Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • Gilded VillagerGilded Villager
    • TraderTrader
    • PrelatePrelate
    • Infantry
    • Gilded SpearmanGilded Spearman
    • Gilded ArcherGilded Archer
    • Gilded Man-at-ArmsEarly Gilded Man-at-Arms
    • Gilded CrossbowmanGilded Crossbowman
    • Gilded LandsknechtGilded Landsknecht
    • Gilded HandcannoneerGilded Handcannoneer
    • Cavalry
    • ScoutScout
    • Gilded HorsemanGilded Horseman
    • Gilded KnightGilded Knight
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • CulverinCulverin
    • Ships
    • Fishing BoatFishing Boat
    • Demolition ShipDemolition Ship
    • Trade ShipTrade Ship
    • GalleyGalley
    • Transport ShipTransport Ship
    • HulkHulk
    • CarrackCarrack
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Aachen ChapelAachen Chapel
    • Meinwerk PalaceMeinwerk Palace
    • Burgrave PalaceBurgrave Palace
    • Regnitz CathedralRegnitz Cathedral
    • Palace of SwabiaPalace of Swabia
    • Elzbach PalaceElzbach Palace
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • DockDock
    • Town CenterTown Center
    • MarketMarket
    • Archery RangeArchery Range
    • StableStable
    • BlacksmithBlacksmith
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • Siege WorkshopSiege Workshop
    • MonasteryMonastery
    • UniversityUniversity
    • Military
    • OutpostOutpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Great Palace of FlensburgGreat Palace of Flensburg
  • 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
    • Fire StationsFire Stations
    • Golden CuirassGolden Cuirass
    • Heavy TorchesHeavy Torches
    • 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
    • Inspired WarriorsInspired Warriors
    • Slate and Stone ConstructionSlate and Stone Construction
    • Scale ArmorScale Armor
    • ZornhauZornhau
    • 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
    • Reinforced DefensesReinforced Defenses
    • Bodkin BoltsBodkin Bolts
    • War HorsesWar Horses
  1. Home
  2. Order of the Dragon
Order of the Dragon

Order of the Dragon

Civilization

The Order of the Dragon is established by handpicked wealthy elites to crush hostile empires. Investing large amounts of resources into training only a few exceptional warriors, the Order succeeds in raising an elite army unlike any other.

Special Units

Gilded Villager

Gilded Villager

Gilded Spearman

Gilded Spearman

Gilded Archer

Gilded Archer

Gilded Man-at-Arms

Gilded Man-at-Arms

Gilded Horseman

Gilded Horseman

Prelate

Prelate

Gilded Crossbowman

Gilded Crossbowman

Gilded Landsknecht

Gilded Landsknecht

Gilded Knight

Gilded Knight

Gilded Handcannoneer

Gilded Handcannoneer

Special Buildings

Aachen Chapel

Aachen Chapel

Meinwerk Palace

Meinwerk Palace

Burgrave Palace

Burgrave Palace

Regnitz Cathedral

Regnitz Cathedral

Palace of Swabia

Palace of Swabia

Elzbach Palace

Elzbach Palace

Great Palace of Flensburg

Great Palace of Flensburg

Special Technologies

Fire Stations

Fire Stations

Golden Cuirass

Golden Cuirass

Heavy Torches

Heavy Torches

Inspired Warriors

Inspired Warriors

Slate and Stone Construction

Slate and Stone Construction

Scale Armor

Scale Armor

Zornhau

Zornhau

Reinforced Defenses

Reinforced Defenses

Bodkin Bolts

Bodkin Bolts

War Horses

War Horses

Civilization Traits

Civilization Bonuses

  • Villagers carry +40% more resources, gather +28% faster, and construct and repair buildings +20% faster.
  • Infantry and cavalry units are much stronger, but also more expensive to produce and take twice the population
  • Place Relics in Outposts, Stone Towers and Keeps for defensive and economic bonuses.
  • Relics placed in Docks increase ship attack speed by +5% per Relic (Max +20%).
  • Emplacements are -20% cheaper. Outpost sight range increased by +20%.
  • Buildings within influence of a Town Center gain the Emergency Repairs ability which can be activated to repair the building.

