Aoe4
DatabaseDynamicsPatches
  • Units
      Workers
    • VillagerVillager
    • MonkMonk
    • Venetian TraderVenetian Trader
    • Infantry
    • SpearmanSpearman
    • ArcherArcher
    • SerjeantSerjeant
    • Hospitaller KnightHospitaller Knight
    • CrossbowmanCrossbowman
    • Genoese CrossbowmanGenoese Crossbowman
    • Heavy SpearmanHeavy Spearman
    • Man-at-ArmsMan-at-Arms
    • CondottieroCondottiero
    • Teutonic KnightTeutonic Knight
    • Cavalry
    • ScoutScout
    • HorsemanHorseman
    • Chevalier ConfrereChevalier Confrere
    • GenitourGenitour
    • Templar BrotherTemplar Brother
    • Szlachta CavalrySzlachta Cavalry
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • SpringaldSpringald
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • Ships
    • Fishing BoatFishing Boat
    • Demolition ShipDemolition Ship
    • GalleyGalley
    • Transport ShipTransport Ship
    • HulkHulk
    • Venetian GalleyVenetian Galley
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • FortressFortress
    • Economy
    • FarmFarm
    • HouseHouse
    • Mining CampMining Camp
    • MillMill
    • PalisadePalisade
    • Palisade GatePalisade Gate
    • BarracksBarracks
    • HarborHarbor
    • 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
    • Wonders
    • Notre DameNotre Dame
  • Technologies
      Units
    • Survival TechniquesSurvival Techniques
    • WheelbarrowWheelbarrow
    • Kingdom of FranceKingdom of France
    • Knights HospitallerKnights Hospitaller
    • Principality of AntiochPrincipality of Antioch
    • SanctuarySanctuary
    • Extended LinesExtended Lines
    • TextilesTextiles
    • Fitted LeatherworkFitted Leatherwork
    • Iron UndermeshIron Undermesh
    • Specialized PickSpecialized Pick
    • Steeled ArrowSteeled Arrow
    • Siege EngineeringSiege Engineering
    • ArrowslitsArrowslits
    • BloomeryBloomery
    • Fortify OutpostFortify Outpost
    • Professional ScoutsProfessional Scouts
    • HorticultureHorticulture
    • Angevin EmpireAngevin Empire
    • Desert CitadelsDesert Citadels
    • Kingdom of CastileKingdom of Castile
    • Naval Springald EmplacementNaval Springald Emplacement
    • Republic of GenoaRepublic of Genoa
    • Safe PassageSafe Passage
    • 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
    • Military AcademyMilitary Academy
    • DecarbonizationDecarbonization
    • Springald CrewsSpringald Crews
    • Springald EmplacementSpringald Emplacement
    • Boiling OilBoiling Oil
    • FertilizationFertilization
    • Kingdom of PolandKingdom of Poland
    • Lettre de ChangeLettre de Change
    • Republic of VeniceRepublic of Venice
    • Rule of TemplarsRule of Templars
    • Teutonic OrderTeutonic Order
    • Treasure TowersTreasure Towers
    • 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
    • GeometryGeometry
    • Incendiary ArrowsIncendiary Arrows
    • Roller Shutter TriggersRoller Shutter Triggers
    • Silk BowstringsSilk Bowstrings
    • Tithe BarnsTithe Barns
    • Adjustable CrossbarsAdjustable Crossbars
    • Damascus SteelDamascus Steel
    • BiologyBiology
    • Elite Army TacticsElite Army Tactics
    • Precision Cross-BreedingPrecision Cross-Breeding
    • BrigandineBrigandine
    • Counterweight DefensesCounterweight Defenses
    • CranequinsCranequins
    • FanaticismFanaticism
    • Iron ClampsIron Clamps
    • Trebuchet EmplacementTrebuchet Emplacement
  1. Home
  2. Knights Templar
Knights Templar

Knights Templar

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.

