Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • Trade CaravanTrade Caravan
    • ImamImam
    • Infantry
    • SpearmanSpearman
    • ArcherArcher
    • CrossbowmanCrossbowman
    • GhulamGhulam
    • HandcannoneerHandcannoneer
    • Cavalry
    • ScoutScout
    • HorsemanHorseman
    • Camel ArcherCamel Archer
    • LancerLancer
    • Camel RiderCamel Rider
    • Siege
    • Battering RamBattering Ram
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • CulverinCulverin
    • Ships
    • Fishing BoatFishing Boat
    • Explosive DhowExplosive Dhow
    • Trade ShipTrade Ship
    • DhowDhow
    • Transport ShipTransport Ship
    • BaghlahBaghlah
    • XebecXebec
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • House of WisdomHouse of Wisdom
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • DockDock
    • Town CenterTown Center
    • MarketMarket
    • Archery RangeArchery Range
    • StableStable
    • BlacksmithBlacksmith
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • Siege WorkshopSiege Workshop
    • MosqueMosque
    • MadrasaMadrasa
    • Military
    • OutpostOutpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Prayer Hall of UqbaPrayer Hall of Uqba
  • Technologies
      Units
    • ForestryForestry
    • Survival TechniquesSurvival Techniques
    • WheelbarrowWheelbarrow
    • Culture WingCulture Wing
    • Economic WingEconomic Wing
    • Military WingMilitary Wing
    • Trade WingTrade Wing
    • Extended LinesExtended Lines
    • TextilesTextiles
    • Fitted LeatherworkFitted Leatherwork
    • Iron UndermeshIron Undermesh
    • Naval ArrowslitsNaval Arrowslits
    • Specialized PickSpecialized Pick
    • Steeled ArrowSteeled Arrow
    • Double BroadaxDouble Broadax
    • ArrowslitsArrowslits
    • BloomeryBloomery
    • Fortify OutpostFortify Outpost
    • Professional ScoutsProfessional Scouts
    • HorticultureHorticulture
    • PhalanxPhalanx
    • Armored CaravansArmored Caravans
    • Boot CampBoot Camp
    • Fertile CrescentFertile Crescent
    • Fresh FoodstuffsFresh Foodstuffs
    • Preservation of KnowledgePreservation of Knowledge
    • Armored HullArmored Hull
    • Drift NetsDrift Nets
    • Extra HammocksExtra Hammocks
    • Balanced ProjectilesBalanced Projectiles
    • Greased AxlesGreased Axles
    • Insulated HelmInsulated Helm
    • Shaft MiningShaft Mining
    • Wedge RivetsWedge Rivets
    • Herbal MedicineHerbal Medicine
    • IncendiariesIncendiaries
    • Lumber PreservationLumber Preservation
    • Military AcademyMilitary Academy
    • DecarbonizationDecarbonization
    • Springald CrewsSpringald Crews
    • Springald EmplacementSpringald Emplacement
    • Boiling OilBoiling Oil
    • FertilizationFertilization
    • Teak MastsTeak Masts
    • AgricultureAgriculture
    • Camel HandlingCamel Handling
    • Camel Rider ShieldsCamel Rider Shields
    • Composite BowsComposite Bows
    • Grand BazaarGrand Bazaar
    • Medical CentersMedical Centers
    • ExplosivesExplosives
    • Heated ShotHeated Shot
    • Lightweight BeamsLightweight Beams
    • ShipwrightsShipwrights
    • SpyglassSpyglass
    • Angled SurfacesAngled Surfaces
    • Court ArchitectsCourt Architects
    • CupellationCupellation
    • Master SmithsMaster Smiths
    • PietyPiety
    • Platecutter PointPlatecutter Point
    • Siege WorksSiege Works
    • Cannon EmplacementCannon Emplacement
    • ChemistryChemistry
    • Crosscut SawCrosscut Saw
    • GeometryGeometry
    • Incendiary ArrowsIncendiary Arrows
    • Roller Shutter TriggersRoller Shutter Triggers
    • Silk BowstringsSilk Bowstrings
    • Tithe BarnsTithe Barns
    • Adjustable CrossbarsAdjustable Crossbars
    • Damascus SteelDamascus Steel
    • Swivel CannonSwivel Cannon
    • BiologyBiology
    • Elite Army TacticsElite Army Tactics
    • Precision Cross-BreedingPrecision Cross-Breeding
    • Serpentine PowderSerpentine Powder
    • Camel Rider BardingCamel Rider Barding
    • Camel SupportCamel Support
    • Improved ProcessingImproved Processing
    • ProselytizationProselytization
    • Public LibrariesPublic Libraries
    • Spice RoadsSpice Roads
  1. Home
  2. Abbasid Dynasty
Abbasid Dynasty

