
Civilization
At the confluence of continents, where trade and science meet, and where empires clash, the Ayyubids use their pursuit of knowledge to gain the upper hand. The House of Wisdom is the focal point of this combination of urbanization and science, unlocking powerful Golden Age bonuses and advancing through the ages. The Ayyubids focus on versatile units to gain a tactical advantage on the battlefield.
Advance through the ages by choosing from 8 unique Wings on the House of Wisdom. Gain immediate access to bonuses for Economy, Technology, and Military without requiring any upgrade in order to adapt the civilization to the needs of battle. Each Wing provides more powerful bonuses when constructed in later Ages.
Camels spook enemy horse cavalry with their presence, reducing their damage by -20%.
Infantry can construct Siege Engines on the field without the need for Siege Engineering technology. Access to two unique siege weapons and one unique siege upgrade.
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.
Land Traders are 33% cheaper.
Docks can be constructed for -50% Wood.
Build towards your Golden Age – improving economy, technology, and military. 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, 20, 30, 50, and 75 buildings. • Tier 1: Villager gather rate +10% • Tier 2: Research speed +25% • Tier 3: Production speed +20% • Tier 4: Siege units cost 20% less resources to produce • Tier 5: Camel units attack 20% faster.
Desert Raider: Versatile camel rider who can switch between ranged and melee modes. Camel Lancer: Heavy camel with a powerful charge attack. Dervish: Mounted religious unit with a powerful heal ability. Manjaniq: Unique Mangonel which can use an Incendiary mode to deal damage in a greatly increased area. Tower of the Sultan: Behemoth siege weapon crewed by archers and equipped with a battering ram for devastating damage against buildings.



1.125T/S
3.875S
6.22TILES




1.3T/S
1.875S
8.00TILES


1.25T/S
1.125S
8.00TILES




1.25T/S
1.625S
5.00TILES
8.00TILES



1.25T/S
2.125S
6.00TILES
8.89TILES




1.125T/S
2.125S
5.00TILES
8.89TILES




1.1875T/S
1.125S
8.00TILES




1.125T/S
2.125S
4.00TILES
7.11TILES



1.625T/S
2S
9.11TILES





1.625T/S
1.25S
4.50TILES
8.44TILES




1.875T/S
1.75S
6.22TILES




1.625T/S
1.375S
8.44TILES



0.75T/S
5.125S
0.54TILES
6.67TILES




0.875T/S
3.125S
7.50TILES
12.44TILES




0.75T/S
6.875S
8.00TILES
11.56TILES




0.625T/S
11.375S
16.00TILES
17.78TILES




0.5T/S
8.125S
0.54TILES
6.67TILES




0.625T/S
3.625S
10.50TILES
14.22TILES




2T/S
0.125S
2.00TILES
7.11TILES




1.75T/S
1.5S
6.50TILES
10.67TILES





1.375T/S
4.125S
6.00TILES
10.00TILES





1.25T/S
5.625S
9.00TILES
11.11TILES
15(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan)
11.56TILES


5.56TILES
3(Fishing Ship)


11.11TILES
10(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan)



11.56TILES
5(Monk)


5.56TILES
5(Infantry, Infantry Ranged, Villager, Monk, Cavalry, Khan)


13.33TILES


3.875S
9.00TILES
13.33TILES
15(Infantry, Villager, Infantry Ranged, Monk, Cavalry, Khan)


0.5S
8.00TILES
9.11TILES





5.56TILES

Advance to Age II
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 250 less costs.




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




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




Advance to Age II
Constructs the Economic Wing. Upon completion, awards 400 Wood. Villagers construct buildings +30% faster.




Advance to Age II
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).




Advance to Age II
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 1 Desert Raider after 15 seconds and then every 2 minutes for the rest of the game.




Advance to Age II
Constructs the Trade Wing. Upon completion, gain 3 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.




Advance to Age II
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.




Advance to Age III
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 400 less costs.




Advance to Age III
Constructs the Culture Wing. Upon completion, grants 3 Dervish, improves the unit's healing by +25%, and turns it on permanently.




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




Advance to Age III
Constructs the Economic Wing. Upon completion, awards 900 Wood and 400 Stone. Villagers construct buildings +40% faster.




Advance to Age III
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).




Advance to Age III
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 3 Desert Raiders immediately and then every 2 minutes for the rest of the game.




