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  • Units
      Workers
    • VillagerVillager
    • TraderTrader
    • ImamImam
    • Worker ElephantWorker Elephant
    • Infantry
    • SpearmanSpearman
    • Amir WarriorAmir Warrior
    • ArcherArcher
    • CrossbowmanCrossbowman
    • Man-at-ArmsMan-at-Arms
    • HandcannoneerHandcannoneer
    • Cavalry
    • ScoutScout
    • Raider ElephantRaider Elephant
    • Healer ElephantHealer Elephant
    • LancerLancer
    • Ballista ElephantBallista Elephant
    • War ElephantWar Elephant
    • Siege
    • Battering RamBattering Ram
    • Siege TowerSiege Tower
    • MangonelMangonel
    • Counterweight TrebuchetCounterweight Trebuchet
    • BombardBombard
    • Ships
    • Explosive DhowExplosive Dhow
    • Fishing BoatFishing Boat
    • Trade ShipTrade Ship
    • DhowDhow
    • Transport ShipTransport Ship
    • BaghlahBaghlah
    • XebecXebec
  • Buildings
      Landmarks
    • Capital Town CenterCapital Town Center
    • Dome of the FaithDome of the Faith
    • Tower of VictoryTower of Victory
    • Compound of the DefenderCompound of the Defender
    • House of LearningHouse of Learning
    • Hisar AcademyHisar Academy
    • Palace of the SultanPalace of the Sultan
    • Economy
    • FarmFarm
    • HouseHouse
    • Worker ElephantWorker Elephant
    • 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
    • MosqueMosque
    • MadrasaMadrasa
    • Military
    • OutpostOutpost
    • Tughlaqabad FortTughlaqabad Fort
    • Stone Wall TowerStone Wall Tower
    • Wonders
    • Great Palace of AgraGreat Palace of Agra
  • Technologies
      Units
    • Curse of AuliyaCurse of Auliya
    • Extended LinesExtended Lines
    • TextilesTextiles
    • Fitted LeatherworkFitted Leatherwork
    • Iron UndermeshIron Undermesh
    • Naval ArrowslitsNaval Arrowslits
    • PietyPiety
    • Steeled ArrowSteeled Arrow
    • Siege EngineeringSiege Engineering
    • ArrowslitsArrowslits
    • BloomeryBloomery
    • Fortify OutpostFortify Outpost
    • Elephant CaretakersElephant Caretakers
    • Tughlaqabad Fort OverwatchTughlaqabad Fort Overwatch
    • Armored HullArmored Hull
    • Drift NetsDrift Nets
    • Extra HammocksExtra Hammocks
    • Balanced ProjectilesBalanced Projectiles
    • Greased AxlesGreased Axles
    • Insulated HelmInsulated Helm
    • Wedge RivetsWedge Rivets
    • Herbal MedicineHerbal Medicine
    • IncendiariesIncendiaries
    • Military AcademyMilitary Academy
    • DecarbonizationDecarbonization
    • Springald CrewsSpringald Crews
    • Springald EmplacementSpringald Emplacement
    • MahoutsMahouts
    • Collateral DamageCollateral Damage
    • Khanda DrillsKhanda Drills
    • Neza TrainingNeza Training
    • ExplosivesExplosives
    • Heated ShotHeated Shot
    • Lightweight BeamsLightweight Beams
    • ShipwrightsShipwrights
    • SpyglassSpyglass
    • Angled SurfacesAngled Surfaces
    • Court ArchitectsCourt Architects
    • Master SmithsMaster Smiths
    • Platecutter PointPlatecutter Point
    • Siege WorksSiege Works
    • Cannon EmplacementCannon Emplacement
    • ChemistryChemistry
    • GeometryGeometry
    • Incendiary ArrowsIncendiary Arrows
    • Silk BowstringsSilk Bowstrings
    • Tithe BarnsTithe Barns
    • Adjustable CrossbarsAdjustable Crossbars
    • Damascus SteelDamascus Steel
    • Swivel CannonSwivel Cannon
    • BiologyBiology
    • Elite Army TacticsElite Army Tactics
    • Serpentine PowderSerpentine Powder
    • Armored BeastsArmored Beasts
    • Reinforced Arm BallistaReinforced Arm Ballista
    • Upgrade to EliteUpgrade to Elite
  1. Home
  2. Tughlaq Dynasty
Tughlaq Dynasty

