Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • AtabegAtabeg
    • Trade CaravanTrade Caravan
    • Infantry
    • SpearmanSpearman
    • Bedouin SwordsmanBedouin Swordsman
    • ArcherArcher
    • Bedouin SkirmisherBedouin Skirmisher
    • CrossbowmanCrossbowman
    • GhulamGhulam
    • HandcannoneerHandcannoneer
    • Cavalry
    • ScoutScout
    • Desert RaiderDesert Raider
    • DervishDervish
    • HorsemanHorseman
    • Camel LancerCamel Lancer
    • Siege
    • Battering RamBattering Ram
    • SpringaldSpringald
    • ManjaniqManjaniq
    • Counterweight TrebuchetCounterweight Trebuchet
    • Tower of the SultanTower of the Sultan
    • 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
      Wings
    • Advancement
(Feudal Culture Wing)Advancement (Feudal Culture Wing)
    • Logistics
(Feudal Culture Wing)Logistics (Feudal Culture Wing)
    • Growth
(Feudal Economic Wing)Growth (Feudal Economic Wing)
    • Industry
(Feudal Economic Wing)Industry (Feudal Economic Wing)
    • Master Smiths
(Feudal Military Wing)Master Smiths (Feudal Military Wing)
    • Reinforcement
(Feudal Military Wing)Reinforcement (Feudal Military Wing)
    • Advisors
(Feudal Trade Wing)Advisors (Feudal Trade Wing)
    • Bazaar
(Feudal Trade Wing)Bazaar (Feudal Trade Wing)
    • Advancement
(Castle Culture Wing)Advancement (Castle Culture Wing)
    • Logistics
(Castle Culture Wing)Logistics (Castle Culture Wing)
    • Growth
(Castle Economic Wing)Growth (Castle Economic Wing)
    • Industry
(Castle Economic Wing)Industry (Castle Economic Wing)
    • Master Smiths
(Castle Military Wing)Master Smiths (Castle Military Wing)
    • Reinforcement
(Castle Military Wing)Reinforcement (Castle Military Wing)
    • Advisors
(Castle Trade Wing)Advisors (Castle Trade Wing)
    • Bazaar
(Castle Trade Wing)Bazaar (Castle Trade Wing)
    • Advancement
(Imperial Culture Wing)Advancement (Imperial Culture Wing)
    • Logistics
(Imperial Culture Wing)Logistics (Imperial Culture Wing)
    • Growth
(Imperial Economic Wing)Growth (Imperial Economic Wing)
    • Industry
(Imperial Economic Wing)Industry (Imperial Economic Wing)
    • Master Smiths
(Imperial Military Wing)Master Smiths (Imperial Military Wing)
    • Reinforcement
(Imperial Military Wing)Reinforcement (Imperial Military Wing)
    • Advisors
(Imperial Trade Wing)Advisors (Imperial Trade Wing)
    • Bazaar
(Imperial Trade Wing)Bazaar (Imperial Trade Wing)
    • Advancement
(Bonus Culture Wing)Advancement (Bonus Culture Wing)
    • Logistics
(Bonus Culture Wing)Logistics (Bonus Culture Wing)
    • Growth
(Bonus Economic Wing)Growth (Bonus Economic Wing)
    • Industry
(Bonus Economic Wing)Industry (Bonus Economic Wing)
    • Master Smiths
(Bonus Military Wing)Master Smiths (Bonus Military Wing)
    • Reinforcement
(Bonus Military Wing)Reinforcement (Bonus Military Wing)
    • Advisors
(Bonus Trade Wing)Advisors (Bonus Trade Wing)
    • Bazaar
(Bonus Trade Wing)Bazaar (Bonus Trade Wing)
    • Units
    • ForestryForestry
    • Survival TechniquesSurvival Techniques
    • WheelbarrowWheelbarrow
    • 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
    • Teak MastsTeak Masts
    • 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
    • Siege CarpentrySiege Carpentry
    • Sultan's MamluksSultan's Mamluks
    • 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
    • Infantry SupportInfantry Support
  1. Home
  2. Ayyubids
Ayyubids

Ayyubids

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.