Abbasid Dynasty

Civilization

The Abbasid Dynasty pursues a flourishing Golden Age by concentrating structures around their House of Wisdom, allowing them to unlock significant economic advantages. The House of Wisdom also drives progress through the Ages and grants access to advanced technology. Abbasid camel units are expert at countering enemy cavalry.

Special Units

Trade Caravan

Trade Caravan

Camel Archer

Camel Archer

Imam

Imam

Ghulam

Ghulam

Camel Rider

Camel Rider

Handcannoneer

Handcannoneer

Special Buildings

House of Wisdom

House of Wisdom

Mosque

Mosque

Prayer Hall of Uqba

Prayer Hall of Uqba

Special Technologies

Phalanx

Phalanx

Armored Caravans

Armored Caravans

Boot Camp

Boot Camp

Fertile Crescent

Fertile Crescent

Fresh Foodstuffs

Fresh Foodstuffs

Preservation of Knowledge

Preservation of Knowledge

Teak Masts

Teak Masts

Agriculture

Agriculture

Camel Handling

Camel Handling

Camel Rider Shields

Camel Rider Shields

Composite Bows

Composite Bows

Grand Bazaar

Grand Bazaar

Medical Centers

Medical Centers

Camel Rider Barding

Camel Rider Barding

Camel Support

Camel Support

Improved Processing

Improved Processing

Proselytization

Proselytization

Public Libraries

Public Libraries

Spice Roads

Spice Roads

Civilization Traits

Civilization Bonuses

  • Research unique technologies that benefit Camels, Military, Religion, Economy, and Trade.
  • Camel units reduce damage by -20% to nearby enemy horse cavalry.
  • Mills constructed near Berry Bushes create Orchards, increasing Food capacity by +100.
  • Gather from Berry Bushes +25% faster but cannot gather from Boar.
  • Berry carry capacity increased +3.
  • Land Traders are -33% cheaper.
  • Docks are -50% cheaper.
  • Age up without the need for Villagers by upgrading wings on the House of Wisdom.
  • Enter a Golden Age by constructing buildings in the House of Wisdoms influence, increasing resource gather rate, research times, and production speed.

Pursuit of Knowledge

Embrace the Abbasids' pursuit of knowledge through researching unique technologies that benefit Camels, Military, Religion, Economy, and Trade. Advance the ages by upgrading up to 4 Wings on the House of Wisdom.

Camel Fighters

Camels spook enemy horse cavalry with their presence, reducing their damage by -20%.

Siege Experts

Infantry can construct Rams, Siege Towers, Springalds, and Mangonels without the need for Siege Engineering technology.

Grand Orchards

Cultivate Berry Bushes into Orchards by building Mills near them, increasing Food capacity by +100. Villagers gather Berry Bushes 25% faster but cannot gather from Boar. Villagers carry +3 Food from Berry Bushes.

Trade Economy

Land Traders are 33% cheaper.

Dockyards

Docks can be constructed for -50% Wood.

Golden Age

Build towards your Golden Age – improving economy and technology. Buildings within the House of Wisdom's influence receive +5 fire armor and contribute one point towards the Golden Age. The threshold for unlocks are 10, 30, and 60 buildings. • Tier 1: Villager gather rate +15% • Tier 2: Research speed +20% • Tier 3: Villager gathering rate +20% for all resources. Research speeds +20%. Production speeds +20%.

