This unit is available for the below civilizations. Click on a civilization to see more detailed information, including specific bonuses and upgrades.
Fixed an issue where Mercenary Tower Elephants would not benefit from Incendiary Arrows.
Updated targeting priority of elephants to prefer units over buildings.
Siege Tusk weapon removed, now uses its Melee Tusk against buildings.
Elephants are no longer attacked by Dock emplacement arrows.
Corrected issue with Tower Elephant’s riders skipping Incendiary Arrow class.
Elephant Technology
Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +25% health and +4 ranged armor.
Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.
Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.
Cavalry Technology
Investing in natural sciences increases the health of all cavalry by +25%.
Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.
Melee Armor Technology 2/3
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.
Melee Armor Technology 3/3
Increase the melee armor 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.
Ranged Damage Technology 3/3
Increase the ranged damage of all arrows and bolts by +1.
Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Cavalry Technology
Fill the stables with the best stallions, increasing all cavalry health by +35%.
Religious Technology
Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.
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