Aoe4
DatabaseDynamicsPatches
  • Units
      Hero
    • Lord of LancasterLord of Lancaster
    • Workers
    • VillagerVillager
    • Veteran DemilancerVeteran Demilancer
    • TraderTrader
    • MonkMonk
    • Infantry
    • SpearmanSpearman
    • Earl's GuardEarl's Guard
    • YeomanYeoman
    • CrossbowmanCrossbowman
    • HandcannoneerEarly Handcannoneer
    • Wynguard ArmyWynguard Army
    • Earl's RetinueEarl's Retinue
    • Garrison CommandGarrison Command
    • Gunpowder ContingentGunpowder Contingent
    • Cavalry
    • ScoutScout
    • HobelarHobelar
    • KnightKnight
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • CulverinCulverin
    • Ships
    • Fishing BoatFishing Boat
    • Transport ShipTransport Ship
    • Demolition ShipDemolition Ship
    • Trade ShipTrade Ship
    • GalleyGalley
    • HulkHulk
    • CarrackCarrack
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Abbey of KingsAbbey of Kings
    • Lancaster CastleLancaster Castle
    • The White TowerThe White Tower
    • King's CollegeKing's College
    • Wynguard PalaceWynguard Palace
    • Berkshire PalaceBerkshire Palace
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • DockDock
    • Town CenterTown Center
    • ManorManor
    • MarketMarket
    • Archery RangeArchery Range
    • StableStable
    • BlacksmithBlacksmith
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • Siege WorkshopSiege Workshop
    • MonasteryMonastery
    • UniversityUniversity
    • Military
    • OutpostOutpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Cathedral of St. ThomasCathedral of St. Thomas
  • Technologies
      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
    • Siege EngineeringSiege Engineering
    • ArrowslitsArrowslits
    • BloomeryBloomery
    • Fortify OutpostFortify Outpost
    • Professional ScoutsProfessional Scouts
    • HorticultureHorticulture
    • AdmiraltyAdmiralty
    • BillmenBillmen
    • Condensed Land PracticesCondensed Land Practices
    • Muster the NoblesMuster the Nobles
    • Open Field SystemOpen Field System
    • 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
    • Burgundian ImportsBurgundian Imports
    • Collar of EssesCollar of Esses
    • Hill TrainingHill Training
    • Military Tactics TrainingMilitary Tactics Training
    • Shire LevyShire Levy
    • Synchronized ShotSynchronized Shot
    • Warwolf TrebuchetWarwolf Trebuchet
    • 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
    • Exact Militia ProgramExact Militia Program
    • Padded JackPadded Jack
    • ScutageScutage
    • Ships of the CrownShips of the Crown
    • Throwing Dagger DrillsThrowing Dagger Drills
  1. Home
  2. House of Lancaster
House of Lancaster

House of Lancaster

Civilization

The House of Lancaster emerges as a powerful branch of English royalty. Manors are the backbone of the economy by providing sustainable economic practices. Lancaster military might is of technological advantage and superior tactics on the battlefield. Dismantle enemy formations with potent shock troops then pick them apart with superior ranged infantry.

Special Units

Earl's Guard

Earl's Guard

Veteran Demilancer

Veteran Demilancer

Yeoman

Yeoman

Hobelar

Hobelar

Lord of Lancaster

Lord of Lancaster

Handcannoneer

Handcannoneer

Special Buildings

Abbey of Kings

Abbey of Kings

Lancaster Castle

Lancaster Castle

Manor

Manor

The White Tower

The White Tower

King's College

King's College

Wynguard Palace

Wynguard Palace

Berkshire Palace

Berkshire Palace

Cathedral of St. Thomas

Cathedral of St. Thomas

Special Technologies

Admiralty

Admiralty

Billmen

Billmen

Condensed Land Practices

Condensed Land Practices

Muster the Nobles

Muster the Nobles

Open Field System

Open Field System

Burgundian Imports

Burgundian Imports

Collar of Esses

Collar of Esses

Hill Training

Hill Training

Military Tactics Training

Military Tactics Training

Shire Levy

Shire Levy

Synchronized Shot

Synchronized Shot

Warwolf Trebuchet

Warwolf Trebuchet

Exact Militia Program

Exact Militia Program

Padded Jack

Padded Jack

Scutage

Scutage

Ships of the Crown

Ships of the Crown

Throwing Dagger Drills

Throwing Dagger Drills

Civilization Traits

Civilization Bonuses

  • Villagers gather from sheep +20% faster.
  • Build Manors to passively generate food and wood.
  • Town Centers spawn 4 sheep when built.
  • Keeps grant 3 free Earl's Guards when built.
  • Active Keeps improve the damage of Earl's Guards and Demilancers.
  • Villagers wield short bows when attacking enemy units.
  • Ships are -10% cheaper to produce.

Feudalism

Build Manors to generate passive income in the Feudal Age. Manors act as a drop off building for all resource types and provide +10 population space. Each Manor generates 30 food and 10 wood per minute, and an additional 4 food and 2 wood for each nearby villager. Increase the build limit of Manors with unique technologies.