Unique Units

Camel Archers: Light ranged cavalry that deals bonus damage to light melee infantry. Camel Riders: Light melee cavalry that deals bonus damage to cavalry. Ghulam: Tough infantry with a double strike attack.

Units(25)

Workers(3)

Villager

Worker

Villager
I
Hitpoints 50
Base: +50
Melee Attack 6
Base: +6
Fire Attack 10
Base: +10

Costs

50food
1popcap
20time

Move Speed

1.125T/S

Attack Speed

3.875S

Line of Sight

6.22TILES

Trade Caravan

Worker

Trade Caravan
II
Hitpoints 60
Base: +60

Costs

40wood
40gold
1popcap
30time

Move Speed

1.5625T/S

Line of Sight

7.78TILES

Imam

Religious

Imam
III
Hitpoints 90
Base: +90

Costs

150gold
1popcap
30time

Move Speed

1.125T/S

Line of Sight

6.67TILES

Infantry(5)

Spearman

Light Melee Infantry

Spearman
I
Hitpoints 140
Base: +80
Upgrade to Age II: +10
Upgrade to Age III: +20
Upgrade to Age IV: +30
Melee Attack 11
Base: +7
Upgrade to Age II: +1
Upgrade to Age III: +1
Upgrade to Age IV: +2
Cavalry: +28
War, Elephant: +6
Worker, Elephant: +34
Fire Attack 10
Base: +10

Costs

60food
20wood
1popcap
15time

Move Speed

1.3T/S

Attack Speed

1.875S

Line of Sight

8.00TILES

Archer

Light Ranged Infantry

Archer
II
Hitpoints 95
Base: +70
Upgrade to Age III: +10
Upgrade to Age IV: +15
Ranged Attack 8
Base: +5
Upgrade to Age III: +2
Upgrade to Age IV: +1
Light, Melee, Infantry: +8
Light, Gunpowder, Infantry: +8

Costs

30food
50wood
1popcap
15time

Move Speed

1.25T/S

Attack Speed

1.625S

Max Range

5.00TILES

Line of Sight

8.00TILES

Crossbowman

Light Ranged Infantry

Crossbowman
III
Hitpoints 95
Base: +80
Upgrade to Age IV: +15
Ranged Attack 14
Base: +11
Upgrade to Age IV: +3
Heavy: +12

Costs

80food
40gold
1popcap
22.5time

Move Speed

1.125T/S

Attack Speed

2.125S

Max Range

5.00TILES

Line of Sight

8.89TILES

Ghulam

Heavy Melee Infantry

Ghulam
III
Hitpoints 225
Base: +195
Upgrade to Age IV: +30
Melee Attack 12
Base: +10
Upgrade to Age IV: +2
Fire Attack 10
Base: +10
Melee Armor 5
Base: +4
Upgrade to Age IV: +1
Ranged Armor 6
Base: +4
Upgrade to Age IV: +2

Costs

110food
30gold
1popcap
25time

Move Speed

1.1875T/S

Attack Speed

1.125S

Line of Sight

8.00TILES

Handcannoneer

Ranged Gunpowder Infantry

Handcannoneer
IV
Hitpoints 130
Base: +130
Ranged Attack 38
Base: +38

Costs

120food
120gold
1popcap
35time

Move Speed

1.125T/S

Attack Speed

2.125S

Max Range

4.00TILES

Line of Sight

7.11TILES

Cavalry(5)

Scout

Light Melee Cavalry

Scout
I
Hitpoints 110
Base: +110
Melee Attack 1
Base: +1
Scout: +10
Siege: +10

Costs

65food
1popcap
23time

Move Speed

1.625T/S

Attack Speed

2S

Line of Sight

9.11TILES

Horseman

Light Melee Cavalry

Horseman
II
Hitpoints 180
Base: +125
Upgrade to Age III: +30
Upgrade to Age IV: +25
Melee Attack 13
Base: +9
Upgrade to Age III: +2
Upgrade to Age IV: +2
Ranged: +13
Siege: +13
Fire Attack 10
Base: +10
Ranged Armor 5
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +2

