Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • TraderTrader
    • ImamImam
    • Infantry
    • DonsoDonso
    • ArcherArcher
    • Javelin ThrowerJavelin Thrower
    • Mansa JavelineerMansa Javelineer
    • Musofadi WarriorMusofadi Warrior
    • Mansa Musofadi WarriorMansa Musofadi Warrior
    • Freeborn WarriorFreeborn Warrior
    • Musofadi GunnerMusofadi Gunner
    • Cavalry
    • ScoutVanguard Scout
    • Warrior ScoutWarrior Scout
    • SofaSofa
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • BombardBombard
    • Ships
    • Fishing BoatFishing Boat
    • Demolition ShipDemolition Ship
    • Trade ShipTrade Ship
    • Hunting CanoeHunting Canoe
    • Transport ShipTransport Ship
    • War CanoeWar Canoe
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Mansa QuarryMansa Quarry
    • Saharan Trade NetworkSaharan Trade Network
    • Farimba GarrisonFarimba Garrison
    • Grand Fulani CorralGrand Fulani Corral
    • Fort of the HuntressFort of the Huntress
    • Griot BaraGriot Bara
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • Pit MinePit Mine
    • DockDock
    • Town CenterTown Center
    • Cattle RanchCattle Ranch
    • MarketMarket
    • Archery RangeArchery Range
    • StableStable
    • BlacksmithBlacksmith
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • Siege WorkshopSiege Workshop
    • MosqueMosque
    • MadrasaMadrasa
    • Military
    • Toll OutpostToll Outpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Great MosqueGreat Mosque
  • 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
    • Banco RepairsBanco Repairs
    • Canoe TacticsCanoe Tactics
    • Javelin EmplacementJavelin Emplacement
    • Local KnowledgeLocal Knowledge
    • 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
    • Imported ArmorImported Armor
    • Poisoned ArrowsPoisoned Arrows
    • 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
    • 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
    • Mounted GunsMounted Guns
    • Farima LeadershipFarima Leadership
    • Precision TrainingPrecision Training
  1. Home
  2. Malians
Malians

Malians

Civilization

The Malian economy booms with options for gold and food production. Claiming gold deposits for their Pit Mines, they leverage that growth to produce unique infantry units that strike from stealth and hurl javelins at enemies.

Special Units

Donso

Donso

Mansa Javelineer

Mansa Javelineer

Mansa Musofadi Warrior

Mansa Musofadi Warrior

Warrior Scout

Warrior Scout

Sofa

Sofa

Imam

Imam

Freeborn Warrior

Freeborn Warrior

Musofadi Gunner

Musofadi Gunner

Special Buildings

Toll Outpost

Toll Outpost

Pit Mine

Pit Mine

Mansa Quarry

Mansa Quarry

Saharan Trade Network

Saharan Trade Network

Cattle Ranch

Cattle Ranch

Farimba Garrison

Farimba Garrison

Grand Fulani Corral

Grand Fulani Corral

Mosque

Mosque

Fort of the Huntress

Fort of the Huntress

Griot Bara

Griot Bara

Great Mosque

Great Mosque

Special Technologies

Banco Repairs

Banco Repairs

Canoe Tactics

Canoe Tactics

Local Knowledge

Local Knowledge

Imported Armor

Imported Armor

Poisoned Arrows

Poisoned Arrows

Farima Leadership

Farima Leadership

Precision Training

Precision Training

Civilization Traits

Civilization Bonuses

  • Construct Pit Mines on Gold Veins to generate Gold without depleting the deposit.
  • Produce Cattle from Mills in the Dark Age (I). Malian Villagers harvest Food from Cattle faster than other civilizations or they can be garrisoned in a Cattle Ranch for Food over time.
  • Musofadi units can use the Activate Stealth ability to setup ambush attacks.
  • Five unique units with a different take on the counter system.
  • Veteran unit technologies are researched in half the time and cost.
  • Gold collected from Trader routes reduce the research time of future technologies.
  • Traders and Trade Ships that pass by Toll Outposts instantly provide bonus Gold based on the amount of Gold being carried. Does not generate any bonus tax if a toll outpost is built within range of another one.
  • Fishing Boats drop off 10% of their Food as Gold.
  • Movement speed of all ships is increased when near Docks.
  • Transport Ships attack with javelins for each unit garrisoned.
  • Houses construct twice as fast, but are half cost and provide half the amount of Population.
  • Cannot harvest Boar