Wool Industries

Each Town Center spawns 4 sheep upon completion. Villagers gather from sheep +20% faster.

Defensive Byrig

Capital Town Center fires an extra arrow and Villagers wield short bows when attacking enemy units.

A House Unified

Keeps grant 3 free Earl's Guards upon being built. Each Active keep grants +1 damage to Earl's Guards and Demilancers up to a maximum of +4.

Shipwrights

Naval conditioning increases Dock efficiency, reducing ship construction costs by -10%.

Unique Units

  • Yeoman: Archer Replacement. Ranged infantry with increased speed and range. Can be upgraded to fire a devastating volley of arrows into the targeted area.
  • Hobelar: Horseman Replacement. Cheap and expendable cavalry with high ranged armor.
  • Earl's Guard: Man-at-Arms Replacement. Heavy Melee Infantry that periodically throws daggers.
  • Demilancer: Special Heavy Cavalry. Accessed only via landmarks, the Demilancer is a durable cavalry unit with low damage.

Units(30)

Hero(1)

Lord of Lancaster

Heavy Melee Infantry

Lord of Lancaster
II
Hitpoints 170
Base: +170
Melee Attack 14
Base: +14
Fire Attack 10
Base: +10
Melee Armor 2
Base: +2
Ranged Armor 2
Base: +2

Costs

100food
60gold
1popcap
25time

Move Speed

1.125T/S

Attack Speed

2.375S

Line of Sight

8.00TILES

Workers(4)

Villager

Worker

Villager
I
Hitpoints 50
Base: +50
Ranged Attack 5
Base: +5
Fire Attack 10
Base: +10

Costs

50food
1popcap
20time

Move Speed

1.125T/S

Attack Speed

3.375S

Max Range

5.00TILES

Line of Sight

6.22TILES

Veteran Demilancer

Heavy Melee Cavalry

Veteran Demilancer
I

Costs

-

Line of Sight

0.00TILES

Trader

Worker

Trader
II
Hitpoints 90
Base: +90

Costs

60wood
60gold
1popcap
30time

Move Speed

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(9)

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

Earl's Guard

Heavy Melee Infantry

Earl's Guard
I

Costs

90food
20gold
1popcap
20.5time

Move Speed

1.25T/S

Attack Speed

1.25S

Max Range

6.50TILES

Line of Sight

8.00TILES

Yeoman

Light Ranged Infantry

Yeoman
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

50food
45wood
1popcap
15time

Move Speed

1.3125T/S

Attack Speed

1.625S

Max Range

6.00TILES

Line of Sight

9.78TILES

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

Handcannoneer

Ranged Gunpowder Infantry

Handcannoneer
III
Hitpoints 130
Base: +100
Upgrade to Age IV: +30
Ranged Attack 38
Base: +26
Upgrade to Age IV: +12

Costs

120food
120gold
1popcap
35time

Move Speed

1.125T/S

Attack Speed

2.125S

Max Range

4.00TILES

Line of Sight

7.11TILES

Wynguard Army

Mixed Force Army

Wynguard Army
IV

Costs

100food
100wood
200gold
6popcap
55time

Line of Sight

0.00TILES

Earl's Retinue

Mixed Force Army

Earl's Retinue
IV

Costs

650food
200gold
8popcap
50time

Line of Sight

0.00TILES

Garrison Command

Mixed Force Army

Garrison Command
IV

Costs

300food
200wood
9popcap
30time

Line of Sight

0.00TILES

Gunpowder Contingent

Mixed Force Army

Gunpowder Contingent
IV

Costs

850wood
1050gold
9popcap
65time

Line of Sight

0.00TILES

Cavalry(3)

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

Hobelar

Light Melee Cavalry

Hobelar
II
Hitpoints 145
Base: +100
Upgrade to Age III: +20
Upgrade to Age IV: +25
Melee Attack 12
Base: +7
Upgrade to Age III: +2
Upgrade to Age IV: +3
Ranged: +12
Siege: +12
Fire Attack 10
Base: +10
Ranged Armor 7
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +3

Costs

75food
20gold
1popcap
15time

Move Speed

1.875T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Knight

Heavy Melee Cavalry

Knight
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

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

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
I
Hitpoints 100
Base: +100

Costs

75wood
1popcap
30time

Move Speed

1.5T/S

Line of Sight

7.33TILES

Transport Ship

Ship

Transport Ship
I
Hitpoints 400
Base: +400

Costs

100wood
1popcap
20time

Move Speed

1.625T/S

Line of Sight

7.11TILES

Demolition Ship

Incendiary Ship

Demolition Ship
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

Galley

Archer Ship

Galley
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

Hulk

Springald Ship

Hulk
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

Carrack

Warship

Carrack
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(31)

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

Abbey of Kings

Age II - Religious Landmark

Abbey of Kings
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Lancaster Castle