Costs

100food
20wood
1popcap
22.5time

Move Speed

1.875T/S

Attack Speed

1.75S

Line of Sight

6.22TILES

Camel Archer

Light Ranged Cavalry

Camel Archer
II
Hitpoints 200
Base: +150
Upgrade to Age III: +25
Upgrade to Age IV: +25
Ranged Attack 14
Base: +11
Upgrade to Age III: +2
Upgrade to Age IV: +1
Light, Melee, Infantry: +14
Light, Gunpowder, Infantry: +14

Costs

170food
60wood
1popcap
35time

Move Speed

1.625T/S

Attack Speed

1.375S

Max Range

3.75TILES

Line of Sight

8.44TILES

Lancer

Heavy Melee Cavalry

Lancer
III
Hitpoints 270
Base: +230
Upgrade to Age IV: +40
Melee Attack 29
Base: +24
Upgrade to Age IV: +5
Fire Attack 10
Base: +10
Melee Armor 5
Base: +4
Upgrade to Age IV: +1
Ranged Armor 5
Base: +4
Upgrade to Age IV: +1

Costs

140food
100gold
1popcap
35time

Move Speed

1.625T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Camel Rider

Light Melee Cavalry

Camel Rider
III
Hitpoints 320
Base: +270
Upgrade to Age IV: +50
Melee Attack 16
Base: +14
Upgrade to Age IV: +2
Cavalry: +16
Siege: +10
Fire Attack 10
Base: +10

Costs

130food
45wood
45gold
1popcap
35time

Move Speed

1.625T/S

Attack Speed

1.125S

Line of Sight

6.22TILES

Siege(5)

Battering Ram

Siege

Battering Ram
I
Hitpoints 370
Base: +370
Siege Attack 200
Base: +200
Wall: +300

Costs

200wood
1popcap
35time

Move Speed

0.75T/S

Attack Speed

5.125S

Max Range

0.54TILES

Line of Sight

6.67TILES

Springald

Siege

Springald
III
Hitpoints 85
Base: +85
Ranged Attack 15
Base: +15
Melee, Infantry: +12
Naval, Unit: +65
Melee Armor 3
Base: +3

Costs

150wood
100gold
2popcap
20time

Move Speed

0.875T/S

Attack Speed

3.125S

Max Range

7.50TILES

Line of Sight

12.44TILES

Mangonel

Siege

Mangonel
III
Hitpoints 130
Base: +130
Siege Attack 10
Base: +10
Building: +30
Naval, Unit: +30
Ranged: +10
Fire Attack 2
Base: +2

Costs

400wood
200gold
3popcap
40time

Move Speed

0.75T/S

Attack Speed

6.875S

Max Range

8.00TILES

Line of Sight

11.56TILES

Counterweight Trebuchet

Siege

Counterweight Trebuchet
III
Hitpoints 140
Base: +140
Siege Attack 40
Base: +40
Building: +350
Naval, Unit: +200

Costs

400wood
150gold
2popcap
30time

Move Speed

0.625T/S

Attack Speed

11.375S

Max Range

16.00TILES

Line of Sight

17.78TILES

Culverin

Siege

Culverin
IV
Hitpoints 200
Base: +200
Siege Attack 40
Base: +40
Naval, Unit: +230
Building: +215
Infantry: +50
War, Elephant: +35

Costs

325wood
550gold
3popcap
45time

Move Speed

0.625T/S

Attack Speed

3.625S

Max Range

10.50TILES

Line of Sight

14.22TILES

Ships(7)

Fishing Boat

Worker

Fishing Boat
II
Hitpoints 100
Base: +100

Costs

75wood
1popcap
30time

Move Speed

1.5T/S

Line of Sight

7.33TILES

Explosive Dhow

Incendiary Ship

Explosive Dhow
II
Hitpoints 145
Base: +145
Siege Attack 95
Base: +95
Massive: +300
Building: +300