Pit Mines

Wield a superior Gold economy and construct the Pit Mine over top of Gold Veins in the Dark Age (I) to generate Gold without depleting it. Villagers can mine Gold while the Pit Mine is active. If the Gold Vein is completely exhausted, the Pit Mine will continue to extract Gold from the deposit.

Influence - Mining Communities

Each House and Mining Camp constructed within the influence of Pit Mines increases its Gold generation. Town Centers cost gold instead of stone to construct.

Cattle & Ranches

Produce Cattle from Mills in the Dark Age (I). Malian Villagers harvest Food from Cattle faster than other civilizations or they can be garrisoned in a Cattle Ranch for Food over time.

Musofadi Pathfinder

Musofadi Warrior and Musofadi Gunner unique units can use the Activate Stealth ability to sneak around and create ambush opportunities.

Farari's Knowledge

Veteran unit technologies unlocked in the Castle Age (III) are researched at half the time and cost.

Toll Outposts

Traders and Trade Ships that pass by Toll Outposts instantly provide bonus resources based on the current trade targets. Does not generate any bonus tax if a Toll Outpost is built within range of another one.

Manuscript Trade

Gold collected from completed Trader routes lower the research time of future technologies.

Fish Processing

Fishing Boats drop off 10% of their Food as Gold.

Landing Parties

Movement speed of all ships increased when near their Docks. Transport Ships attack with javelins for each unit garrisoned.

Unique Units

  • Donso: Spearman replacement. Light melee infantry with increased health and melee armor that can periodically throw a javelin.
  • Warrior Scout: Light cavalry that can improve damage, move speed, health, and health regeneration.
  • Musofadi Warrior: Fast, light, anti-armor infantry that can use the Activate Stealth ability.
  • Javelin Thrower: Anti-ranged infantry that throws a javelin from extended range.
  • Sofa: Faster heavy cavalry with reduced cost, health, and armor.
  • Musofadi Gunner: Faster moving handcannoneer that can use the Activate Stealth ability.

Units(26)

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

Imam

Religious

Imam
III
Hitpoints 90
Base: +90

Costs

150gold
1popcap
30time

Move Speed

1.125T/S

Attack Speed

10002.725S

Max Range

7.50TILES

Line of Sight

6.67TILES

Infantry(8)

Donso

Light Melee Infantry

Donso
I
Hitpoints 150
Base: +80
Upgrade to Age II: +20
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
Ranged Attack 10
Base: +5
Upgrade to Age II: +2
Upgrade to Age III: +1
Upgrade to Age IV: +2
Fire Attack 10
Base: +10
Melee Armor 1
Base: +1

Costs

60food
30wood
1popcap
15time

Move Speed

1.3T/S

Attack Speed

0.75S

Max Range

6.50TILES

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

Javelin Thrower

Light Ranged Infantry

Javelin Thrower
II
Hitpoints 95
Base: +70
Upgrade to Age III: +10
Upgrade to Age IV: +15
Ranged Attack 13
Base: +8
Upgrade to Age III: +2
Upgrade to Age IV: +3
Ranged: +13
Fire Attack 10
Base: +10
Ranged Armor 5
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