Tughlaq Dynasty

Civilization

Ghiyasuddin Tughlaq’s reign as Sultan laid the framework for advancement in arts, architecture, and expansion of the Tughlaq Dynasty. After commanding the construction of the Tughlaqabad Fort, future Sultans, Amirs, and governors expanded their military presence through force and show of power. The Tughlaq Dynasty calls for quick construction of additional forts while governors oversee hard working elephants and villagers.

Special Units

Imam

Imam

Raider Elephant

Raider Elephant

Healer Elephant

Healer Elephant

Worker Elephant

Worker Elephant

Ballista Elephant

Ballista Elephant

War Elephant

War Elephant

Handcannoneer

Handcannoneer

Special Buildings

Worker Elephant

Worker Elephant

Dome of the Faith

Dome of the Faith

Tower of Victory

Tower of Victory

Tughlaqabad Fort

Tughlaqabad Fort

Compound of the Defender

Compound of the Defender

House of Learning

House of Learning

Mosque

Mosque

Hisar Academy

Hisar Academy

Palace of the Sultan

Palace of the Sultan

Great Palace of Agra

Great Palace of Agra

Special Technologies

Curse of Auliya

Curse of Auliya

Elephant Caretakers

Elephant Caretakers

Tughlaqabad Fort Overwatch

Tughlaqabad Fort Overwatch

Mahouts

Mahouts

Collateral Damage

Collateral Damage

Khanda Drills

Khanda Drills

Neza Training

Neza Training

Armored Beasts

Armored Beasts

Reinforced Arm Ballista

Reinforced Arm Ballista

Upgrade to Elite

Upgrade to Elite

Civilization Traits

Civilization Bonuses

  • Town Centers, Worker Elephants, and Docks provide bonus resources when Villagers and Fishing Ships drop off.
  • Worker Elephants move freely and act as universal resource drop-offs.
  • All technology is more expensive but research near instantly.
  • Tughlaqabad Forts act as Keeps and are available from the Feudal Age (II).
  • Tughlaqabad Forts can be upgraded to increase defenses and unlocks Governors.
  • Select a Governor at any fort to take the dynasty to new heights.
  • Governors provide economy, tempo, military, research, and religious bonuses.
  • Infantry units are able to construct Palisade Walls.
  • Gather from Berry Bushes +30% faster but cannot gather from Boar.
  • Berry carry capacity increased +3.
  • Fishing Ships can defend themselves with a ranged attack.

Working Companions

Take the load off your Villagers back with Worker Elephants. These elephants act as a universal drop-off and can move around freely, saving time and resources for Villagers to focus on working. Worker Elephants, Town Centers, and Docks provide bonus resources when Villagers and Fishing Ships drop off.

Erudition

Seeking knowledge and wisdom the Tughlaq Dynasty funds researching technologies with more resources in favor of near instant research times.

Legendary Forts

Strike fear into your enemies with the Tughlaqabad Fort. Available from the Feudal Age (II), this defensive building can be upgraded to increase its damage output, health, and unlocks your choice in a Governor.

Governor Support

Choose between one of any six Governors at the Tughlaqabad Fort to help lead the Tughlaq Dynasty to new heights. Governor strength increases with each Tughlaqabad Fort improvement upgrade. Governors provide economy, tempo, military, research, and religious bonuses. One Governor may be active per fort.

Basketry

Villagers gather Berry Bushes 30% faster but cannot gather from Boar. Villagers carry +3 Food from Berry Bushes.

Frontier Fortifications

Establish fortified settlements using infantry units that can build Palisade Walls.