Costs

80wood
80gold
2popcap
15time

Move Speed

2T/S

Attack Speed

0.125S

Max Range

2.00TILES

Line of Sight

7.11TILES

Trade Ship

Worker

Trade Ship
II
Hitpoints 225
Base: +225

Costs

100wood
100gold
2popcap
30time

Move Speed

1.5T/S

Line of Sight

7.11TILES

Dhow

Archer Ship

Dhow
II
Hitpoints 300
Base: +300
Ranged Attack 6
Base: +6
Naval, Fireship: +18
Ranged Armor 1
Base: +1

Costs

80food
150wood
3popcap
25time

Move Speed

1.75T/S

Attack Speed

1.5S

Max Range

6.50TILES

Line of Sight

10.67TILES

Transport Ship

Ship

Transport Ship
II
Hitpoints 400
Base: +400

Costs

100wood
2popcap
20time

Move Speed

1.5T/S

Line of Sight

7.11TILES

Baghlah

Springald Ship

Baghlah
II
Hitpoints 450
Base: +450
Ranged Attack 35
Base: +35
Archer, Ship: +45
Building: +55
Ranged Armor 3
Base: +3

Costs

110food
200wood
30gold
3popcap
30time

Move Speed

1.375T/S

Attack Speed

4.125S

Max Range

6.00TILES

Line of Sight

10.00TILES

Xebec

Warship

Xebec
IV
Hitpoints 700
Base: +700
Siege Attack 45
Base: +45
Building: +70
Ranged Armor 5
Base: +5

Costs

200food
200wood
200gold
5popcap
45time

Move Speed

1.25T/S

Attack Speed

5.625S

Max Range

9.00TILES

Line of Sight

11.11TILES

Buildings(25)

Landmarks(2)

Capital Town Center

Economy & Population Building

Capital Town Center
I
Hitpoints 7000
Base: +7000
Ranged Armor 50
Base: +50

Garrison Capacity

15(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan)

Costs

-

Line of Sight

11.56TILES

House of Wisdom

Technology Building

House of Wisdom
II
Hitpoints 2000
Base: +2000
Ranged Armor 50
Base: +50
Fire Armor 5
Base: +5

Costs

50wood
30time

Line of Sight

5.56TILES

Economy(19)

Farm

Food Source

Farm
I
Hitpoints 300
Base: +300
Ranged Armor 50
Base: +50

Costs

75wood
6time

Line of Sight

0.00TILES

House

Population Building

House
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
15time

Line of Sight

3.33TILES

Lumber Camp

Economy Building

Lumber Camp
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
20time

Line of Sight

3.33TILES

Mining Camp

Economy Building

Mining Camp
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
20time

Line of Sight

3.33TILES

Mill

Economy Building

Mill
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
20time

Line of Sight

3.33TILES

Palisade

Defensive Building

Palisade
I
Hitpoints 1350
Base: +1350
Ranged Armor 50
Base: +50

Costs

7wood
8time

Line of Sight

1.33TILES

Palisade Gate

Defensive Building

Palisade Gate
I
Hitpoints 1350
Base: +1350
Ranged Armor 50
Base: +50

Costs

25wood
10time

Line of Sight

4.44TILES

Barracks

Military Building

Barracks
I
Hitpoints 1500
Base: +1500
Ranged Armor 50
Base: +50

Costs

150wood
30time

Line of Sight

5.56TILES

Dock

Military & Economy Building

Dock
I
Hitpoints 1750
Base: +1750
Ranged Armor 50
Base: +50

Garrison Capacity

3(Fishing Ship)

Costs

75wood
30time

Line of Sight

11.11TILES

Town Center

Economy & Population Building

Town Center
I
Hitpoints 2500
Base: +2500
Ranged Armor 50
Base: +50

Garrison Capacity

10(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan)