Special Units

Serjeant

Serjeant

Hospitaller Knight

Hospitaller Knight

Chevalier Confrere

Chevalier Confrere

Genitour

Genitour

Genoese Crossbowman

Genoese Crossbowman

Heavy Spearman

Heavy Spearman

Templar Brother

Templar Brother

Venetian Trader

Venetian Trader

Condottiero

Condottiero

Teutonic Knight

Teutonic Knight

Szlachta Cavalry

Szlachta Cavalry

Venetian Galley

Venetian Galley

Special Buildings

Harbor

Harbor

Fortress

Fortress

Notre Dame

Notre Dame

Special Technologies

Sanctuary

Sanctuary

Desert Citadels

Desert Citadels

Naval Springald Emplacement

Naval Springald Emplacement

Safe Passage

Safe Passage

Lettre de Change

Lettre de Change

Rule of Templars

Rule of Templars

Treasure Towers

Treasure Towers

Brigandine

Brigandine

Counterweight Defenses

Counterweight Defenses

Cranequins

Cranequins

Fanaticism

Fanaticism

Iron Clamps

Iron Clamps

Trebuchet Emplacement

Trebuchet Emplacement

Civilization Traits

Civilization Bonuses

  • Age Up at the Town Center by establishing a Commanderie.
  • Commanderies permanently unlock units and bonuses.
  • Pilgrims generate gold by traveling to Sacred Sites.
  • Build Fortresses in the Feudal Age.
  • Fortresses increase the range of nearby units and health of nearby Stone Walls.
  • Fortresses act as Landmarks, but can be fully destroyed.
  • Lumberjacks deposit wood automatically and gather faster with each Age.
  • Siege Workshops and Siege Engines cost less wood.
  • Trebuchets fire an additional projectile.

Establish Commanderies

Age Up at the Town Center by establishing one of three unique Commanderies. Each Commanderie permanently unlocks a unique unit and bonus.

Frankish Defensive Schemes

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.

Pilgrimage

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.

Coastal Harbors

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.

Landscape Preservation

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.

Siege Experts

Trebuchets fire additional projectiles and can be deployed atop Fortresses with a unique emplacement. Siege Workshops and Siege Engines cost -25% less wood.

Unique Units

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.

Units(30)

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

Monk

Religious

Monk
III
Hitpoints 90
Base: +90

Costs

150gold
1popcap
30time

Move Speed

1.125T/S

Line of Sight

6.67TILES

Venetian Trader

Worker

Venetian Trader
IV
Hitpoints 120
Base: +120

Costs

80wood
120gold
1popcap
20time

Move Speed

1.875T/S

Line of Sight

7.78TILES

Infantry(10)

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

Serjeant

Heavy Melee Infantry

Serjeant
II
Hitpoints 165
Base: +105
Upgrade to Age III: +40
Upgrade to Age IV: +20
Melee Attack 14
Base: +10
Upgrade to Age III: +2
Upgrade to Age IV: +2
Melee Armor 6
Base: +4
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

70food
50gold
1popcap
20.5time

Move Speed

1.25T/S

Attack Speed

2S

Line of Sight

8.00TILES

Hospitaller Knight

Heavy Melee Infantry

Hospitaller Knight
II
Hitpoints 195
Base: +145
Upgrade to Age III: +25
Upgrade to Age IV: +25
Melee Attack 14
Base: +10
Upgrade to Age III: +2
Upgrade to Age IV: +2
Fire Attack 10
Base: +10
Melee Armor 4
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +1
Ranged Armor 5
Base: +1
Upgrade to Age III: +2
Upgrade to Age IV: +2

Costs

50food
60gold
1popcap
21time

Move Speed

1.25T/S

Attack Speed

1.375S

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

Genoese Crossbowman

Light Ranged Infantry

Genoese Crossbowman
III
Hitpoints 120
Base: +110
Upgrade to Age IV: +10
Ranged Attack 23
Base: +21
Upgrade to Age IV: +2
Melee, Infantry: +10
Ranged Armor 1
Base: +1

