Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • TraderTrader
    • ImamImam
    • Infantry
    • SpearmanSpearman
    • ArcherArcher
    • CrossbowmanCrossbowman
    • JanissaryJanissary
    • Man-at-ArmsMan-at-Arms
    • Cavalry
    • ScoutScout
    • AkinjiAkinji
    • SipahiSipahi
    • MehterMehter
    • LancerLancer
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • RibauldequinRibauldequin
    • Great BombardGreat Bombard
    • Ships
    • Fishing BoatFishing Boat
    • Demolition ShipDemolition Ship
    • Trade ShipTrade Ship
    • DhowDhow
    • Transport ShipTransport Ship
    • HulkHulk
    • Grand GalleyGrand Galley
    • CarrackCarrack
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Sultanhani Trade NetworkSultanhani Trade Network
    • Twin Minaret MedreseTwin Minaret Medrese
    • Istanbul Imperial PalaceIstanbul Imperial Palace
    • Mehmed Imperial ArmoryMehmed Imperial Armory
    • Istanbul ObservatoryIstanbul Observatory
    • Sea Gate CastleSea Gate Castle
    • Economy
    • FarmFarm
    • HouseHouse
    • Lumber CampLumber Camp
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • DockDock
    • Military SchoolMilitary School
    • Town CenterTown Center
    • MarketMarket
    • Archery RangeArchery Range
    • StableStable
    • BlacksmithBlacksmith
    • Stone WallStone Wall
    • Stone Wall GateStone Wall Gate
    • Siege WorkshopSiege Workshop
    • MosqueMosque
    • UniversityUniversity
    • Military
    • OutpostOutpost
    • Stone Wall TowerStone Wall Tower
    • KeepKeep
    • Wonders
    • Azure MosqueAzure Mosque
  • Technologies
      Units
    • ForestryForestry
    • Survival TechniquesSurvival Techniques
    • WheelbarrowWheelbarrow
    • Advanced AcademyAdvanced Academy
    • Anatolian HillsAnatolian Hills
    • Field WorkField Work
    • Janissary CompanyJanissary Company
    • Mehter DrumsMehter Drums
    • Military CampusMilitary Campus
    • Siege CrewsSiege Crews
    • Trade BagsTrade Bags
    • 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
    • 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
    • DecarbonizationDecarbonization
    • Springald CrewsSpringald Crews
    • Springald EmplacementSpringald Emplacement
    • Boiling OilBoiling Oil
    • FertilizationFertilization
    • 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
    • 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
    • Great Bombard EmplacementGreat Bombard Emplacement
    • Imperial FleetImperial Fleet
    • Janissary GunsJanissary Guns
  1. Home
  2. Ottomans
Ottomans

Ottomans

Civilization

The Ottoman Army can expand to dominate the battlefield, supported by Military Schools that are able to continuously produce units to swell the ranks of their formations. Supporting those formations, the Mehter war drums signal the highly trained troops to take situational advantage.