Costs

400wood
300stone
150time

Line of Sight

11.56TILES

Market

Economy Building

Market
II
Hitpoints 1000
Base: +1000
Ranged Armor 50
Base: +50

Costs

100wood
20time

Line of Sight

5.56TILES

Archery Range

Military Building

Archery Range
II
Hitpoints 1500
Base: +1500
Ranged Armor 50
Base: +50

Costs

150wood
30time

Line of Sight

5.56TILES

Stable

Military Building

Stable
II
Hitpoints 1500
Base: +1500
Ranged Armor 50
Base: +50

Costs

150wood
30time

Line of Sight

5.56TILES

Blacksmith

Technology Building

Blacksmith
II
Hitpoints 1500
Base: +1500
Ranged Armor 50
Base: +50

Costs

150wood
25time

Line of Sight

5.56TILES

Stone Wall

Defensive Building

Stone Wall
II
Hitpoints 3000
Base: +3000
Ranged Armor 50
Base: +50

Costs

25stone
16time

Line of Sight

1.33TILES

Stone Wall Gate

Defensive Building

Stone Wall Gate
II
Hitpoints 3000
Base: +3000
Ranged Armor 50
Base: +50

Costs

50stone
30time

Line of Sight

5.56TILES

Siege Workshop

Military Building

Siege Workshop
III
Hitpoints 2100
Base: +2100
Ranged Armor 50
Base: +50

Costs

250wood
45time

Line of Sight

5.56TILES

Mosque

Religious Building

Mosque
III
Hitpoints 2100
Base: +2100
Ranged Armor 50
Base: +50

Garrison Capacity

5(Monk)

Costs

200wood
25time

Line of Sight

5.56TILES

Madrasa

Technology Building

Madrasa
IV
Hitpoints 2100
Base: +2100
Ranged Armor 50
Base: +50

Costs

450wood
60time

Line of Sight

5.56TILES

Military(3)

Outpost

Defensive Building

Outpost
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Garrison Capacity

5(Infantry, Infantry Ranged, Villager, Monk, Cavalry, Khan)

Costs

100wood
60time

Line of Sight

13.33TILES

Stone Wall Tower

Defensive Building

Stone Wall Tower
II
Hitpoints 3000
Base: +3000
Ranged Attack 60
Base: +60
Naval, Unit: +50
Ranged Armor 50
Base: +50

Costs

250stone
90time

Attack Speed

3.875S

Max Range

9.00TILES

Line of Sight

13.33TILES

Keep

Defensive Building

Keep
III
Hitpoints 5000
Base: +5000
Ranged Attack 12
Base: +12
Naval, Unit: +10
Ranged Armor 50
Base: +50
Fire Armor 6
Base: +6

Garrison Capacity

15(Infantry, Villager, Infantry Ranged, Monk, Cavalry, Khan)

Costs

900stone
180time

Attack Speed

0.5S

Max Range

8.00TILES

Line of Sight

9.11TILES

Wonders(1)

Prayer Hall of Uqba

Wonder

Prayer Hall of Uqba
IV
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

5000food
5000wood
5000gold
5000stone
600time

Line of Sight

5.56TILES

Technologies(83)

Units(83)

Forestry

Forestry

I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

25food
50gold
45time
Survival Techniques

Survival Techniques

I

Hunting Technology

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

25wood
75gold
25time
Wheelbarrow

Wheelbarrow

I

Villager Technology

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

50wood
150gold
90time
Culture Wing

Culture Wing

III

Advance to Age II

The following cultural technologies become available: • Preservation of Knowledge (Age II) • Medical Centers (Age III) • Public Libraries (Age IV)

2400food
1200gold
100time
Economic Wing

Economic Wing

III

Advance to Age II

Constructs the Economic Wing. The following economic technologies become available: • Fertile Crescent (Age II) • Agriculture (Age III) • Improved Processing (Age IV)

2400food
1200gold
100time
Military Wing

Military Wing

III

Advance to Age II

Constructs the Military Wing. Upon completion, grants 2 Spearmen & 2 Archers (Age II), 2 Camel Riders (Age III), or 3 Handcannoneers (Age IV). Unlocks: •Boot Camp (Age II) •Composite Bows (Age III) •Camel Support (Age IV)

2400food
1200gold
100time
Trade Wing

Trade Wing

III

Advance to Age II

Constructs the Trade Wing. Acts as a home market and grants 4, 5, or 6 Traders upon completion (based on Age). Unlocks: •Armored Caravans (Age II) •Grand Bazaar (Age III) •Spice Roads (Age IV)

2400food
1200gold
100time
Extended Lines

Extended Lines

II

Fishing Technology 1/2

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

75wood
175gold
30time
Textiles

Textiles

II

Villager Technology

Increase Villagers' health by +50%.