Special Units

Atabeg

Atabeg

Bedouin Swordsman

Bedouin Swordsman

Trade Caravan

Trade Caravan

Bedouin Skirmisher

Bedouin Skirmisher

Desert Raider

Desert Raider

Dervish

Dervish

Manjaniq

Manjaniq

Ghulam

Ghulam

Camel Lancer

Camel Lancer

Tower of the Sultan

Tower of the Sultan

Handcannoneer

Handcannoneer

Special Buildings

House of Wisdom

House of Wisdom

Mosque

Mosque

Prayer Hall of Uqba

Prayer Hall of Uqba

Special Technologies

Phalanx

Phalanx

Teak Masts

Teak Masts

Siege Carpentry

Siege Carpentry

Sultan's Mamluks

Sultan's Mamluks

Infantry Support

Infantry Support

Civilization Traits

Civilization Bonuses

  • Camel units reduce damage from nearby enemy horse cavalry by -20%.
  • 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.
  • Advance to the next Age without the need for Villagers by upgrading wings on the House of Wisdom.
  • Choose from 8 different Wings with each unlocking a powerful bonus without requiring any additional upgrade.
  • The bonus provided by a Wing grows in power when researched in later Ages.
  • Access special bonuses when entering a Golden Age by constructing buildings within the House of Wisdom's influence.

Adaptable Commander

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.

Camel Fighters

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

Siegecraft Masters

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.

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, 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.

Unique Units

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.

Units(28)

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

Atabeg

Worker

Atabeg
I
Hitpoints 90
Base: +90

Costs

-

Move Speed

1T/S

Line of Sight

7.78TILES

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

Infantry(7)

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

Bedouin Swordsman

Light Melee Infantry

Bedouin Swordsman
I
Hitpoints 160
Base: +160
Melee Attack 11
Base: +11
Melee: +3
Fire Attack 10
Base: +10

Costs

60food
1popcap

Move Speed

1.25T/S

Attack Speed

1.125S

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

Bedouin Skirmisher

Light Ranged Infantry

Bedouin Skirmisher
II
Hitpoints 90
Base: +90
Ranged Attack 8
Base: +8
Infantry, Light: +8
Fire Attack 10
Base: +10
Ranged Armor 1
Base: +1

Costs

80food
40gold
1popcap

Move Speed

1.25T/S

Attack Speed

2.125S

Max Range

6.00TILES

Line of Sight

8.89TILES

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

Desert Raider

Light Ranged and Melee Camel

Desert Raider
II
Hitpoints 175
Base: +120
Upgrade to Age III: +25
Upgrade to Age IV: +30
Melee Attack 19
Base: +13
Upgrade to Age III: +2
Upgrade to Age IV: +4
Cavalry: +19
Ranged Attack 11
Base: +7
Upgrade to Age III: +2
Upgrade to Age IV: +2
Fire Attack 10
Base: +10
Melee Armor 7
Base: +5
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

80food
50wood
50gold
1popcap
30time

Move Speed

1.625T/S

Attack Speed

1.25S

Max Range

4.50TILES

Line of Sight

8.44TILES

Dervish

Religious

Dervish
II
Hitpoints 120
Base: +120

Costs

60food
140gold
1popcap
40time

Move Speed

1.625T/S

Line of Sight

8.44TILES

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 Lancer

Heavy Melee Cavalry

Camel Lancer
III
Hitpoints 245
Base: +210
Upgrade to Age IV: +35
Melee Attack 27
Base: +22
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

130food
110gold
1popcap
35time

Move Speed

1.625T/S

Attack Speed

1.375S

Line of Sight

8.44TILES

Siege(6)

Battering Ram

Siege

Battering Ram
II
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

Manjaniq

Siege

Manjaniq
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

Tower of the Sultan

Siege

Tower of the Sultan
III
Hitpoints 800
Base: +800
Siege Attack 600
Base: +600
Wall: +200

Costs

650wood
350gold
3popcap
140time

Move Speed

0.5T/S

Attack Speed

8.125S

Max Range

0.54TILES

Line of Sight

6.67TILES

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
I
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(97)

Wings(32)

Advancement
(Feudal Culture Wing)

Advancement (Feudal Culture Wing)

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.