Special Units

Akinji

Akinji

Mehter

Mehter

Imam

Imam

Janissary

Janissary

Grand Galley

Grand Galley

Great Bombard

Great Bombard

Special Buildings

Military School

Military School

Sultanhani Trade Network

Sultanhani Trade Network

Twin Minaret Medrese

Twin Minaret Medrese

Istanbul Imperial Palace

Istanbul Imperial Palace

Mehmed Imperial Armory

Mehmed Imperial Armory

Mosque

Mosque

Istanbul Observatory

Istanbul Observatory

Sea Gate Castle

Sea Gate Castle

Azure Mosque

Azure Mosque

Special Technologies

Advanced Academy

Advanced Academy

Anatolian Hills

Anatolian Hills

Field Work

Field Work

Janissary Company

Janissary Company

Mehter Drums

Mehter Drums

Military Campus

Military Campus

Siege Crews

Siege Crews

Trade Bags

Trade Bags

Imperial Fleet

Imperial Fleet

Janissary Guns

Janissary Guns

Civilization Traits

Civilization Bonuses

  • Training units and advancing the ages grant experience towards Vizier Points, the higher cost of the action, the more experience is earned. Gain up to five Vizier Points and spend them to unlock powerful unique Ottoman bonuses.
  • Military Schools can produce units continuously at no cost.
  • Influence from Blacksmiths and Universities provide increased military unit production speeds after each age up.
  • Military and technology buildings are cheaper.
  • Janissary handcannoneer unit available in the Castle Age (III). Able to repair siege engines.
  • Mehter war drummer enhances the attack and defenses of nearby military units.
  • Field the Great Bombard siege engine with longer range and area damage.
  • Produce the Grand Galley ship that can convert into a floating Military School.
  • Movement speed of Trade Ships and Transport Ships increased.
  • Cannot harvest Boar.

Military School Training

Construct the Military School building that can produce a specific type of unit continuously at no cost, however they are produced at a slower rate.

Imperial Council

Training units and advancing through the ages will grant experience towards Vizier Points, the higher cost of the action, the more experience earned. Gain up to five Vizier Points and spend them to unlock powerful unique Ottoman bonuses.

Military Inducement

Train, upgrade, and assemble an army with cheaper military and technology buildings.

Shipping Routes

Movement speed of Trade Ships, Fishing Boats, and Transport Ships increased.

Influence

Military production buildings constructed within the influence of a Blacksmith or University gain increased production speed with each age up.

Unique Units

Sipahi: Horseman replacement. Activate the Fortitude ability to attack faster but receive more damage from melee weapons. Mehter: Mounted war drummer that provides military enhancements to nearby units when toggling the War Drums ability. • Attack Drums: Increased attack speed. • Melee Defense Drums: Increased melee armor. • Ranged Defense Drums: Increased ranged armor. Janissary: Powerful handcannoneer that can repair siege engines and deal bonus damage to cavalry. Grand Galley: Large war galley that can convert into a floating Military School. Great Bombard: Largest gunpowder siege engine that can be fielded. Has long range and area damage attack. Akinji: Long-ranged cavalry which fires two arrows in quick succession. Must be unlocked through the Imperial Council.

Units(28)

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(5)

Spearman

Light Melee Infantry

Spearman
I
Hitpoints 140
Base: +80
Upgrade to Age II: +10
Upgrade to Age III: +20
Upgrade to Age IV: +30
Melee Attack 11
Base: +7
Upgrade to Age II: +1
Upgrade to Age III: +1
Upgrade to Age IV: +2
Cavalry: +28
War, Elephant: +6
Worker, Elephant: +34
Fire Attack 10
Base: +10

Costs

60food
20wood
1popcap
15time

Move Speed

1.3T/S

Attack Speed

1.875S

Line of Sight

8.00TILES

Archer

Light Ranged Infantry

Archer
II
Hitpoints 95
Base: +70
Upgrade to Age III: +10
Upgrade to Age IV: +15
Ranged Attack 8
Base: +5
Upgrade to Age III: +2
Upgrade to Age IV: +1
Light, Melee, Infantry: +8
Light, Gunpowder, Infantry: +8

Costs

30food
50wood
1popcap
15time

Move Speed

1.25T/S

Attack Speed

1.625S

Max Range

5.00TILES

Line of Sight

8.00TILES

Crossbowman

Light Ranged Infantry

Crossbowman
III
Hitpoints 95
Base: +80
Upgrade to Age IV: +15
Ranged Attack 14
Base: +11
Upgrade to Age IV: +3
Heavy: +12

Costs

80food
40gold
1popcap
22.5time

Move Speed

1.125T/S

Attack Speed

2.125S

Max Range

5.00TILES

Line of Sight

8.89TILES

Janissary

Light Ranged Gunpowder Infantry

Janissary
III
Hitpoints 105
Base: +90
Upgrade to Age IV: +15
Ranged Attack 20
Base: +16
Upgrade to Age IV: +4
Cavalry: +13