50food
100gold
20time
Fitted Leatherwork

Fitted Leatherwork

II

Melee Armor Technology 1/3

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

50food
125gold
60time
Iron Undermesh

Iron Undermesh

II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

50wood
125gold
60time
Naval Arrowslits

Naval Arrowslits

II

Naval Technology

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

75wood
125stone
30time
Specialized Pick

Specialized Pick

II

Mining Technology 1/3

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

50wood
100gold
45time
Steeled Arrow

Steeled Arrow

II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

50wood
125gold
60time
Double Broadax

Double Broadax

II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

50food
100gold
45time
Arrowslits

Arrowslits

II

Weapon Emplacement

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

25gold
50stone
30time
Bloomery

Bloomery

II

Melee Damage Technology 1/3

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

50food
125gold
60time
Fortify Outpost

Fortify Outpost

II

Defensive Emplacement

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

100stone
30time
Professional Scouts

Professional Scouts

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. Deer slowly decay while being carried.

150wood
300gold
75time
Horticulture

Horticulture

II

Food Gathering Technology 1/3

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

50wood
100gold
45time
Phalanx

Phalanx

II

Spearman Technology

[Special ] Increase the attack range of Spearmen by +100%.

50food
125gold
60time
Armored Caravans

Armored Caravans

II

Trade Technology

[Special ] Grant +3 armor to Traders and Trade Ships.

25wood
75gold
45time
Boot Camp

Boot Camp

II

Infantry Technology

[Special ] Increase the health of all infantry by +15%.

25food
75gold
30time
Fertile Crescent

Fertile Crescent

II

Economic Technology

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

25food
75gold
30time
Fresh Foodstuffs

Fresh Foodstuffs

II

Villager Technology

[Special ] Reduce the cost to produce Villagers by -40%.

50food
75gold
20time
Preservation of Knowledge

Preservation of Knowledge

II

Research Technology

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

25wood
75gold
30time
Armored Hull

Armored Hull

III

Naval Technology 1/2

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

100food
200gold
20time
Drift Nets

Drift Nets

III

Fishing Technology 2/2

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

150wood
350gold
45time
Extra Hammocks

Extra Hammocks

III

Naval Technology

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

75wood
125gold
20time
Balanced Projectiles

Balanced Projectiles

III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

100wood
250gold
60time
Greased Axles

Greased Axles

III

Siege Technology

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

150wood
350gold
60time
Insulated Helm

Insulated Helm

III

Melee Armor Technology 2/3

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

100food
250gold
60time
Shaft Mining

Shaft Mining

III

Mining Technology 2/3

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

100wood
250gold
60time
Wedge Rivets

Wedge Rivets

III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

100wood
250gold
60time
Herbal Medicine

Herbal Medicine

III

Healing Technology

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

275gold
45time
Incendiaries

Incendiaries

III

Naval Technology

Incendiary Ships gain +20% explosion range.

75food
125gold
20time
Lumber Preservation

Lumber Preservation

III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

100food
250gold
60time
Military Academy

Military Academy

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.

100wood
250gold
60time
Decarbonization

Decarbonization

III

Melee Damage Technology 2/3

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

100food
250gold
60time
Springald Crews

Springald Crews

III

Naval Technology

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

100food
250gold
25time
Springald Emplacement

Springald Emplacement

III

Weapon Emplacement

Add a defensive springald emplacement to this structure.

50gold
125stone
30time
Boiling Oil

Boiling Oil

III

Defensive Technology

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

500gold
200stone
90time
Fertilization

Fertilization

III

Food Gathering Technology 2/3

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

100wood
250gold
60time
Teak Masts

Teak Masts

III

Naval Technology

[Special ] Increase the health of military ships by +10%.

75wood
125gold
20time
Agriculture

Agriculture

III

Farm Technology

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

75wood
200gold
45time
Camel Handling

Camel Handling

III

Camel Technology

[Special ] Increase the movement speed of camel military units by +15%.