Costs

80food
90gold
1popcap
26time

Move Speed

1.06T/S

Attack Speed

2.625S

Max Range

6.00TILES

Line of Sight

8.89TILES

Heavy Spearman

Heavy Melee Infantry

Heavy Spearman
III
Hitpoints 180
Base: +140
Upgrade to Age IV: +40
Melee Attack 13
Base: +11
Upgrade to Age IV: +2
Cavalry: +30
War, Elephant: +10
Worker, Elephant: +34
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

80food
30gold
1popcap
19time

Move Speed

1.125T/S

Attack Speed

1.875S

Line of Sight

8.00TILES

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

Condottiero

Heavy Melee Infantry

Condottiero
IV
Hitpoints 195
Base: +195
Melee Attack 16
Base: +16
Gunpowder: +16
Siege: +16
Fire Attack 10
Base: +10
Melee Armor 2
Base: +2
Ranged Armor 3
Base: +3

Costs

120gold
1popcap
19time

Move Speed

1.4375T/S

Attack Speed

1.125S

Line of Sight

8.00TILES

Teutonic Knight

Heavy Melee Infantry

Teutonic Knight
IV
Hitpoints 310
Base: +310
Melee Attack 24
Base: +24
Fire Attack 10
Base: +10
Melee Armor 6
Base: +6
Ranged Armor 6
Base: +6

Costs

80food
100gold
1popcap
28time

Move Speed

0.975T/S

Attack Speed

1.375S

Line of Sight

8.00TILES

Cavalry(6)

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

Horseman

Light Melee Cavalry

Horseman
II
Hitpoints 180
Base: +125
Upgrade to Age III: +30
Upgrade to Age IV: +25
Melee Attack 13
Base: +9
Upgrade to Age III: +2
Upgrade to Age IV: +2
Ranged: +13
Siege: +13
Fire Attack 10
Base: +10
Ranged Armor 5
Base: +2
Upgrade to Age III: +1
Upgrade to Age IV: +2

Costs

100food
20wood
1popcap
22.5time

Move Speed

1.875T/S

Attack Speed

1.75S

Line of Sight

6.22TILES

Chevalier Confrere

Heavy Melee Cavalry

Chevalier Confrere
II
Hitpoints 230
Base: +160
Upgrade to Age III: +30
Upgrade to Age IV: +40
Melee Attack 21
Base: +14
Upgrade to Age III: +3
Upgrade to Age IV: +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

90food
80gold
1popcap
26time

Move Speed

1.625T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Genitour

Light Ranged Cavalry

Genitour
III
Hitpoints 125
Base: +105
Upgrade to Age IV: +20
Ranged Attack 8
Base: +6
Upgrade to Age IV: +2
Ranged: +14
Ranged Armor 7
Base: +4
Upgrade to Age IV: +3

Costs

60food
60wood
1popcap
22.5time

Move Speed

1.625T/S

Attack Speed

1.625S

Max Range

6.50TILES

Line of Sight

9.33TILES

Templar Brother

Heavy Melee Cavalry

Templar Brother
III
Hitpoints 330
Base: +275
Upgrade to Age IV: +55
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

120food
140gold
1popcap
38time

Move Speed

1.625T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Szlachta Cavalry

Heavy Melee Cavalry

Szlachta Cavalry
IV
Hitpoints 330
Base: +330
Melee Attack 30
Base: +30
Infantry, Light: +8
Fire Attack 10
Base: +10
Melee Armor 2
Base: +2
Ranged Armor 8
Base: +8

Costs

180food
120gold
1popcap
40time

Move Speed

1.725T/S

Attack Speed

1.5S

Line of Sight

6.22TILES

Siege(5)

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 25
Base: +25
Building: +200
Naval, Unit: +100

