Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • EmissaryEmissary
    • Mounted VillagerMounted Villager
    • TraderTrader
    • Reindeer TraderReindeer Trader
    • MonkMonk
    • Infantry
    • SpearmanSpearman
    • CrossbowmanCrossbowman
    • Man-at-ArmsMan-at-Arms
    • EruptorEruptor
    • Zhanma SwordsmanZhanma Swordsman
    • Cavalry
    • ScoutScout
    • Mohe TribesmanMohe Tribesman
    • HorsemanHorseman
    • Iron PagodaIron Pagoda
    • Siege
    • Bed CrossbowBed Crossbow
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • Nest of BeesNest of Bees
    • Traction TrebuchetTraction Trebuchet
    • BombardBombard
    • Ships
    • Fishing BoatFishing Boat
    • Explosive JunkExplosive Junk
    • Trade ShipTrade Ship
    • JunkJunk
    • Transport ShipTransport Ship
    • War JunkWar Junk
    • BaochuanBaochuan
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Flower PagodaFlower Pagoda
    • Great PastureGreat Pasture
    • Dragon PavilionDragon Pavilion
    • Mountain HallMountain Hall
    • Great Wall BastionGreat Wall Bastion
    • Pagoda ForestPagoda Forest
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • DockDock
    • MarketMarket
    • GrasslandGrassland
    • BlacksmithBlacksmith
    • Machine WorkshopMachine Workshop
    • War StableWar Stable
    • Town CenterTown Center
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • MonasteryMonastery
    • UniversityUniversity
    • Military
    • OutpostOutpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Enclave of the EmperorEnclave of the Emperor
  • Technologies
      Units
    • ForestryForestry
    • WheelbarrowWheelbarrow
    • Collective HuntingCollective Hunting
    • Mohe AncestryMohe Ancestry
    • Quilted ArmorQuilted Armor
    • 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
    • BloomeryBloomery
    • Fortify OutpostFortify Outpost
    • HorticultureHorticulture
    • Handcannon SlitsHandcannon Slits
    • Hunting TraditionHunting Tradition
    • Lightweight FramesLightweight Frames
    • Armored HullArmored Hull
    • Drift NetsDrift Nets
    • Extra HammocksExtra Hammocks
    • Balanced ProjectilesBalanced Projectiles
    • Insulated HelmInsulated Helm
    • Shaft MiningShaft Mining
    • Wedge RivetsWedge Rivets
    • Herbal MedicineHerbal Medicine
    • IncendiariesIncendiaries
    • Lumber PreservationLumber Preservation
    • Military AcademyMilitary Academy
    • DecarbonizationDecarbonization
    • FertilizationFertilization
    • Bed Crossbow EmplacementBed Crossbow Emplacement
    • Draft HorsesDraft Horses
    • Meng'an Mouke EmplacementMeng'an Mouke Emplacement
    • Naval CrossbowsNaval Crossbows
    • Porcupine DefensePorcupine Defense
    • Rain of FireRain of Fire
    • Reinforced AxlesReinforced Axles
    • Storm LancesStorm Lances
    • 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
    • Silk BowstringsSilk Bowstrings
    • Tithe BarnsTithe Barns
    • Damascus SteelDamascus Steel
    • Swivel CannonSwivel Cannon
    • Precision Cross-BreedingPrecision Cross-Breeding
    • Alliance Conducted at SeaAlliance Conducted at Sea
    • Flying Fire BattalionsFlying Fire Battalions
    • Heaven Shaking ThunderHeaven Shaking Thunder
    • Padded LamellarPadded Lamellar
    • Pili PaoPili Pao
    • Tower ShieldsTower Shields
  1. Home
  2. Jin Dynasty
Jin Dynasty

Jin Dynasty

Civilization

The Jin Dynasty emerges as a formidable military power in northern China. Mounted Villagers move swiftly to claim new resources and land. Seize opportunities and rally hosts of cavalry at a moment's notice to rout enemies and crush opposition. Bribe weak-willed enemies into desertion and establish profitable Tributary States.