225food
125gold
96time
Logistics
(Feudal Culture Wing)

Logistics (Feudal Culture Wing)

I

Advance to Age II

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

400food
200gold
120time
Growth
(Feudal Economic Wing)

Growth (Feudal Economic Wing)

I

Advance to Age II

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

400food
200gold
120time
Industry
(Feudal Economic Wing)

Industry (Feudal Economic Wing)

I

Advance to Age II

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

400food
200gold
120time
Master Smiths
(Feudal Military Wing)

Master Smiths (Feudal Military Wing)

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).

400food
200gold
120time
Reinforcement
(Feudal Military Wing)

Reinforcement (Feudal Military Wing)

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.

400food
200gold
120time
Advisors
(Feudal Trade Wing)

Advisors (Feudal Trade Wing)

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%.

400food
200gold
120time
Bazaar
(Feudal Trade Wing)

Bazaar (Feudal Trade Wing)

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.

400food
200gold
120time
Advancement
(Castle Culture Wing)

Advancement (Castle Culture Wing)

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.

900food
500gold
96time
Logistics
(Castle Culture Wing)

Logistics (Castle Culture Wing)

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.

1200food
600gold
120time
Growth
(Castle Economic Wing)

Growth (Castle Economic Wing)

II

Advance to Age III

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

1200food
600gold
120time
Industry
(Castle Economic Wing)

Industry (Castle Economic Wing)

II

Advance to Age III

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

1200food
600gold
120time
Master Smiths
(Castle Military Wing)

Master Smiths (Castle Military Wing)

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).

1200food
600gold
120time
Reinforcement
(Castle Military Wing)

Reinforcement (Castle Military Wing)

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.

1200food
600gold
120time
Advisors
(Castle Trade Wing)

Advisors (Castle Trade Wing)

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%.

1200food
600gold
120time
Bazaar
(Castle Trade Wing)

Bazaar (Castle Trade Wing)

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.

1200food
600gold
120time
Advancement
(Imperial Culture Wing)

Advancement (Imperial Culture Wing)

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.

1500food
750gold
96time
Logistics
(Imperial Culture Wing)

Logistics (Imperial Culture Wing)

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.

2400food
1200gold
120time
Growth
(Imperial Economic Wing)

Growth (Imperial Economic Wing)

III

Advance to Age IV

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

2400food
1200gold
120time
Industry
(Imperial Economic Wing)

Industry (Imperial Economic Wing)

III

Advance to Age IV

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

2400food
1200gold
120time
Master Smiths
(Imperial Military Wing)

Master Smiths (Imperial Military Wing)

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).

2400food
1200gold
120time
Reinforcement
(Imperial Military Wing)

Reinforcement (Imperial Military Wing)

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.

2400food
1200gold
120time
Advisors
(Imperial Trade Wing)

Advisors (Imperial Trade Wing)

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%.

2400food
1200gold
120time
Bazaar
(Imperial Trade Wing)

Bazaar (Imperial Trade Wing)

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.

2400food
1200gold
120time
Advancement
(Bonus Culture Wing)

Advancement (Bonus Culture Wing)

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.

1550food
750gold
96time
Logistics
(Bonus Culture Wing)

Logistics (Bonus Culture Wing)

IV

Unlock Bonuses

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

2400food
1200gold
120time
Growth
(Bonus Economic Wing)

Growth (Bonus Economic Wing)

IV

Unlock Bonuses

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

2400food
1200gold
120time
Industry
(Bonus Economic Wing)

Industry (Bonus Economic Wing)

IV

Unlock Bonuses

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

2400food
1200gold
120time
Master Smiths
(Bonus Military Wing)

Master Smiths (Bonus Military Wing)

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).

2400food
1200gold
120time
Reinforcement
(Bonus Military Wing)

Reinforcement (Bonus Military Wing)

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.

2400food
1200gold
120time
Advisors
(Bonus Trade Wing)

Advisors (Bonus Trade Wing)

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%.

2400food
1200gold
120time
Bazaar
(Bonus Trade Wing)

Bazaar (Bonus Trade Wing)

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.

2400food
1200gold
120time

Units(65)

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
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
Teak Masts

Teak Masts

II

Naval Technology

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

75wood
125gold
20time
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
Siege Carpentry

Siege Carpentry

III

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.

200wood
300gold
90time
Sultan's Mamluks

Sultan's Mamluks

III

Infantry Technology

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

100food
250gold
45time
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
Infantry Support

Infantry Support

IV

Infantry Technology

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

150food
350gold
45time