Costs

60food
100gold
1popcap
24time

Move Speed

1.125T/S

Attack Speed

1.5S

Max Range

3.50TILES

Line of Sight

7.11TILES

Man-at-Arms

Heavy Melee Infantry

Man-at-Arms
III
Hitpoints 180
Base: +155
Upgrade to Age IV: +25
Melee Attack 14
Base: +12
Upgrade to Age IV: +2
Fire Attack 10
Base: +10
Melee Armor 5
Base: +4
Upgrade to Age IV: +1
Ranged Armor 6
Base: +4
Upgrade to Age IV: +2

Costs

90food
20gold
1popcap
20.5time

Move Speed

1.125T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Cavalry(5)

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

Akinji

Light Ranged Cavalry

Akinji
II
Hitpoints 140
Base: +95
Upgrade to Age III: +10
Upgrade to Age IV: +35
Ranged Attack 12
Base: +7
Upgrade to Age III: +2
Upgrade to Age IV: +3

Costs

80food
80wood
1popcap
24time

Move Speed

1.625T/S

Attack Speed

2.625S

Max Range

4.50TILES

Line of Sight

7.56TILES

Sipahi

Light Melee Cavalry

Sipahi
II
Hitpoints 210
Base: +145
Upgrade to Age III: +30
Upgrade to Age IV: +35
Melee Attack 18
Base: +12
Upgrade to Age III: +3
Upgrade to Age IV: +3
Ranged: +18
Siege: +13
Fire Attack 10
Base: +10
Ranged Armor 5
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +2

Costs

120food
40wood
1popcap
30time

Move Speed

1.75T/S

Attack Speed

1.75S

Line of Sight

6.22TILES

Mehter

Light Cavalry

Mehter
II
Hitpoints 160
Base: +160

Costs

100food
80gold
1popcap
28time

Move Speed

1.875T/S

Attack Speed

2.125S

Max Range

4.50TILES

Line of Sight

6.22TILES

Lancer

Heavy Melee Cavalry

Lancer
III
Hitpoints 270
Base: +230
Upgrade to Age IV: +40
Melee Attack 29
Base: +24
Upgrade to Age IV: +5
Fire Attack 10
Base: +10
Melee Armor 5
Base: +4
Upgrade to Age IV: +1
Ranged Armor 5
Base: +4
Upgrade to Age IV: +1

Costs

140food
100gold
1popcap
35time

Move Speed

1.625T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Siege(7)

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

Ribauldequin

Siege

Ribauldequin
IV
Hitpoints 215
Base: +215
Ranged Attack 42
Base: +42
Melee Armor 10
Base: +10

Costs

350wood
500gold
3popcap
45time

Move Speed

0.875T/S

Attack Speed

5.25S

Max Range

3.75TILES

Line of Sight

10.00TILES

Great Bombard

Siege

Great Bombard
IV
Hitpoints 250
Base: +250
Siege Attack 70
Base: +70
Building: +525
Naval, Unit: +580
Infantry: +125

Costs

450wood
800gold
4popcap
60time

Move Speed

0.75T/S

Attack Speed

7S

Max Range

11.00TILES

Line of Sight

12.44TILES

Ships(8)

Fishing Boat

Worker

Fishing Boat
II
Hitpoints 100
Base: +100

Costs

75wood
1popcap
30time

Move Speed

1.65T/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

1.65T/S

Line of Sight

7.11TILES

Dhow

Archer Ship

Dhow
II
Hitpoints 300
Base: +300
Ranged Attack 6
Base: +6
Naval, Fireship: +18
Ranged Armor 1
Base: +1

Costs

80food
150wood
3popcap
25time

Move Speed

1.75T/S

Attack Speed

1.5S

Max Range

6.50TILES

Line of Sight

10.67TILES

Transport Ship

Ship

Transport Ship
II
Hitpoints 400
Base: +400

Costs

100wood
2popcap
20time

Move Speed

1.65T/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

Grand Galley

Gunpowder Ship

Grand Galley
III
Hitpoints 750
Base: +750
Siege Attack 35
Base: +35

Costs

135food
360wood
300gold
5popcap
50time

Move Speed

1T/S

Attack Speed

4S

Max Range

9.50TILES

Line of Sight

10.67TILES

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

11.56TILES

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, Trader)