Special Units

Emissary

Emissary

Mounted Villager

Mounted Villager

Mohe Tribesman

Mohe Tribesman

Bed Crossbow

Bed Crossbow

Reindeer Trader

Reindeer Trader

Iron Pagoda

Iron Pagoda

Nest of Bees

Nest of Bees

Traction Trebuchet

Traction Trebuchet

Eruptor

Eruptor

Zhanma Swordsman

Zhanma Swordsman

Special Buildings

Flower Pagoda

Flower Pagoda

Great Pasture

Great Pasture

Grassland

Grassland

Machine Workshop

Machine Workshop

War Stable

War Stable

Dragon Pavilion

Dragon Pavilion

Mountain Hall

Mountain Hall

Great Wall Bastion

Great Wall Bastion

Pagoda Forest

Pagoda Forest

Enclave of the Emperor

Enclave of the Emperor

Special Technologies

Collective Hunting

Collective Hunting

Mohe Ancestry

Mohe Ancestry

Quilted Armor

Quilted Armor

Hunting Tradition

Hunting Tradition

Lightweight Frames

Lightweight Frames

Bed Crossbow Emplacement

Bed Crossbow Emplacement

Draft Horses

Draft Horses

Meng'an Mouke Emplacement

Meng'an Mouke Emplacement

Naval Crossbows

Naval Crossbows

Porcupine Defense

Porcupine Defense

Rain of Fire

Rain of Fire

Reinforced Axles

Reinforced Axles

Storm Lances

Storm Lances

Alliance Conducted at Sea

Alliance Conducted at Sea

Flying Fire Battalions

Flying Fire Battalions

Heaven Shaking Thunder

Heaven Shaking Thunder

Padded Lamellar

Padded Lamellar

Pili Pao

Pili Pao

Tower Shields

Tower Shields

Civilization Traits

Civilization Bonuses

  • Train up to 20 Mounted Villagers, which gather and move significantly faster than a standard villager.
  • Select from three locations upon age up to build a Grassland.
  • Build War Stables near Grasslands to quickly produce Cavalry with Horses.
  • Emissaries can Establish Tributaries and Bribe enemy soldiers.
  • Tributaries generate Food, improve Trader income by +15%, and increase Mounted Villager build limit by +3.
  • Meng'an Mouke emplacements call upon defenders to protect nearby land.
  • Bed Crossbows are available in Feudal Age, replacing Springalds.

Grasslands

Select from 3 locations upon completing a Landmark to build Grasslands, which gradually spawn up to 5 Horses in their field. Horses increase the health of all Melee Cavalry units by +2 and all Ranged Cavalry by +1, or can be used by Stables within the Influence of the Grasslands to quickly train any mounted unit. Grasslands produce a new Horse every 90/60/45 seconds in the Feudal/Castle/Imperial Ages.

Jurchen Legacy

Nomadic ancestry allows up to 20 Mounted Villagers which gather, construct, and move significantly faster but cost more. Establish Tributary States with Trade Posts to increase the maximum build limit by +3.

Meng'an Mouke

Upgrade defensive structures with the Meng'an Mouke Emplacements, which send out defenders to protect nearby lands. Emplacements also slowly produce defenders to replenish losses.

Emissaries

Train up to 2 Emissaries which come equipped with two powerful abilities. Establish Tributaries on Neutral Trade Settlements to gain a loyal ally, which will gather food on your behalf, increases Mounted Villager build limit by +3, and increases your traders income by +15%. Cast Bribe on groups of enemy units, turning foes into neutral fighters who will combat anything in their way.

Siege Expertise

Build the Machine Workshop in Feudal Age granting early access to Bed Crossbows, a springald replacement which fires two projectiles into enemy formations. Bed Crossbow Emplacements replace Springald Emplacements at all defensive structures.