Efficient Villagers

Villagers gather 28% quicker, construct and repair buildings 20% faster, but cost 20% more Food to produce.

Religious Zeal

Demonstrate the might of the empire by placing Relics in Outposts, Towers, and Keeps - increasing their armor by +25%, damage by +25%, range by +25%, and line of sight by +20%. Relics placed in Docks increase ship attack speed by +5% per Relic (Max +25%). Relics placed in buildings generate +80 Gold per minute.

Elite Equipment

Research technologies like Heavy Torches, Scale Armor, and War Horses to further strengthen the might of the Order.

Emplacement Architecture

All emplacement technologies are -20% cheaper. Outpost sight range increased by +20%.

Pushcarts

Villagers carry +40% more resources than other civilizations.

Influence

Buildings constructed within the influence of a Town Center gain the Emergency Repairs ability which can be activated to repair the building for +150 health every second for 20 seconds.

Unique Units

The elite infantry and cavalry units of the Order - such as the Gilded Man-at-Arms, the Gilded Knight and others - have nearly twice the health of regular units and deal significantly more damage. However, they are much more costly to train and take up double the population space.

Units(25)

Workers(3)

Gilded Villager

Worker

Gilded Villager
I
Hitpoints 65
Base: +65
Melee Attack 7
Base: +7
Ranged Attack 3
Base: +3
Fire Attack 10
Base: +10

Costs

60food
1popcap
23time

Move Speed

1.125T/S

Attack Speed

3S

Max Range

2.88TILES

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

Prelate

Religious

Prelate
III
Hitpoints 90
Base: +90

Costs

100gold
1popcap
20time

Move Speed

1.125T/S

Line of Sight

6.67TILES

Infantry(6)

Gilded Spearman

Light Melee Infantry

Gilded Spearman
I
Hitpoints 280
Base: +160
Upgrade to Age II: +20
Upgrade to Age III: +40
Upgrade to Age IV: +60
Melee Attack 18
Base: +10
Upgrade to Age II: +2
Upgrade to Age III: +2
Upgrade to Age IV: +4
Cavalry: +56
War, Elephant: +12
Worker, Elephant: +28
Fire Attack 18
Base: +18
Melee Armor 1
Base: +1

Costs

120food
40wood
2popcap
18time

Move Speed

1.3T/S

Attack Speed

1.875S

Line of Sight

8.00TILES

Gilded Archer

Light Ranged Infantry

Gilded Archer
II
Hitpoints 160
Base: +125
Upgrade to Age III: +20
Upgrade to Age IV: +15
Ranged Attack 10
Base: +6
Upgrade to Age III: +2
Upgrade to Age IV: +2
Light, Melee, Infantry: +10
Light, Gunpowder, Infantry: +10

Costs

60food
100wood
2popcap
18time

Move Speed

1.25T/S

Attack Speed

1S

Max Range

5.50TILES

Line of Sight

8.00TILES

Gilded Man-at-Arms

Heavy Melee Infantry

Gilded Man-at-Arms
II
Hitpoints 340
Base: +220
Upgrade to Age III: +70
Upgrade to Age IV: +50
Melee Attack 21
Base: +14
Upgrade to Age III: +3
Upgrade to Age IV: +4
Heavy: +6
Fire Attack 18
Base: +18
Melee Armor 5
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +1
Ranged Armor 6
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +2

Costs

180food
40gold
2popcap
25time

Move Speed

1.125T/S

Attack Speed

1.125S

Line of Sight

8.00TILES

Gilded Crossbowman

Light Ranged Infantry

Gilded Crossbowman
III
Hitpoints 170
Base: +140
Upgrade to Age IV: +30
Ranged Attack 18
Base: +15
Upgrade to Age IV: +3
Heavy: +21

