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.
Light Melee Cavalry, Camel

Camel Rider

Highly mobile and durable melee unit effective against all cavalry. +Bonus damage to cavalry +Causes enemy cavalry to deal less damage -High cost Mercenary that can be purchased per 2 units for a total of 480 Olive Oil. Requires the Silk Road Contract.

Produced at

Available for 2 civilizations

This unit is available for the below civilizations. Click on a civilization to see more detailed information, including specific bonuses and upgrades.

Patch History

Season Seven Update

Corrected an issue where Mercenary Sipahi and Mercenary Camel Riders would receive Gold from Expilatores upgrade when killing Villagers.

Season Five Update

Cost changed from 180 food / 60 gold to 160 food / 30 gold / 30 wood.

Costs
240
1:13
270540 Hitpoints
1419 16 Melee Attack
10 Torch Attack
03 Melee Armor
03 Ranged Armor
Damage12.44DPS 16.89 14.22
Move Speed1.625T/S
Attack Speed1.125S
Line of Sight6.222TILES

Technology Upgrades

Camel Support

Age IV

Camel Technology

Camels increase the armor of nearby infantry by +2.

Costs
300
700
1:30
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

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 Handling

Age III

Camel Technology

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

Costs
75
200
0:30
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

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
50
125
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

Decarbonization

Age III

Melee Damage Technology 2/3

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

Costs
100
250
1:00

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

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

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

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

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

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

Royal Bloodlines

Age III

Cavalry Technology

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

Costs
300
700
1:30

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

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