Unique Units

  • Mounted Villager - Unique villager that gathers, builds, and moves significantly faster than a standard villager.
  • Emissary - Support unit which can bribe enemy soldiers and establish Tributary States.
  • Iron Pagoda - Heavy Cavalry encased from head to toe in armor, deals area damage on every attack.
  • Bed Crossbow - Springald replacement that fires a volley of projectiles at once, available in the Feudal Age.
  • Eruptor - Expensive Handcannon replacement that deals high single target damage.
  • Mohe Tribesman - Mounted archer replacement. Exceptional at hit and run tactics against light melee infantry.
  • Zhanma Swordsman - Armored Infantry available only in Imperial Age, deals impressive melee damage with bonus against cavalry.
  • Meng'an Mouke Defenders - Meng'an Mouke & Mounted Grenadiers spawn from unique emplacements to automatically defend Jin territory.

Units(28)

Workers(6)

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

Emissary

Worker

Emissary
I

Costs

150gold
1popcap
20time

Move Speed

1.125T/S

Line of Sight

6.22TILES

Mounted Villager

Worker

Mounted Villager
I
Hitpoints 85
Base: +85
Melee Attack 6
Base: +6
Ranged Attack 3
Base: +3
Fire Attack 10
Base: +10

Costs

65food
50gold
1popcap
35time

Move Speed

1.42T/S

Attack Speed

3S

Max Range

2.88TILES

Line of Sight

6.22TILES

Trader

Worker

Trader
II
Hitpoints 90
Base: +90

Costs

35wood
60gold
1popcap

Move Speed

1T/S

Line of Sight

7.78TILES

Reindeer Trader

Worker

Reindeer Trader
II
Hitpoints 100
Base: +100

Costs

70food
30gold
1popcap
30time

Move Speed

1.1T/S

Line of Sight

7.78TILES

Monk

Religious

Monk
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

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

Eruptor

Ranged Gunpowder Infantry

Eruptor
IV
Hitpoints 155
Base: +155
Ranged Attack 42
Base: +42

Costs

120food
150gold
1popcap
40time

Move Speed

1.125T/S

Attack Speed

2.125S

Max Range

3.50TILES

Line of Sight

7.11TILES

Zhanma Swordsman

Heavy Melee Infantry

Zhanma Swordsman
IV
Hitpoints 250
Base: +250
Melee Attack 20
Base: +20
Cavalry: +12
Fire Attack 10
Base: +10
Melee Armor 5
Base: +5
Ranged Armor 5
Base: +5

Costs

90food
80gold
1popcap
28time

Move Speed

1.25T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Cavalry(4)

Scout

Light Melee Cavalry

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

Costs

40food
1popcap

Move Speed

1.625T/S

Attack Speed

2S

Line of Sight

9.11TILES

Mohe Tribesman

Light Ranged Cavalry

Mohe Tribesman
II
Hitpoints 90
Base: +60
Upgrade to Age III: +10
Upgrade to Age IV: +20
Ranged Attack 7
Base: +4
Upgrade to Age III: +2
Upgrade to Age IV: +1
Light, Melee, Infantry: +11
Light, Gunpowder, Infantry: +8
Ranged: +1

Costs

35food
35wood
1popcap

Move Speed

1.625T/S

Attack Speed

1.625S

Max Range

5.00TILES

Line of Sight

8.00TILES

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

75food
20wood
1popcap

Move Speed

1.875T/S

Attack Speed

1.75S

Line of Sight

6.22TILES

Iron Pagoda

Heavy Melee Cavalry

Iron Pagoda
II
Hitpoints 290
Base: +200
Upgrade to Age III: +50
Upgrade to Age IV: +40
Melee Attack 23
Base: +16
Upgrade to Age III: +4
Upgrade to Age IV: +3
Fire Attack 10
Base: +10
Melee Armor 7
Base: +4
Upgrade to Age III: +2
Upgrade to Age IV: +1
Ranged Armor 5
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

115food
125gold
1popcap

Move Speed

1.625T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Siege(6)

Bed Crossbow

Siege

Bed Crossbow
II
Hitpoints 110
Base: +85
Upgrade to Age III: +10
Upgrade to Age IV: +15
Ranged Attack 12
Base: +7
Upgrade to Age III: +2
Upgrade to Age IV: +3
Melee, Infantry: +5
Naval, Unit: +20

Costs

125wood
100gold
2popcap
15time

Move Speed

0.91T/S

Attack Speed

3.125S

Max Range

7.50TILES

Line of Sight

12.44TILES

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

Nest of Bees

Siege

Nest of Bees
III
Hitpoints 120
Base: +120
Siege Attack 6
Base: +6
Naval, Unit: +4
Ranged: +2