75food
200gold
30time
Camel Rider Shields

Camel Rider Shields

III

Camel Rider Technology 1/2

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

75food
200gold
45time
Composite Bows

Composite Bows

III

Archer Technology

[Special ] Increase the attack speed of Archers by +33%.

150wood
350gold
60time
Grand Bazaar

Grand Bazaar

III

Trade Technology

[Special ] Traders and Trade Ships also return with a secondary resource. This resource is 25% the base Gold value and is set at the market.

50food
125gold
30time
Medical Centers

Medical Centers

III

Defensive Technology

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

100food
250gold
60time
Explosives

Explosives

IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

150food
350gold
45time
Heated Shot

Heated Shot

IV

Naval Technology

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

200wood
500gold
45time
Lightweight Beams

Lightweight Beams

IV

Battering Ram Technology

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

300wood
400gold
60time
Shipwrights

Shipwrights

IV

Naval Technology 2/2

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

300food
550gold
50time
Spyglass

Spyglass

IV

Scout Technology

Increase the sight radius of Scouts by 30%.

100wood
50gold
45time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

150wood
350gold
60time
Court Architects

Court Architects

IV

Building Technology

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

700gold
300stone
90time
Cupellation

Cupellation

IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

250wood
500gold
75time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

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

150food
350gold
60time
Piety

Piety

IV

Religious Technology

Increase the health of religious units and healers by +40.

325gold
45time
Platecutter Point

Platecutter Point

IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

150wood
350gold
60time
Siege Works

Siege Works

IV

Siege Technology

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

300wood
600gold
90time
Cannon Emplacement

Cannon Emplacement

IV

Weapon Emplacement

Add a defensive cannon emplacement to this structure.

125gold
375stone
60time
Chemistry

Chemistry

IV

Gunpowder Technology

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

200food
650gold
60time
Crosscut Saw

Crosscut Saw

IV

Wood Gathering Technology 3/3

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

250food
500gold
75time
Geometry

Geometry

IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

100wood
225gold
45time
Incendiary Arrows

Incendiary Arrows

IV

Ranged Technology

Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.

500wood
1000gold
90time
Roller Shutter Triggers

Roller Shutter Triggers

IV

Springald Technology

Increases Springald attack speed by +30% and grants +10% Ranged Resistance.

150wood
350gold
60time
Silk Bowstrings

Silk Bowstrings

IV

Archer Technology

Stringing bows with silk grants Archers +1 range and Mounted Archers +0.5 range.

200wood
500gold
60time
Tithe Barns

Tithe Barns

IV

Religious Technology

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

500gold
60time
Adjustable Crossbars

Adjustable Crossbars

IV

Mangonel Technology

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

1000wood
1200gold
90time
Damascus Steel

Damascus Steel

IV

Melee Damage Technology 3/3

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

150food
350gold
60time
Swivel Cannon

Swivel Cannon

IV

Naval Technology

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

150food
350gold
45time
Biology

Biology

IV

Cavalry Technology

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

500food
1000gold
90time
Elite Army Tactics

Elite Army Tactics

IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

500food
1000gold
90time
Precision Cross-Breeding

Precision Cross-Breeding

IV

Food Gathering Technology 3/3

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

250wood
500gold
75time
Serpentine Powder

Serpentine Powder

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.

300food
500gold
60time
Camel Rider Barding

Camel Rider Barding

IV

Camel Rider Technology 2/2

[Special ] Increase the armor of Camel Riders by +2.

100food
225gold
45time
Camel Support

Camel Support

IV

Camel Technology

[Special ] Camels increase the armor of nearby infantry by +2.

300food
700gold
90time
Improved Processing

Improved Processing

IV

Economic Technology

[Special ] Villagers drop off +8% more resources.

300wood
700gold
90time
Proselytization

Proselytization

IV

Religious Technology

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

150food
350gold
60time
Public Libraries

Public Libraries

IV

Society Technology

[Special ] Villagers and Traders gain +2 health per economic upgrade.

200food
500gold
60time
Spice Roads

Spice Roads

IV

Trade Technology

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

300wood
700gold
90time