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DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • TraderTrader
    • ScholarScholar
    • Infantry
    • SpearmanSpearman
    • ArcherArcher
    • CrossbowmanCrossbowman
    • Man-at-ArmsMan-at-Arms
    • HandcannoneerHandcannoneer
    • Cavalry
    • ScoutScout
    • Ghazi RaiderGhazi Raider
    • LancerLancer
    • Tower ElephantTower Elephant
    • Sultan's Elite Tower ElephantSultan's Elite Tower Elephant
    • War ElephantWar Elephant
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • BombardBombard
    • Ships
    • Explosive DhowExplosive Dhow
    • Fishing BoatFishing Boat
    • Trade ShipTrade Ship
    • DhowDhow
    • Transport ShipTransport Ship
    • BaghlahBaghlah
    • XebecXebec
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Dome of the FaithDome of the Faith
    • Tower of VictoryTower of Victory
    • Compound of the DefenderCompound of the Defender
    • House of LearningHouse of Learning
    • Hisar AcademyHisar Academy
    • Palace of the SultanPalace of the Sultan
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • DockDock
    • MosqueMosque
    • Town CenterTown Center
    • MarketMarket
    • Archery RangeArchery Range
    • StableStable
    • BlacksmithBlacksmith
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • Siege WorkshopSiege Workshop
    • MadrasaMadrasa
    • Military
    • OutpostOutpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Great Palace of AgraGreat Palace of Agra
  • Technologies
      Units
    • ForestryForestry
    • Survival TechniquesSurvival Techniques
    • WheelbarrowWheelbarrow
    • Efficient ProductionEfficient Production
    • Extended LinesExtended Lines
    • TextilesTextiles
    • Fitted LeatherworkFitted Leatherwork
    • Iron UndermeshIron Undermesh
    • Naval ArrowslitsNaval Arrowslits
    • Specialized PickSpecialized Pick
    • Steeled ArrowSteeled Arrow
    • Double BroadaxDouble Broadax
    • Siege EngineeringSiege Engineering
    • ArrowslitsArrowslits
    • BloomeryBloomery
    • Fortify OutpostFortify Outpost
    • Professional ScoutsProfessional Scouts
    • HorticultureHorticulture
    • All-Seeing EyeAll-Seeing Eye
    • SanctitySanctity
    • Armored HullArmored Hull
    • Drift NetsDrift Nets
    • Extra HammocksExtra Hammocks
    • Balanced ProjectilesBalanced Projectiles
    • Court ArchitectsCourt Architects
    • 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
    • MahoutsMahouts
    • Forced MarchForced March
    • Hearty RationsHearty Rations
    • Honed BladesHoned Blades
    • PaiksPaiks
    • Reinforced FoundationsReinforced Foundations
    • Salvaged MaterialsSalvaged Materials
    • Slow-Burning DefensesSlow-Burning Defenses
    • SwiftnessSwiftness
    • Tranquil VenueTranquil Venue
    • Village FortressesVillage Fortresses
    • ExplosivesExplosives
    • Heated ShotHeated Shot
    • Lightweight BeamsLightweight Beams
    • ShipwrightsShipwrights
    • SpyglassSpyglass
    • Angled SurfacesAngled Surfaces
    • 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
    • Armored BeastsArmored Beasts
    • HowdahsHowdahs
    • ZealZeal
  1. Home
  2. Delhi Sultanate
Delhi Sultanate

Delhi Sultanate

Civilization

The Delhi Sultanate stays many steps ahead of their enemies with great networks of scholars. Fully realized, they field the intimidating War Elephant and trample those in their path.