Costs

300wood
300gold
3popcap
40time

Move Speed

0.8125T/S

Attack Speed

6.5S

Max Range

7.50TILES

Line of Sight

14.22TILES

Traction Trebuchet

Siege

Traction Trebuchet
III
Hitpoints 125
Base: +125
Siege Attack 40
Base: +40
Building: +190
Naval, Unit: +190

Costs

300wood
100gold
2popcap
30time

Move Speed

0.875T/S

Attack Speed

8.625S

Max Range

14.00TILES

Line of Sight

15.11TILES

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)

Fishing Boat

Worker

Fishing Boat
I
Hitpoints 100
Base: +100

Costs

75wood
1popcap
30time

Move Speed

1.5T/S

Line of Sight

7.33TILES

Explosive Junk

Incendiary Ship

Explosive Junk
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

Junk

Archer Ship

Junk
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

War Junk

Springald Ship

War Junk
III
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

Baochuan

Warship

Baochuan
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(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

Flower Pagoda

Age II - Economic Landmark

Flower Pagoda
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Great Pasture

Age II - Military Landmark

Great Pasture
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Dragon Pavilion

Age III - Landmark

Dragon Pavilion
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

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

Costs

1200food
600gold
220time

Line of Sight

9.11TILES

Mountain Hall

Age III - Religious Landmark

Mountain Hall
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Great Wall Bastion

Age IV - Military & Technology Landmark

Great Wall Bastion
III
Hitpoints 5000
Base: +5000
Ranged Attack 25
Base: +25
Naval, Unit: +25
Siege Attack 7
Base: +7
Ranged Armor 50
Base: +50
Fire Armor 6
Base: +6

Garrison Capacity

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

Costs

2400food
1200gold
250time

Attack Speed

6.25S

Max Range

2.50TILES

Line of Sight

9.11TILES

Pagoda Forest

Age IV - Economic Landmark

Pagoda Forest
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

3(Monk)

Costs

2400food
1200gold
250time

Line of Sight

8.89TILES

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

150wood
30time

Line of Sight

11.11TILES

Market

Economy Building

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

Costs

100wood
20time

Line of Sight

5.56TILES

Grassland

Military Building

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

Costs

100wood
45time

Line of Sight

3.33TILES

Blacksmith

Technology Building

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

Costs

150wood
25time

Line of Sight

5.56TILES

Machine Workshop

Military Building

Machine Workshop
II
Hitpoints 1750
Base: +1750
Ranged Armor 50
Base: +50

Costs

175wood
35time

Line of Sight

5.56TILES

War Stable

Military Building

War Stable
II
Hitpoints 1750
Base: +1750
Ranged Armor 50
Base: +50

Costs

175wood
35time

Line of Sight

5.56TILES

Town Center

Economy & Population Building

Town Center
II
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

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

Monastery

Religious Building

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

Costs

200wood
25time

Line of Sight

5.56TILES

University

Technology Building

University
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 Armor 50
Base: +50

Costs

250stone
90time

Line of Sight

13.33TILES

Keep

Defensive Building

Keep
III
Hitpoints 5000
Base: +5000
Ranged Attack 10
Base: +10
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

2.625S

Max Range

8.00TILES

Line of Sight

9.11TILES

Wonders(1)

Enclave of the Emperor

Wonder

Enclave of the Emperor
IV
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

5000food
5000wood
5000gold
5000stone
600time

Line of Sight

5.56TILES

Technologies(69)

Units(69)

Forestry

Forestry

I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

25food
50gold
45time
Wheelbarrow

Wheelbarrow

I

Villager Technology

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

50wood
150gold
90time
Collective Hunting

Collective Hunting

I

Hunting Technology

[Special ] Local tribes offer some of their Reindeer as tribute. Spawns 4 Reindeer under your Town Center.

75wood
250gold
10time
Mohe Ancestry

Mohe Ancestry

I

Hunting Technology

[Special ] Increase Villagers' hunted meat gather rate by +20%.