Advance to Age III
Constructs the Trade Wing. Upon completion, gain 5 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.




Advance to Age III
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.




Advance to Age IV
Constructs the Culture Wing. Build this wing to advance to the next Age in 20% less time and with 1350 less costs.




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




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




Advance to Age IV
Constructs the Economic Wing. Upon completion, awards 2000 Wood and 1000 Stone. Villagers construct buildings +50% faster.




Advance to Age IV
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).




Advance to Age IV
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 7 Desert Raiders immediately and then every 2 minutes for the rest of the game.




Advance to Age IV
Constructs the Trade Wing. Upon completion, gain 7 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.




Advance to Age IV
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.




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




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




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




Unlock Bonuses
Constructs the Economic Wing. Upon completion, awards 2800 Wood and 900 Stone. Villagers construct buildings +50% faster.




Unlock Bonuses
Constructs the Military Wing. Military Academy and the Blacksmith's damage and armor technologies become free and complete automatically when entering an Age. (Those of other Ages must still be researched as normal).




Unlock Bonuses
Constructs the Military Wing. Upon completion, Cavalry units gain the ability to construct siege weapons. The House of Wisdom produces 7 Desert Raiders immediately and then every 2 minutes for the rest of the game.




Unlock Bonuses
Constructs the Trade Wing. Upon completion, gain 7 Atabeg which can be garrisoned in any military production building (except Docks) to increase the health of newly trained units by 20%.




Unlock Bonuses
Constructs the Trade Wing. Every three minutes a trade caravan arrives with a random selection of four favorable exchanges of resources and units. The quality of these trades is permanently set depending on the Age at which the Trade Wing is constructed. Using the Trade Wing to enter a later age provides more lucrative trades.




Woodcutting Technology
Double the rate at which Villagers chop down trees.




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




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




Fishing Technology 1/2
Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.




Villager Technology
Increase Villagers' health by +50%.




Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.




Ranged Armor Technology 1/3
Increase the ranged armor of all non-siege units by +1.




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




Mining Technology 1/3
Increase Villagers' gathering rate for Gold and Stone by 15%.




Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.




Wood Gathering Technology 1/3
Increase Villagers' gathering rate for Wood by 15%.




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




Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.




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



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.




Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.




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




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




Naval Technology 1/2
Increase the health of all military ships by +20% and ranged armor by +1.




Fishing Technology 2/2
Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.




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




Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.




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




Melee Armor Technology 2/3
Increase the melee armor of all non-siege units by +1.




Mining Technology 2/3
Increase Villagers' gathering rate for Gold and Stone by 15%.




Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.




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



Naval Technology
Incendiary Ships gain +20% explosion range.




Wood Gathering Technology 2/3
Increase Villagers' gathering rate for Wood by 15%.




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.




Melee Damage Technology 2/3
Increase the melee damage of all non-siege units by +1.




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




Weapon Emplacement
Add a defensive springald emplacement to this structure.




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




Food Gathering Technology 2/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.




Siege Technology
[Special ] Upon completion, siege units gain access to the Structural Reinforcements ability. Siege units gain +20 melee armor and +5 fire armor for 10 seconds.




Infantry Technology
[Special ] Infantry gains +25% damage and +20% movement speed for 30 seconds after defeating a unit.




Naval Technology
Increase the damage of Incendiary Ships by +40%.




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




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




Naval Technology 2/2
Increase the health of all military ships by +20% and ranged armor by +1.




Scout Technology
Increase the sight radius of Scouts by 30%.




Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.




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




Mining Technology 3/3
Gold gatherers drop off 15% more resources.




Melee Armor Technology 3/3
Increase the melee armor of all non-siege units by +1.




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



Ranged Damage Technology 3/3
Increase the ranged damage of all arrows and bolts by +1.




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




Weapon Emplacement
Add a defensive cannon emplacement to this structure.




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




Wood Gathering Technology 3/3
Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.




Trebuchet Technology
Increase damage of Trebuchets by +20%.




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




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




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




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



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




Melee Damage Technology 3/3
Increase the melee damage of all non-siege units by +1.




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




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




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




Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.




Gunpowder Technology
With new gunpowder, Handcannoneers gain +5 damage against melee infantry and gain a brief increase to their movement speed after firing their weapon.




Infantry Technology
[Special ] Infantry increase the armor of nearby camels by 3.