Special Units

Scholar

Scholar

Ghazi Raider

Ghazi Raider

Tower Elephant

Tower Elephant

Sultan's Elite Tower Elephant

Sultan's Elite Tower Elephant

War Elephant

War Elephant

Handcannoneer

Handcannoneer

Special Buildings

Mosque

Mosque

Dome of the Faith

Dome of the Faith

Tower of Victory

Tower of Victory

Compound of the Defender

Compound of the Defender

House of Learning

House of Learning

Hisar Academy

Hisar Academy

Palace of the Sultan

Palace of the Sultan

Great Palace of Agra

Great Palace of Agra

Special Technologies

Efficient Production

Efficient Production

All-Seeing Eye

All-Seeing Eye

Sanctity

Sanctity

Mahouts

Mahouts

Forced March

Forced March

Hearty Rations

Hearty Rations

Honed Blades

Honed Blades

Paiks

Paiks

Reinforced Foundations

Reinforced Foundations

Salvaged Materials

Salvaged Materials

Slow-Burning Defenses

Slow-Burning Defenses

Swiftness

Swiftness

Tranquil Venue

Tranquil Venue

Village Fortresses

Village Fortresses

Armored Beasts

Armored Beasts

Howdahs

Howdahs

Zeal

Zeal

Civilization Traits

Civilization Bonuses

  • Mosque, Scholar, and religious technologies available in the Dark Age (I).
  • Infantry units are able to construct Palisade Walls.
  • All technology is free but completes at a much slower rate. Garrison Scholars in Mosques, Madrasas, or Docks to increase research speed.
  • Technologies being researched can be paused and resumed.
  • 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.
  • Fishing Ships can defend themselves with a ranged attack.

Scholarly Culture

Train Scholars from Mosques in the Dark Age (I). Research and unlock religious technologies earlier than other civilizations.

Scholastic Achievements

Save on the cost of technologies and research all technology free but progresses at a much slower rate — technologies can be paused and resumed.

Frontier Fortifications

Establish fortified settlements using infantry units that can build Palisade Walls. Construct the Compound of the Defender Landmark to extend this ability to Stone Walls.

Defensive Deckhands

Fishing Ships can defend themselves with a ranged attack and have 50% additional health.

Garden Bounty

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.

Influence

Scholars garrisoned in a Mosque, Madrasa, or Dock will increase the research speed of buildings within their influence, based on how many Scholars are garrisoned globally. Docks work faster when garrisoned by Scholars.

Unique Units

Scholar: Religious unit capable of healing in the Dark Age (I). War Elephant: Heavy melee cavalry mounted with a Spearman that has high health and damage with a strong siege attack. Tower Elephant: Ranged cavalry mounted with two Archers that can fire while moving. Ghazi Raider: Fast Horseman wielding a heavy mace.

Units(27)

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

Trader

Worker

Trader
II
Hitpoints 90
Base: +90

Costs

60wood
60gold
1popcap
30time

Move Speed

1T/S

Line of Sight

7.78TILES

Scholar

Religious

Scholar
II
Hitpoints 90
Base: +90

Costs

135gold
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

Man-at-Arms

Heavy Melee Infantry

Man-at-Arms
III
Hitpoints 180
Base: +155
Upgrade to Age IV: +25
Melee Attack 14
Base: +12
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

90food
20gold
1popcap
20.5time

Move Speed

1.125T/S

Attack Speed

1.375S

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(6)

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

Ghazi Raider

Light Melee Cavalry

Ghazi Raider
II
Hitpoints 200
Base: +135
Upgrade to Age III: +35
Upgrade to Age IV: +30
Melee Attack 18
Base: +12
Upgrade to Age III: +3
Upgrade to Age IV: +3
Ranged: +18
Heavy: +4
Siege: +13
Fire Attack 10
Base: +10
Ranged Armor 5
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +2

Costs

110food
30wood
1popcap
25time

Move Speed

1.875T/S

Attack Speed

2S

Line of Sight

6.22TILES

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

Tower Elephant

Ranged Cavalry

Tower Elephant
III
Hitpoints 600
Base: +600
Melee Attack 30
Base: +30
Building: +40
Ranged Attack 15
Base: +15
Ranged Armor 7
Base: +7

Costs

400food
600gold
3popcap
60time

Move Speed

0.875T/S

Attack Speed

1.375S

Max Range

5.00TILES

Line of Sight

8.00TILES

Sultan's Elite Tower Elephant

Ranged Cavalry

Sultan's Elite Tower Elephant
III
Hitpoints 600
Base: +600
Melee Attack 30
Base: +30
Building: +40
Ranged Attack 38
Base: +38
Ranged Armor 7
Base: +7

Costs

400food
600gold
3popcap
200time

Move Speed

0.875T/S

Attack Speed

1.625S

Max Range

5.00TILES

Line of Sight

8.00TILES

War Elephant

Heavy Melee Cavalry

War Elephant
III
Hitpoints 800
Base: +800
Melee Attack 50
Base: +50
Building: +45
Melee Armor 4
Base: +4
Ranged Armor 5
Base: +5