50wood
75gold
20time
Quilted Armor

Quilted Armor

I

Horse Archer Technology

[Special ] Utilizing local hunters' craftsmanship, Mohe Tribesman equip new armor which reduces bonus damage taken by -50%.

100food
250gold
30time
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
Siege Engineering

Siege Engineering

II

Siege Unit Unlock

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

50wood
125gold
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
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
Handcannon Slits

Handcannon Slits

II

Weapon Emplacement

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

25gold
50stone
30time
Hunting Tradition

Hunting Tradition

II

Hunting Technology

[Special ] Increase Villagers' hunted meat gather rate by +20%.

50wood
150gold
40time
Lightweight Frames

Lightweight Frames

II

Siege Technology

[Special ] Increase the movement speed of siege engines by +10%.

50wood
125gold
25time
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
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
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
Bed Crossbow Emplacement

Bed Crossbow Emplacement

III

Weapon Emplacement

[Special ] Add a defensive Bed Crossbow Emplacement to this building.

50gold
125stone
30time
Draft Horses

Draft Horses

III

Woodcutting Technology

[Special ] Increases Villagers' Wood gather rate by 15% and increases their Wood carry capacity by 10.

125food
25wood
30time
Meng'an Mouke Emplacement

Meng'an Mouke Emplacement

III

Unit Emplacement

[Special ] Add a Meng'an Mouke emplacement to this Structure that rallies 5 Defenders whenever enemies are nearby. Defenders cannot be controlled and will attack threats close to this emplacement. Produces 1 global Meng'an Mouke Defender every 60 seconds.

200gold
100stone
60time
Naval Crossbows

Naval Crossbows

III

Naval Technology

[Special ] War Junks are equipped with repeating Bed Crossbows, firing a burst of 2 piercing bolts.

100food
250gold
25time
Porcupine Defense

Porcupine Defense

III

Siege Technology

[Special ] Reinforce Nest of Bees with pointy Fire Lances which deal 10 damage back to melee attackers.

150wood
350gold
60time
Rain of Fire

Rain of Fire

III

Defensive Technology

[Special ] Keeps and Stone Wall Towers gain a grenade attack against nearby units that deals explosive damage. Enemies beware.

500gold
200stone
90time
Reinforced Axles

Reinforced Axles

III

Siege Technology

[Special ] Further increase the movement speed of siege engines by another +10%.

100wood
200gold
60time
Storm Lances

Storm Lances

III

Spearman Technology

[Special ] Spearmen are equipped with Storm Lances, gaining an explosive ranged attack on a cooldown.

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
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
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
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
Alliance Conducted at Sea

Alliance Conducted at Sea

IV

Tributary Technology

[Special ] Each Tributary Subject provides an additional +10% income to traders.

200food
300wood
60time
Flying Fire Battalions

Flying Fire Battalions

IV

Defensive Technology

[Special ] The Jin Dynasty consolidates its power and reinforces the Meng'an Mouke system to face incoming threats. Defenders are now supported by Mounted Grenadiers, and the available number of Defenders is increased by +10.

700gold
300stone
60time
Heaven Shaking Thunder

Heaven Shaking Thunder

IV

Gunpowder Technology

[Special ] The thunderous sounds of Eruptor and Storm Lance weapons scares enemy cavalry, reducing the damage of nearby cavalry by 20% for 5 seconds.

200food
500gold
60time
Padded Lamellar

Padded Lamellar

IV

Cavalry and Melee Infantry Upgrade

[Special ] Industrious blacksmithing yields stronger lamellar armor for the army. All Cavalry and Melee Infantry health increased by +25%.

500food
1000gold
90time
Pili Pao

Pili Pao

IV

Siege Technology

[Special ] Explosive Grenades hurled by Trebuchets and Nest of Bees smoke out enemy defenders, reducing attacked building damage by 20% for 8 seconds. Trebuchets and Nest of Bees gain +1 range.

200wood
500gold
60time
Tower Shields

Tower Shields

IV

Man-at-Arms Technology

[Special ] Equipping tall tower shields grants Men-at-Arms +3 ranged armor.

150food
350gold
60time