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

Kingdom of Poland

Age IV

Advance to Age IV

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

Costs
2400
1200
0:45
Unique

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

Teutonic Order

Age IV

Advance to Age IV

- All gold units gain +2 melee armor.

Costs
2400
1200
0:45
Unique

Padded Jack

Age IV

Yeomen and Spearmen Technology

Equip your Yeomen and Spearmen with Padded Jacks, improving their melee armor by +3.

Costs
200
500
0:45
Unique

Scutage

Age IV

Manor Technology

The Lord of Lancaster levies a tax on all vassals to fund war efforts. Manors generate 40 gold per minute.

Costs
200
500
1:00
Unique

Ships of the Crown

Age IV

Carrack Technology

Investing in bigger and better ship hulls increases Carrack damage by 20%, health by 20%, and range by 20%.

Costs
250
500
1:15
Unique

Throwing Dagger Drills

Age IV

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.

Costs
175
425
0:30
Unique

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