Costs

400wood
150gold
2popcap
30time

Move Speed

0.625T/S

Attack Speed

11.375S

Max Range

16.00TILES

Line of Sight

17.78TILES

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

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

Venetian Galley

Trebuchet Ship

Venetian Galley
IV
Hitpoints 700
Base: +700
Siege Attack 25
Base: +25
Building: +200
Naval, Unit: +100
Ranged Armor 1
Base: +1

Costs

360wood
300gold
5popcap
50time

Move Speed

1T/S

Attack Speed

11.375S

Max Range

16.00TILES

Line of Sight

26.67TILES

Buildings(23)

Landmarks(2)

Capital Town Center

Economy & Population Building

Capital Town Center
I
Hitpoints 8000
Base: +8000
Ranged Attack 8
Base: +8
Naval, Unit: +10
Ranged Armor 50
Base: +50
Fire Armor 5
Base: +5

Garrison Capacity

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

Costs

-

Attack Speed

1.875S

Max Range

8.00TILES

Line of Sight

11.56TILES

Fortress

Defensive Landmark

Fortress
II
Hitpoints 4000
Base: +4000
Ranged Attack 12
Base: +12
Naval, Unit: +10
Siege Attack 40
Base: +40
Ranged Armor 50
Base: +50
Fire Armor 6
Base: +6

Garrison Capacity

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

Costs

300gold
600stone
180time

Attack Speed

4.875S

Max Range

13.00TILES

Line of Sight

12.89TILES

Economy(18)

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

Mining Camp

Economy Building

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

Costs

50wood
20time

Line of Sight

3.33TILES

Mill

Economy Building

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

Costs

50wood
20time

Line of Sight

3.33TILES

Palisade

Defensive Building

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

Costs

7wood
8time

Line of Sight

1.33TILES

Palisade Gate

Defensive Building

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

Costs

25wood
10time

Line of Sight

4.44TILES

Barracks

Military Building

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

Costs

150wood
30time

Line of Sight

5.56TILES

Harbor

Military & Economy Building

Harbor
I
Hitpoints 2250
Base: +2250
Ranged Attack 42
Base: +42
Ranged Armor 50
Base: +50
Fire Armor 2
Base: +2

Garrison Capacity

4(Fishing Ship)

Costs

250wood
35time

Attack Speed

3.5S

Max Range

11.00TILES

Line of Sight

11.11TILES

Town Center

Economy & Population Building

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

Garrison Capacity

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

Costs

400wood
300stone
150time

Line of Sight

11.56TILES

Market

Economy Building

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

Costs

100wood
20time

Line of Sight

5.56TILES

Archery Range

Military Building

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

Costs

150wood
30time

Line of Sight

5.56TILES

Stable

Military Building

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

Costs

150wood
30time

Line of Sight

5.56TILES

Blacksmith

Technology Building

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

Costs

150wood
25time

Line of Sight

5.56TILES

Stone Wall

Defensive Building

Stone Wall
II
Hitpoints 3000
Base: +3000
Ranged Attack 8
Base: +8
Naval, Unit: +10
Ranged Armor 50
Base: +50

Costs

25stone
16time

Attack Speed

3.625S

Max Range

8.00TILES

Line of Sight

1.33TILES

Stone Wall Gate

Defensive Building

Stone Wall Gate
II
Hitpoints 3000
Base: +3000
Ranged Attack 8
Base: +8
Naval, Unit: +10
Ranged Armor 50
Base: +50

Costs

50stone
30time

Attack Speed

3.625S

Max Range

8.00TILES

Line of Sight

5.56TILES

Siege Workshop

Military Building

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

Costs

250wood
45time

Line of Sight

5.56TILES

Monastery

Religious Building

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

Costs

200wood
25time

Line of Sight

5.56TILES

University

Technology Building

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

Costs

450wood
60time

Line of Sight

5.56TILES

Military(2)

Outpost

Defensive Building

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

Garrison Capacity

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

Costs

100wood
60time

Line of Sight

13.33TILES

Stone Wall Tower

Defensive Building

Stone Wall Tower
II
Hitpoints 3000
Base: +3000
Ranged Attack 60
Base: +60
Naval, Unit: +50
Ranged Armor 50
Base: +50

Costs

250stone
90time

Attack Speed

3.875S

Max Range

9.00TILES

Line of Sight

13.33TILES

Wonders(1)

Notre Dame

Wonder

Notre Dame
IV
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

5000food
5000wood
5000gold
5000stone
600time

Line of Sight

5.56TILES

Technologies(74)

Units(74)

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
Kingdom of France

Kingdom of France

I

Advance to Age II

- Land military units are produced +15% faster and cost -5% gold.