Costs

400food
350gold
3popcap
60time

Move Speed

1T/S

Attack Speed

2.875S

Line of Sight

8.00TILES

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

Siege Tower

Siege

Siege Tower
II
Hitpoints 480
Base: +480

Costs

125wood
1popcap
30time

Move Speed

0.8125T/S

Line of Sight

8.00TILES

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

Bombard

Siege

Bombard
IV
Hitpoints 210
Base: +210
Siege Attack 55
Base: +55
Naval, Unit: +410
Building: +375
Infantry: +50
War, Elephant: +50

Costs

350wood
500gold
3popcap
45time

Move Speed

0.75T/S

Attack Speed

5.375S

Max Range

10.00TILES

Line of Sight

12.44TILES

Ships(7)

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

Fishing Boat

Worker

Fishing Boat
II
Hitpoints 150
Base: +150
Ranged Attack 4
Base: +4
Ship: +1

Costs

75wood
1popcap
30time

Move Speed

1.5T/S

Attack Speed

1.875S

Max Range

4.00TILES

Line of Sight

7.33TILES

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

10.67TILES

Buildings(30)

Landmarks(7)

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

Dome of the Faith

Age II - Religious Landmark

Dome of the Faith
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

5(Monk)

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Tower of Victory

Age II - Military Landmark

Tower of Victory
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Compound of the Defender

Age III - Defensive Landmark

Compound of the Defender
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

House of Learning

Age III - Technology Landmark

House of Learning
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Hisar Academy

Age IV - Technology Landmark

Hisar Academy
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

20(Monk)

Costs

2400food
1200gold
250time

Line of Sight

5.56TILES

Palace of the Sultan

Age IV - Military Landmark

Palace of the Sultan
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

4(Monk)

Costs

2400food
1200gold
250time

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 Attack 6
Base: +6
Naval, Unit: +10
Ranged Armor 50
Base: +50

Garrison Capacity

5(Villager, Infantry, Monk, Infantry Ranged)

Costs

50wood
15time

Attack Speed

3.875S

Max Range

6.00TILES

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

Garrison Capacity

1(Monk)

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

4(Monk, Fishing Ship)

Costs

150wood
30time

Line of Sight

11.11TILES

Mosque

Religious Building

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

Garrison Capacity

5(Monk)

Costs

100wood
25time

Line of Sight

5.56TILES

Town Center

Economy & Population Building

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

Garrison Capacity

8(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

Garrison Capacity

1(Monk)

Costs

150wood
30time

Line of Sight

5.56TILES

Stable

Military Building

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

Garrison Capacity

1(Monk)

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

Garrison Capacity

1(Monk)

Costs

250wood
45time

Line of Sight

5.56TILES

Madrasa

Technology Building

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

Garrison Capacity

20(Monk)

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)

Great Palace of Agra

Wonder

Great Palace of Agra
IV
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

5000food
5000wood
5000gold
5000stone
600time

Line of Sight

5.56TILES

Technologies(78)

Units(78)

Forestry

Forestry

I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

135time
Survival Techniques

Survival Techniques

I

Hunting Technology

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

75time
Wheelbarrow

Wheelbarrow

I

Villager Technology

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

270time
Efficient Production

Efficient Production

I

Religious Technology

[Special ] Allow Scholars to garrison in military buildings, boosting production speed by 100%.

135time
Extended Lines

Extended Lines

II

Fishing Technology 1/2

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

158time
Textiles

Textiles

II

Villager Technology

Increase Villagers' health by +50%.

25time
Fitted Leatherwork

Fitted Leatherwork

II

Melee Armor Technology 1/3

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

210time
Iron Undermesh

Iron Undermesh

II

Ranged Armor Technology 1/3

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

210time
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%.

157time
Steeled Arrow

Steeled Arrow

II

Ranged Damage Technology 1/3

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

210time
Double Broadax

Double Broadax

II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

157time
Siege Engineering

Siege Engineering

II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

105time
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.

210time
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.

350time
Horticulture

Horticulture

II

Food Gathering Technology 1/3

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

157time
All-Seeing Eye

All-Seeing Eye

II

Religious Technology

[Special ] Increase the sight range of Scholars by +100%.

157time
Sanctity

Sanctity

II

Religious Technology

[Special ] Allow Scholars to capture Sacred Sites before the Castle Age (III). Sacred Sites generate +25% more Gold.

210time
Armored Hull

Armored Hull

III

Naval Technology 1/2

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

150time
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%.

