
Civilization
Founded to protect the meek and weary, the Knights Templar establish Commanderies throughout Europe to call on their allies. Fielding a spectacular array of heavy troops, the Templars lead the charge into battle with discipline and heart. Fortresses dot the carefully cultivated landscape, providing key defensive positions and safe haven to the pilgrims they protect.
Age Up at the Town Center by establishing one of three unique Commanderies. Each Commanderie permanently unlocks a unique unit and bonus.
Fortresses replace Keeps and are available in the Feudal Age. Ranged units positioned near a Fortress have +15% increased attack range, and Stone Walls placed within the influence of a Fortress or the Templar Headquarters have +25% increased health and gain a default arrow. Fortresses behave as Landmarks but can be fully destroyed.
The Knights Templar cannot train Traders, instead they generate gold from successful pilgrimages. Upon reaching the Feudal Age, the Knights Templar may offer Safe Passage for Pilgrims to travel to a Sacred Site. Every 60 seconds, a group of Pilgrims will travel from the Templar Headquarters to the selected Sacred Site, generating gold upon arrival based on the distance traveled. The size of the group is increased by 1 for each active Fortress up to a maximum of 10. Sacred Sites and Relics are revealed at the start of the game.
Build Harbors instead of Docks, which are more expensive but have increased health, a stronger emplacement, more garrison space for fishing ships, and increase the health of nearby ships.
Villagers automatically deposit wood without a Lumber Camp. Wood is gathered +20% faster in each Age and 20% of the wood gathered is produced as additional food.
Trebuchets fire additional projectiles and can be deployed atop Fortresses with a unique emplacement. Siege Workshops and Siege Engines cost -25% less wood.
Templar Brother: Knight replacement. More expensive than a regular Knight, but has additional health and damage. Feudal Age Knight Hospitaller Commanderie - Hospitaller Knight: Heavy Melee Infantry that can heal nearby friendly units. Kingdom of France Commanderie - Chevalier Confrere: Heavy Cavalry that is cheaper than a regular Knight. Gains additional health for each nearby Heavy Cavalry unit. Principality of Antioch Commanderie - Serjeant: Heavy Infantry with high melee armor. Throws axes which deal melee damage from range. Castle Age Angevin Empire Commanderie - Heavy Spearman: Armored Spearman that is stronger around Fortresses. Republic of Genoa Commanderie - Genoese Crossbowman: Expensive Crossbowman that deals additional damage to melee infantry. Kingdom of Castile Commanderie - Genitour: Mounted Javelineer that excels against ranged units. Imperial Age Kingdom of Poland Commanderie - Szlachta Cavalry: Elite Cavalry with exceptional ranged armor. Slows the attacks of enemies it damages and deals additional damage to light infantry. Teutonic Order Commanderie - Teutonic Knight: Absurdly Powerful Heavy Infantry that gains power for each enemy felled in combat. Reduces the armor of nearby enemies. Republic of Venice Commanderie - Condottiero: Fast infantry that costs only gold. Strong against Gunpowder units. Venetian Galley: Large oared vessel with a long range forward mounted Trebuchet. Venetian Trader: Expensive but fast moving trader. Max Build limit of 5.



1.125T/S
3.875S
6.22TILES




1.3T/S
1.875S
8.00TILES




1.25T/S
1.625S
5.00TILES
8.00TILES




1.25T/S
2S
8.00TILES




1.25T/S
1.375S
8.00TILES




1.125T/S
2.125S
5.00TILES
8.89TILES




1.06T/S
2.625S
6.00TILES
8.89TILES




1.125T/S
1.875S
8.00TILES




1.125T/S
1.375S
8.00TILES



1.4375T/S
1.125S
8.00TILES




0.975T/S
1.375S
8.00TILES



1.625T/S
2S
9.11TILES




1.875T/S
1.75S
6.22TILES




1.625T/S
1.5S
6.22TILES




1.625T/S
1.625S
6.50TILES
9.33TILES




1.625T/S
1.5S
6.22TILES




1.725T/S
1.5S
6.22TILES



0.75T/S
5.125S
0.54TILES
6.67TILES




0.875T/S
3.125S
7.50TILES
12.44TILES




0.75T/S
6.875S
8.00TILES
11.56TILES




0.625T/S
11.375S
16.00TILES
17.78TILES




2T/S
0.125S
2.00TILES
7.11TILES




1.75T/S
1.5S
6.50TILES
10.67TILES





1.375T/S
4.125S
6.00TILES
10.00TILES




1T/S
11.375S
16.00TILES
26.67TILES
15(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan)
1.875S
8.00TILES
11.56TILES
15(Infantry, Villager, Infantry Ranged, Monk, Cavalry, Khan)



4.875S
13.00TILES
12.89TILES
4(Fishing Ship)


3.5S
11.00TILES
11.11TILES
8(Villager, Infantry, Monk, Cavalry, Infantry Ranged, Khan)



11.56TILES


3.625S
8.00TILES
1.33TILES


3.625S
8.00TILES
5.56TILES
5(Infantry, Infantry Ranged, Villager, Monk, Cavalry, Khan)


13.33TILES


3.875S
9.00TILES
13.33TILES

Hunting Technology
Increase Villagers' hunted meat gather rate by +15%.




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




Advance to Age II
- Land military units are produced +15% faster and cost -5% gold.