80food
40gold
1popcap
22.5time

Move Speed

1.25T/S

Attack Speed

2.125S

Max Range

6.00TILES

Line of Sight

8.89TILES

Mansa Javelineer

Light Ranged Infantry

Mansa Javelineer
II
Hitpoints 95
Base: +70
Upgrade to Age III: +10
Upgrade to Age IV: +15
Ranged Attack 13
Base: +8
Upgrade to Age III: +2
Upgrade to Age IV: +3
Ranged: +13
Fire Attack 10
Base: +10
Ranged Armor 5
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

80food
40gold
1popcap
22.5time

Move Speed

1.3125T/S

Attack Speed

2.125S

Max Range

6.00TILES

Line of Sight

8.89TILES

Musofadi Warrior

Light Melee Infantry

Musofadi Warrior
II
Hitpoints 140
Base: +95
Upgrade to Age III: +20
Upgrade to Age IV: +25
Melee Attack 12
Base: +8
Upgrade to Age III: +1
Upgrade to Age IV: +3
Heavy: +18
Fire Attack 10
Base: +10

Costs

45food
30gold
1popcap
15time

Move Speed

1.375T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Mansa Musofadi Warrior

Light Melee Infantry

Mansa Musofadi Warrior
II
Hitpoints 150
Base: +105
Upgrade to Age III: +20
Upgrade to Age IV: +25
Melee Attack 13
Base: +9
Upgrade to Age III: +1
Upgrade to Age IV: +3
Heavy: +18
Fire Attack 10
Base: +10
Melee Armor 6
Base: +4
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

45food
30gold
1popcap
15time

Move Speed

1.375T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Freeborn Warrior

Melee Infantry

Freeborn Warrior
III
Hitpoints 205
Base: +175
Upgrade to Age IV: +30
Melee Attack 12
Base: +9
Upgrade to Age IV: +3
Ranged: +7
Fire Attack 10
Base: +10
Ranged Armor 8
Base: +5
Upgrade to Age IV: +3

Costs

80food
35gold
1popcap
15time

Move Speed

1.375T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Musofadi Gunner

Ranged Gunpowder Infantry

Musofadi Gunner
IV
Hitpoints 130
Base: +130
Ranged Attack 41
Base: +41

Costs

110food
130gold
1popcap
35time

Move Speed

1.25T/S

Attack Speed

2.125S

Max Range

4.00TILES

Line of Sight

7.11TILES

Cavalry(3)

Scout

Light Melee Cavalry

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

Costs

90food
1popcap
14time

Move Speed

1.625T/S

Attack Speed

2S

Line of Sight

9.11TILES

Warrior Scout

Light Melee Cavalry

Warrior Scout
II
Hitpoints 155
Base: +110
Upgrade to Age III: +20
Upgrade to Age IV: +25
Melee Attack 11
Base: +7
Upgrade to Age III: +2
Upgrade to Age IV: +2
Scout: +10
Siege: +10
Ranged: +11

Costs

90food
1popcap
14time

Move Speed

1.875T/S

Attack Speed

2S

Line of Sight

9.11TILES

Sofa

Heavy Melee Cavalry

Sofa
II
Hitpoints 230
Base: +160
Upgrade to Age III: +35
Upgrade to Age IV: +35
Melee Attack 25
Base: +17
Upgrade to Age III: +3
Upgrade to Age IV: +5
Infantry: +4
Fire Attack 10
Base: +10
Melee Armor 4
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +1
Ranged Armor 4
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

120food
60gold
1popcap
26time

Move Speed

1.725T/S

Attack Speed

1.625S

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

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(6)

Fishing Boat

Worker

Fishing Boat
II
Hitpoints 100
Base: +100

Costs

75wood
1popcap
30time

Move Speed

1.5T/S

Line of Sight

7.33TILES

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

Hunting Canoe

Archer Ship

Hunting Canoe
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
Ranged Attack 7
Base: +7

Costs

100wood
2popcap
20time

Move Speed

1.5T/S

Attack Speed

2.75S

Max Range

3.75TILES

Line of Sight

7.11TILES

War Canoe

Springald Ship

War Canoe
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

Buildings(32)