Costs

-

Line of Sight

11.56TILES

Sultanhani Trade Network

Age II - Economic Landmark

Sultanhani Trade Network
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

10(Trader)

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Twin Minaret Medrese

Age II - Economic Landmark

Twin Minaret Medrese
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Istanbul Imperial Palace

Age III - Military Landmark

Istanbul Imperial Palace
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Mehmed Imperial Armory

Age III - Military Landmark

Mehmed Imperial Armory
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Istanbul Observatory

Age IV - Technology Landmark

Istanbul Observatory
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

2400food
1200gold
250time

Line of Sight

5.56TILES

Sea Gate Castle

Age IV - Defensive Landmark

Sea Gate Castle
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, Trader)

Costs

2400food
1200gold
250time

Attack Speed

0.5S

Max Range

8.00TILES

Line of Sight

9.11TILES

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

90wood
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

90wood
30time

Line of Sight

11.11TILES

Military School

Military Building

Military School
I
Hitpoints 2000
Base: +2000
Ranged Armor 50
Base: +50

Costs

150wood
100stone
30time

Line of Sight

5.56TILES

Town Center

Economy & Population Building

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

Garrison Capacity

8(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan, Trader)

Costs

400wood
300stone
150time

Line of Sight

11.56TILES

Market

Economy Building

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

Costs

100wood
20time

Line of Sight

5.56TILES

Archery Range

Military Building

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

Costs

90wood
30time

Line of Sight

5.56TILES

Stable

Military Building

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

Costs

90wood
30time

Line of Sight

5.56TILES

Blacksmith

Technology Building

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

Costs

90wood
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

150wood
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

University

Technology Building

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

Costs

270wood
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, Trader)

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, Trader)

Costs

900stone
180time

Attack Speed

0.5S

Max Range

8.00TILES

Line of Sight

9.11TILES

Wonders(1)

Azure Mosque

Wonder

Azure 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
Advanced Academy

Advanced Academy

I

Imperial Council

[Special ] Increases military production speed by +25% and outfits Military Schools with the ability to train Lancers and Janissaries.

1vizier
Anatolian Hills

Anatolian Hills

I

Imperial Council

[Special ] Spawn 12 sheep at the Landmark Town Center and increase Villager mining speed by +15%.

1vizier
Field Work

Field Work

I

Imperial Council

[Special ] Spawn 2 Imams at the Landmark Town Center. Imams area heal nearby units for 1 health every second. Increases to 2 health in Castle Age and 3 health in Imperial Age.

1vizier
Janissary Company

Janissary Company

I

Imperial Council

[Special ] Spawn 2 Janissaries for each of your Landmark Town Center and Military Schools at the Landmark Town Center.

1vizier
Mehter Drums

Mehter Drums

I

Imperial Council

[Special ] Spawn 2 Mehter at the Landmark Town Center. Mehters increase move speed to units in the same formation by +15%.

1vizier
Military Campus

Military Campus

I

Imperial Council

[Special ] Increase Military Schools that can be built by +1.

1vizier
Siege Crews

Siege Crews

I

Imperial Council

[Special ] Allows all siege engines to be garrisoned by infantry. While garrisoned, attack and setup speed is increased by +25%.

1vizier
Trade Bags

Trade Bags

I

Imperial Council

[Special ] Increase the amount of Gold Traders collect and Income from the Sultanhani Trade Network by +40%.

1vizier
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
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
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
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
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
Great Bombard Emplacement

Great Bombard Emplacement

IV

Weapon Emplacement

Add a defensive Great Bombard emplacement to this structure.

250gold
400stone
60time
Imperial Fleet

Imperial Fleet

IV

Naval Technology

[Special ] Increase the production speed of Gunpowder Ships by 25% and their movement speed by 25%.

150food
350gold
45time
Janissary Guns

Janissary Guns

IV

Janissary Technology

[Special ] Increase Janissary gun damage by +4.

100wood
250gold
45time