225time
Extra Hammocks

Extra Hammocks

III

Naval Technology

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

150time
Balanced Projectiles

Balanced Projectiles

III

Ranged Damage Technology 2/3

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

300time
Court Architects

Court Architects

III

Building Technology

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

1080time
Greased Axles

Greased Axles

III

Siege Technology

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

300time
Insulated Helm

Insulated Helm

III

Melee Armor Technology 2/3

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

300time
Shaft Mining

Shaft Mining

III

Mining Technology 2/3

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

300time
Wedge Rivets

Wedge Rivets

III

Ranged Armor Technology 2/3

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

300time
Herbal Medicine

Herbal Medicine

III

Healing Technology

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

225time
Incendiaries

Incendiaries

III

Naval Technology

Incendiary Ships gain +20% explosion range.

150time
Lumber Preservation

Lumber Preservation

III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

300time
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.

300time
Decarbonization

Decarbonization

III

Melee Damage Technology 2/3

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

300time
Springald Crews

Springald Crews

III

Naval Technology

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

175time
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.

450time
Fertilization

Fertilization

III

Food Gathering Technology 2/3

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

300time
Mahouts

Mahouts

III

Elephant Technology

[Special ] Elephants move +10% faster.

180time
Forced March

Forced March

III

Infantry Ability Unlock

[Special ] Infantry units gain the Forced March ability. When activated, infantry move +100% faster for 10 seconds, but breaks when dealing damage.

225time
Hearty Rations

Hearty Rations

III

Villager Technology

[Special ] Increase the carrying capacity of Villagers by +10.

180time
Honed Blades

Honed Blades

III

Man-at-Arms & Lancer Technology

[Special ] Men-at-Arms and Lancers equip a Kilij, increasing their damage by +3.

240time
Paiks

Paiks

III

Ranged Technology

[Special ] Archers and Crossbowmen gain +0.5 range.

240time
Reinforced Foundations

Reinforced Foundations

III

Population Technology

[Special ] Villagers and Infantry can garrison inside Houses for protection. Houses gain garrison arrows and +50% Health.

90time
Salvaged Materials

Salvaged Materials

III

Naval Technology

[Special ] Baghlahs heal 30 health when killing an enemy unit.

240time
Slow-Burning Defenses

Slow-Burning Defenses

III

Defensive Technology

[Special ] Increase the fire armor of Stone Wall Towers, Keeps, and Outposts by +10.

225time
Swiftness

Swiftness

III

Religious Technology

[Special ] Increases the movement speed of Scholars by +50%.

450time
Tranquil Venue

Tranquil Venue

III

Mosque Technology

[Special ] Mosques restore +4 health every second to units that are out of combat.

180time
Village Fortresses

Village Fortresses

III

Keep Technology

[Special ] Keeps act like Town Centers, including unit production, population capacity, and technology.

360time
Explosives

Explosives

IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

540time
Heated Shot

Heated Shot

IV

Naval Technology

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

540time
Lightweight Beams

Lightweight Beams

IV

Battering Ram Technology

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

720time
Shipwrights

Shipwrights

IV

Naval Technology 2/2

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

600time
Spyglass

Spyglass

IV

Scout Technology

Increase the sight radius of Scouts by 30%.

90time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

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

720time
Cupellation

Cupellation

IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

900time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

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

720time
Piety

Piety

IV

Religious Technology

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

135time
Platecutter Point

Platecutter Point

IV

Ranged Damage Technology 3/3

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

720time
Siege Works

Siege Works

IV

Siege Technology

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

1080time
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%.

720time
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.

900time
Geometry

Geometry

IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

540time
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%.

1380time
Roller Shutter Triggers

Roller Shutter Triggers

IV

Springald Technology

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

720time
Silk Bowstrings

Silk Bowstrings

IV

Archer Technology

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

1080time
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.

720time
Adjustable Crossbars

Adjustable Crossbars

IV

Mangonel Technology

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

1080time
Damascus Steel

Damascus Steel

IV

Melee Damage Technology 3/3

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

720time
Swivel Cannon

Swivel Cannon

IV

Naval Technology

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

540time
Biology

Biology

IV

Cavalry Technology

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

1380time
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.

1380time
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.

900time
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.

720time
Armored Beasts

Armored Beasts

IV

Elephant Technology

[Special ] Grant +20% health and +4 ranged armor to War Elephants.

720time
Howdahs

Howdahs

IV

Elephant Technology

[Special ] Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +25% health and +4 ranged armor.

720time
Zeal

Zeal

IV

Religious Technology

[Special ] Units healed by Scholars gain +50% attack speed for 3 seconds.

1080time