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

Mansa Quarry

Age II - Landmark

Mansa Quarry
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Saharan Trade Network

Age II - Defensive Landmark

Saharan Trade Network
I
Hitpoints 5000
Base: +5000
Ranged Attack 6
Base: +6
Naval, Unit: +10
Ranged Armor 50
Base: +50

Garrison Capacity

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

Costs

400food
200gold
190time

Attack Speed

3.875S

Max Range

6.00TILES

Line of Sight

13.33TILES

Farimba Garrison

Age III - Military Landmark

Farimba Garrison
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Grand Fulani Corral

Age III - Landmark

Grand Fulani Corral
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Fort of the Huntress

Age IV - Defensive Landmark

Fort of the Huntress
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50
Fire Armor 6
Base: +6

Garrison Capacity

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

Costs

2400food
1200gold
250time

Line of Sight

10.00TILES

Griot Bara

Age IV - Technology Landmark

Griot Bara
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

2400food
1200gold
250time

Line of Sight

5.56TILES

Economy(21)

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 550
Base: +550
Ranged Armor 50
Base: +50

Costs

25wood
7time

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

Pit Mine

Influence Building

Pit Mine
I
Hitpoints 1600
Base: +1600
Ranged Armor 50
Base: +50

Costs

150wood
15time

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
350gold
150time

Line of Sight

11.56TILES

Cattle Ranch

Food Source

Cattle Ranch
II
Hitpoints 500
Base: +500
Ranged Armor 50
Base: +50

Garrison Capacity

3(Cattle)

Costs

125wood
15time

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

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

Mosque

Religious Building

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

Garrison Capacity

5(Monk)

Costs

200wood
25time

Line of Sight

5.56TILES

Madrasa

Technology Building

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

Costs

450wood
60time

Line of Sight

5.56TILES

Military(3)

Toll Outpost

Defensive Building

Toll Outpost
I
Hitpoints 750
Base: +750
Ranged Attack 10
Base: +10
Naval, Unit: +10
Siege Attack 30
Base: +30
Ranged Armor 50
Base: +50

Garrison Capacity

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

Costs

100wood
60time

Attack Speed

9.625S

Max Range

1.25TILES

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 Mosque

Wonder

Great Mosque
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
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
Banco Repairs

Banco Repairs

II

Building Technology

[Special ] Buildings are repaired +50% faster.

75wood
100gold
30time
Canoe Tactics

Canoe Tactics

II

Naval Technology

[Special ] Archer Ships fire an additional 2 Javelin weapons.

50wood
125gold
20time
Javelin Emplacement

Javelin Emplacement

II

Weapon Emplacement

Add defensive javelin to this structure and increase garrison arrow range by +1. Javelins deal additional damage to ranged units. Only one weapon emplacement can be added.

75gold
30time
Local Knowledge

Local Knowledge

II

Healing Technology

[Special ] Musofadi Warriors and Musofadi Gunners gain +5 healing with each attack for 5 seconds after coming out of stealth.

75food
200gold
30time
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
Imported Armor

Imported Armor

III

Cavalry Technology

[Special ] Increase armor of Sofa by +2.

175food
500gold
60time
Poisoned Arrows

Poisoned Arrows

III

Archer Technology

[Special ] Archer arrows deal an additional 3 damage over 6 seconds.

175food
500gold
90time
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
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
Mounted Guns

Mounted Guns

IV

Naval Technology

Replaces Springald Ship weaponry with Cannons which provide greater range and damage.

200wood
500gold
45time
Farima Leadership

Farima Leadership

IV

Cavalry Technology

[Special ] Sofa increase the movement speed of nearby infantry by +15%.

250food
500gold
60time
Precision Training

Precision Training

IV

Ranged Technology

[Special ] Increase ranged damage of Donso by +6, Archers by +2, and Javelin Throwers by +3.

150wood
350gold
60time