Advance to Age II
- Increases civilian unit health by +30% and move speed by +10%. Increases healing from all sources by +30%.




Advance to Age II
- Melee units gain +15% damage.




Economic Technology
[Special ] Guarantees of sanctuary grant Pilgrimage 1 additional Pilgrim.




Fishing Technology 1/2
Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.




Villager Technology
Increase Villagers' health by +50%.




Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.




Ranged Armor Technology 1/3
Increase the ranged armor of all non-siege units by +1.




Mining Technology 1/3
Increase Villagers' gathering rate for Gold and Stone by 15%.




Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.




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




Weapon Emplacement
Add defensive arrowslits to this structure and increase garrison arrow range by +1. Only one weapon emplacement can be added.




Melee Damage Technology 1/3
Increase the melee damage of all non-siege units by +1.




Defensive Emplacement
Add +1000 health and +5 fire armor to this Outpost.



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.




Food Gathering Technology 1/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.




Advance to Age III
- Fortresses and Docks gain +30% Health.




Military Upgrade
[Special ] Improves the Desert Outposts aura on Fortresses to also increase the armor of nearby units by +1/+1.




Advance to Age III
- Units near Sacred Sites gain +20% damage and regenerate health.




Naval Technology
[Special ] Adds a defensive naval springald to this Harbor.




Advance to Age III
- Pilgrims generate +20% gold.




Economic Technology
[Special ] Activates Pilgrims. Pilgrims spawn every 60 seconds. Start with 1 pilgrim, gain 1 pilgrims for each Fortress (Max 10).




Naval Technology 1/2
Increase the health of all military ships by +20% and ranged armor by +1.




Fishing Technology 2/2
Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.




Naval Technology
Increases the number of arrows fired by Archer Ships by +1.




Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.




Siege Technology
Increase the movement speed of siege engines by +15%.




Melee Armor Technology 2/3
Increase the melee armor of all non-siege units by +1.




Mining Technology 2/3
Increase Villagers' gathering rate for Gold and Stone by 15%.




Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.




Healing Technology
Increase the healing rate of religious units and healers by +60%.



Naval Technology
Incendiary Ships gain +20% explosion range.




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.




Melee Damage Technology 2/3
Increase the melee damage of all non-siege units by +1.




Naval Technology
Springald Ships gain +1 range and attack 20% faster.




Weapon Emplacement
Add a defensive springald emplacement to this structure.




Defensive Technology
Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.




Food Gathering Technology 2/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.




Advance to Age IV
- All Cavalry gain +10% health and +50% charge damage.




Economic Technology
[Special ] Unlocks the Pilgrim Loan abilities, which loan a large sum of food for a return in gold over time.




Advance to Age IV
- Reduces the change in the base buy or sell price by 75% when trading resources at the Market.




Knight Technology
[Special ] Gain +2 charge damage per nearby charging Heavy Cavalry.




Advance to Age IV
- All gold units gain +2 melee armor.




Economic Upgrade
[Special ] Increases the gold generation of Monasteries, Sacred Sites and Pilgrims by 20% within the aura of a Fortress.




Naval Technology
Increase the damage of Incendiary Ships by +40%.




Naval Technology
Archer Ship arrows light enemy Ships on fire, dealing damage over time.




Battering Ram Technology
Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.




Naval Technology 2/2
Increase the health of all military ships by +20% and ranged armor by +1.




Scout Technology
Increase the sight radius of Scouts by 30%.




Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.




Building Technology
Patronage of the finest builders increases all building health by +30%.




Mining Technology 3/3
Gold gatherers drop off 15% more resources.




Melee Armor Technology 3/3
Increase the melee armor of all non-siege units by +1.




Religious Technology
Increase the health of religious units and healers by +40.



Ranged Damage Technology 3/3
Increase the ranged damage of all arrows and bolts by +1.




Siege Technology
New carpentry techniques increase the health of siege units by +20%.




Trebuchet Technology
Increase damage of Trebuchets by +20%.




Ranged Technology
Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.




Springald Technology
Increases Springald attack speed by +30% and grants +10% Ranged Resistance.




Archer Technology
Stringing bows with silk grants Archers +1 range and Mounted Archers +0.5 range.




Religious Technology
Relics placed in a Monastery provide an income of +40 Food, +40 Wood, and +10 Stone every minute.



Mangonel Technology
Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.




Melee Damage Technology 3/3
Increase the melee damage of all non-siege units by +1.




Cavalry Technology
Investing in natural sciences increases the health of all cavalry by +25%.




Melee Infantry Technology
Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.




Food Gathering Technology 3/3
Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.




Armor Technology
[Special ] Common soldiers are equipped with more resistant armor. Light cavalry gain +2 armor.




Trebuchet Technology
[Special ] All Trebuchet weapons gain +1 additional projectiles.




Crossbow Technology
[Special ] Crossbows are able to load stronger bolts that have +0.5 range and +2 damage.




Military Upgrade
[Special ] Templar Brothers and Commanderie units gain +10% damage when below 50% health, and +30% when below 25% health.




Defensive Upgrade
[Special ] Iron Clamps reinforcing the walls reduces incoming damage from gunpowder by 20% for Stone Walls and Fortresses.




Weapon Emplacement
[Special ] Add a defensive trebuchet emplacement to this structure.