400food
200gold
60time
Knights Hospitaller

Knights Hospitaller

I

Advance to Age II

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

400food
200gold
60time
Principality of Antioch

Principality of Antioch

I

Advance to Age II

- Melee units gain +15% damage.

400food
200gold
60time
Sanctuary

Sanctuary

I

Economic Technology

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

150food
250wood
15time
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
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
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
Angevin Empire

Angevin Empire

II

Advance to Age III

- Fortresses and Docks gain +30% Health.

1200food
600gold
45time
Desert Citadels

Desert Citadels

II

Military Upgrade

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

250wood
100gold
25time
Kingdom of Castile

Kingdom of Castile

II

Advance to Age III

- Units near Sacred Sites gain +20% damage and regenerate health.

1200food
600gold
45time
Naval Springald Emplacement

Naval Springald Emplacement

II

Naval Technology

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

100wood
150stone
30time
Republic of Genoa

Republic of Genoa

II

Advance to Age III

- Pilgrims generate +20% gold.

1200food
600gold
45time
Safe Passage

Safe Passage

II

Economic Technology

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

50food
200wood
10time
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
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
Kingdom of Poland

Kingdom of Poland

III

Advance to Age IV

- All Cavalry gain +10% health and +50% charge damage.

2400food
1200gold
45time
Lettre de Change

Lettre de Change

III

Economic Technology

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

100food
250gold
45time
Republic of Venice

Republic of Venice

III

Advance to Age IV

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

2400food
1200gold
45time
Rule of Templars

Rule of Templars

III

Knight Technology

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

200food
500gold
60time
Teutonic Order

Teutonic Order

III

Advance to Age IV

- All gold units gain +2 melee armor.

2400food
1200gold
45time
Treasure Towers

Treasure Towers

III

Economic Upgrade

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

150wood
350gold
45time
Explosives

Explosives

IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

150food
350gold
45time
Heated Shot

Heated Shot

IV

Naval Technology

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

200wood
500gold
45time
Lightweight Beams

Lightweight Beams

IV

Battering Ram Technology

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

300wood
400gold
60time
Shipwrights

Shipwrights

IV

Naval Technology 2/2

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

300food
550gold
50time
Spyglass

Spyglass

IV

Scout Technology

Increase the sight radius of Scouts by 30%.

100wood
50gold
45time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

150wood
350gold
60time
Court Architects

Court Architects

IV

Building Technology

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

700gold
300stone
90time
Cupellation

Cupellation

IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

250wood
500gold
75time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

150food
350gold
60time
Piety

Piety

IV

Religious Technology

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

325gold
45time
Platecutter Point

Platecutter Point

IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

150wood
350gold
60time
Siege Works

Siege Works

IV

Siege Technology

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

300wood
600gold
90time
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
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
Brigandine

Brigandine

IV

Armor Technology

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

300food
700gold
60time
Counterweight Defenses

Counterweight Defenses

IV

Trebuchet Technology

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

500wood
1000gold
60time
Cranequins

Cranequins

IV

Crossbow Technology

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

300wood
700gold
60time
Fanaticism

Fanaticism

IV

Military Upgrade

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

300food
700gold
60time
Iron Clamps

Iron Clamps

IV

Defensive Upgrade

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

350gold
100stone
30time
Trebuchet Emplacement

Trebuchet Emplacement

IV

Weapon Emplacement

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

275gold
150stone
30time