Age II - Military Landmark

Lancaster Castle
I
Hitpoints 5000
Base: +5000
Ranged Attack 12
Base: +12
Naval, Unit: +10
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Attack Speed

1.25S

Max Range

8.00TILES

Line of Sight

9.11TILES

The White Tower

Age III - Defensive Landmark

The White Tower
II
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)

Costs

1200food
600gold
220time

Attack Speed

0.5S

Max Range

8.00TILES

Line of Sight

9.11TILES

King's College

Age III - Technology Landmark

King's College
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Wynguard Palace

Age IV - Military Landmark

Wynguard Palace
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

2400food
1200gold
250time

Line of Sight

5.56TILES

Berkshire Palace

Age IV - Defensive Landmark

Berkshire Palace
III
Hitpoints 6500
Base: +6500
Ranged Attack 14
Base: +14
Naval, Unit: +10
Ranged Armor 50
Base: +50
Fire Armor 6
Base: +6

Garrison Capacity

20(Infantry, Villager, Infantry Ranged, Monk, Cavalry)

Costs

2400food
1200gold
250time

Attack Speed

0.5S

Max Range

15.00TILES

Line of Sight

13.56TILES

Economy(20)

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

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

Manor

Population Building

Manor
II
Hitpoints 750
Base: +750
Ranged Attack 8
Base: +8
Naval, Unit: +10
Ranged Armor 50
Base: +50

Costs

175wood
100stone
45time

Attack Speed

3.625S

Max Range

6.00TILES

Line of Sight

3.33TILES

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

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 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)

Cathedral of St. Thomas

Wonder

Cathedral of St. Thomas
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.

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
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
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
Admiralty

Admiralty

II

Naval Technology

[Special ] Increase the range of combat ships by +1.

150food
350gold
30time
Billmen

Billmen

II

Spearman Technology

[Special ] Spearmen equip tempered Bills, reducing the armor of enemies by -1 when attacking.

175wood
100gold
25time
Condensed Land Practices

Condensed Land Practices

II

Manor Technology 1/2

[Special ] Advancements in feudal land distribution practices increase the build limit of Manors by +4 and their health by +100.

75wood
175gold
30time
Muster the Nobles

Muster the Nobles

II

Defensive Ability

[Special ] Levy 5 Demilancers.

250food
250gold
30time
Open Field System

Open Field System

II

Manor Technology 2/2

[Special ] Advancements in feudal land distribution practices increase the build limit of Manors by +4 and their health by +200.

150wood
250gold
45time
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
Burgundian Imports

Burgundian Imports

III

Handcannon Technology

[Special ] Importing Burgundian Handcannons enables Handcannoneers to be trained in the Castle Age and reduces Handcannoneer cost by -25%.

600gold
45time
Collar of Esses

Collar of Esses

III

Knight Technology

[Special ] Your Knights and Demilancers adorn their armor with the Lancaster livery, gaining +5 bonus damage against enemy heavy units.

100wood
250gold
45time
Hill Training

Hill Training

III

Cavalry Technology

[Special ] Training in rugged terrain increases Hobelar charge damage by +125% and production speed by +100%.

50food
100gold
25time
Military Tactics Training

Military Tactics Training

III

Military Technology

[Special ] Advanced Military Tactics increase your troops' overall effectiveness in battle, improving their bonus damage by +20%.

250food
750gold
90time
Shire Levy

Shire Levy

III

Defensive Ability

[Special ] Levy 12 Yeomen.

600wood
600gold
45time
Synchronized Shot

Synchronized Shot

III

Yeoman Technology

[Special ] Unlocks the Synchronized Shot ability for Yeomen.

200wood
500gold
75time
Warwolf Trebuchet

Warwolf Trebuchet

III

Trebuchet Technology

[Special ] Experience from building larger trebuchets increases their range by +2 and health by +50%.

150wood
350gold
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
Exact Militia Program

Exact Militia Program

IV

Defensive Ability

[Special ] Levy 10 Demilancers, 10 Earl's Guards, and 10 Yeomen.

1250food
1250gold
45time
Padded Jack

Padded Jack

IV

Yeomen and Spearmen Technology

[Special ] Equip your Yeomen and Spearmen with Padded Jacks, improving their melee armor by +3.

200food
500gold
45time
Scutage

Scutage

IV

Manor Technology

[Special ] The Lord of Lancaster levies a tax on all vassals to fund war efforts. Manors generate 30 gold per minute.

200wood
500gold
60time
Ships of the Crown

Ships of the Crown

IV

Carrack Technology

[Special ] Investing in bigger and better ship hulls increases Carrack damage by 20%, health by 15%, and range by 10%.

250wood
500gold
75time
Throwing Dagger Drills

Throwing Dagger Drills

IV

Earl's Guard Technology

[Special ] Earl's Guards are supplied with additional Daggers when throwing, these Daggers also deal a small amount of area damage. Earl's Guards now throw 2 Daggers but are less accurate.

175wood
425gold
30time