Costs

160food
80gold
2popcap
27time

Move Speed

1.125T/S

Attack Speed

1.75S

Max Range

6.00TILES

Line of Sight

8.89TILES

Gilded Landsknecht

Light Melee Infantry

Gilded Landsknecht
III
Hitpoints 225
Base: +185
Upgrade to Age IV: +40
Melee Attack 25
Base: +21
Upgrade to Age IV: +4
Fire Attack 18
Base: +18

Costs

120food
200gold
2popcap
27time

Move Speed

1.25T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Gilded Handcannoneer

Ranged Gunpowder Infantry

Gilded Handcannoneer
IV
Hitpoints 250
Base: +250
Ranged Attack 41
Base: +41

Costs

240food
240gold
2popcap
35time

Move Speed

1.125T/S

Attack Speed

1.125S

Max Range

4.50TILES

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

65food
1popcap
23time

Move Speed

1.625T/S

Attack Speed

2S

Line of Sight

9.11TILES

Gilded Horseman

Light Melee Cavalry

Gilded Horseman
II
Hitpoints 360
Base: +250
Upgrade to Age III: +60
Upgrade to Age IV: +50
Melee Attack 20
Base: +15
Upgrade to Age III: +3
Upgrade to Age IV: +2
Ranged: +20
Siege: +20
Fire Attack 18
Base: +18
Ranged Armor 5
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +2

Costs

200food
40wood
2popcap
27time

Move Speed

1.875T/S

Attack Speed

1.75S

Line of Sight

6.22TILES

Gilded Knight

Heavy Melee Cavalry

Gilded Knight
III
Hitpoints 460
Base: +400
Upgrade to Age IV: +60
Melee Attack 42
Base: +36
Upgrade to Age IV: +6
Fire Attack 18
Base: +18
Melee Armor 7
Base: +5
Upgrade to Age IV: +2
Ranged Armor 6
Base: +4
Upgrade to Age IV: +2

Costs

280food
200gold
2popcap
42time

Move Speed

1.625T/S

Attack Speed

1.25S

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
19.5time

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
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

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

Transport Ship

Ship

Transport Ship
II
Hitpoints 400
Base: +400

Costs

100wood
2popcap
20time

Move Speed

1.5T/S

Line of Sight

7.11TILES

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

10.67TILES

Buildings(30)

Landmarks(7)

Capital Town Center

Economy & Population Building

Capital Town Center
I
Hitpoints 7000
Base: +7000
Ranged Armor 50
Base: +50

Garrison Capacity

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

Costs

-

Line of Sight

11.56TILES

Aachen Chapel

Age II - Religious Landmark

Aachen Chapel
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

1(Monk)

Costs

400food
200gold
152time

Line of Sight

5.56TILES

Meinwerk Palace

Age II - Technology Landmark

Meinwerk Palace
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
152time

Line of Sight

5.56TILES

Burgrave Palace

Age III - Military Landmark

Burgrave Palace
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
176time

Line of Sight

5.56TILES

Regnitz Cathedral

Age III - Religious Landmark

Regnitz Cathedral
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

1(Monk)

Costs

1200food
600gold
176time

Line of Sight

5.56TILES

Palace of Swabia

Age IV - Landmark

Palace of Swabia
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

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

Costs

2160food
1080gold
200time

Line of Sight

11.56TILES

Elzbach Palace

Age IV - Defensive Landmark

Elzbach Palace
III
Hitpoints 7500
Base: +7500
Ranged Attack 12
Base: +12
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
200time

Attack Speed

0.5S

Max Range

8.00TILES

Line of Sight

9.11TILES

Economy(19)

Farm

Food Source

Farm
I
Hitpoints 300
Base: +300
Ranged Armor 50
Base: +50

Costs

75wood
4time

Line of Sight

0.00TILES

House

Population Building

House
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
12time

Line of Sight

3.33TILES

Lumber Camp

Economy Building

Lumber Camp
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
16time

Line of Sight

3.33TILES

Mining Camp

Economy Building

Mining Camp
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
16time

Line of Sight

3.33TILES

Mill

Economy Building

Mill
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

50wood
16time

Line of Sight

3.33TILES

Palisade

Defensive Building

Palisade
I
Hitpoints 1350
Base: +1350
Ranged Armor 50
Base: +50

Costs

7wood
3time

Line of Sight

1.33TILES

Palisade Gate

Defensive Building

Palisade Gate
I
Hitpoints 1350
Base: +1350
Ranged Armor 50
Base: +50

Costs

25wood
8time

Line of Sight

4.44TILES

Barracks

Military Building

Barracks
I
Hitpoints 1500
Base: +1500
Ranged Armor 50
Base: +50

Costs

150wood
24time

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
24time

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
120time

Line of Sight

11.56TILES

Market

Economy Building

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

Costs

100wood
16time

Line of Sight

5.56TILES

Archery Range

Military Building

Archery Range
II
Hitpoints 1500
Base: +1500
Ranged Armor 50
Base: +50

Costs

150wood
24time

Line of Sight

5.56TILES

Stable

Military Building

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

Costs

150wood
24time

Line of Sight

5.56TILES

Blacksmith

Technology Building

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

Costs

150wood
20time

Line of Sight

5.56TILES

Stone Wall

Defensive Building

Stone Wall
II
Hitpoints 3000
Base: +3000
Ranged Armor 50
Base: +50

Costs

25stone
13time

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
24time

Line of Sight

5.56TILES

Siege Workshop

Military Building

Siege Workshop
III
Hitpoints 2100
Base: +2100
Ranged Armor 50
Base: +50

Costs

250wood
36time

Line of Sight

5.56TILES

Monastery

Religious Building

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

Costs

200wood
20time

Line of Sight

5.56TILES

University

Technology Building

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

Costs

450wood
48time

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
48time

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
72time

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
144time

Attack Speed

0.5S

Max Range

8.00TILES

Line of Sight

9.11TILES

Wonders(1)

Great Palace of Flensburg

Wonder

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

Costs

5000food
5000wood
5000gold
5000stone
480time

Line of Sight

5.56TILES

Technologies(71)

Units(71)

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
Fire Stations

Fire Stations

II

Naval Technology

[Special ] Military Ships regenerate +1 health every 2 seconds when out of combat.

100food
250gold
30time
Golden Cuirass

Golden Cuirass

II

Man-at-Arms Technology

[Special ] Gilded Men-at-Arms who fall below 20% health take -20% damage.

150food
250gold
60time
Heavy Torches

Heavy Torches

II

Spearman Technology

[Special ] Gilded Spearman torches deal area of effect damage.

50food
125gold
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
Inspired Warriors

Inspired Warriors

III

Religious Technology

[Special ] Prelates increase their move speed by 10% and can inspire military units, improving their armor by +1, and damage by +15%.

100food
250gold
60time
Slate and Stone Construction

Slate and Stone Construction

III

Building Technology

[Special ] All buildings gain +5 fire armor.

250gold
100stone
60time
Scale Armor

Scale Armor

III

Archer Technology

[Special ] Increase the ranged armor of Gilded Archers by +3.

100food
250gold
60time
Zornhau

Zornhau

III

Landsknecht Technology

[Special ] Gilded Landsknecht equip a halberd weapon that wounds enemies. When struck by this weapon, a unit will bleed for 2 damage every second. Lasts 10 seconds. Any healing effect will remove the bleed.

150food
350gold
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
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
Reinforced Defenses

Reinforced Defenses

IV

Defensive Technology

[Special ] Increase the health of walls, towers, and gates by +25%.

250gold
100stone
60time
Bodkin Bolts

Bodkin Bolts

IV

Crossbow Technology

[Special ] Gilded Crossbowmen deal +20 damage against Siege units.

300food
700gold
90time
War Horses

War Horses

IV

Cavalry Technology

[Special ] Gilded Knights take -25% damage while charging.

200food
500gold
90time