Defensive Deckhands

Fishing Ships can defend themselves with a ranged attack and have 50% additional health.

Unique Units

Raiding Elephant: Fast elephant effective at raiding, flanking, and countering ranged units. Can trample to bypass any unit to deal damage in an area. Healer Elephant: High health and armored melee elephant mounted with two Imams that can heal units individually. Deals more damage for each nearby melee infantry. War Elephant: Heavy melee cavalry mounted with a Spearman that has high health and damage with a strong siege attack. Ballista Elephant: Ranged elephant mounted with a ballista thats effective against melee units and can pierce multiple targets.

Units(28)

Workers(4)

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
II
Hitpoints 90
Base: +90

Costs

150gold
1popcap
30time

Move Speed

1.125T/S

Line of Sight

6.67TILES

Worker Elephant

Economic Unit

Worker Elephant
II
Hitpoints 500
Base: +500

Costs

25food
50wood

Move Speed

1.125T/S

Attack Speed

3.125S

Line of Sight

2.67TILES

Infantry(6)

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

Amir Warrior

Heavy Melee Infantry

Amir Warrior
I
Hitpoints 180
Base: +180
Melee Attack 12
Base: +12
Fire Attack 10
Base: +10
Melee Armor 3
Base: +3
Ranged Armor 3
Base: +3

Costs

80food
20.5time

Move Speed

1.125T/S

Attack Speed

1.375S

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

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

Handcannoneer

Ranged Gunpowder Infantry

Handcannoneer
IV
Hitpoints 130
Base: +130
Ranged Attack 38
Base: +38

Costs

120food
120gold
1popcap
35time

Move Speed

1.125T/S

Attack Speed

2.125S

Max Range

4.00TILES

Line of Sight

7.11TILES

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

Raider Elephant

Light Cavalry

Raider Elephant
II
Hitpoints 410
Base: +235
Upgrade to Age III: +50
Upgrade to Age IV: +125
Melee Attack 28
Base: +18
Upgrade to Age III: +5
Upgrade to Age IV: +5
Ranged: +28
Siege: +28
Ranged Armor 5
Base: +3
Upgrade to Age III: +1
Upgrade to Age IV: +1

Costs

180food
40wood
2popcap
25time

Move Speed

1.6T/S

Attack Speed

2.375S

Line of Sight

8.00TILES

Healer Elephant

Heavy Melee Cavalry

Healer Elephant
II
Hitpoints 400
Base: +400
Melee Attack 15
Base: +15
Building: +15
Melee Armor 3
Base: +3
Ranged Armor 1
Base: +1

Costs

150food
220gold
3popcap
40time

Move Speed

1T/S

Attack Speed

3S

Line of Sight

8.00TILES

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

Ballista Elephant

Heavy Cavalry

Ballista Elephant
III
Hitpoints 475
Base: +400
Upgrade to Age IV: +75
Ranged Attack 20
Base: +18
Upgrade to Age IV: +2
Melee, Infantry: +15
Naval, Unit: +70
Melee Armor 3
Base: +2
Upgrade to Age IV: +1
Ranged Armor 3
Base: +2
Upgrade to Age IV: +1

Costs

300food
350gold
4popcap
45time

Move Speed

1T/S

Attack Speed

3.125S

Max Range

7.50TILES

Line of Sight

8.00TILES

War Elephant

Heavy Melee Cavalry

War Elephant
III
Hitpoints 800
Base: +800
Melee Attack 50
Base: +50
Building: +45
Melee Armor 4
Base: +4
Ranged Armor 5
Base: +5

Costs

400food
350gold
3popcap
45time

Move Speed

1T/S

Attack Speed

2.875S

Line of Sight

8.00TILES

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

Mangonel

Siege

Mangonel
III
Hitpoints 130
Base: +130
Siege Attack 10
Base: +10
Building: +30
Naval, Unit: +30
Ranged: +10
Fire Attack 2
Base: +2

Costs

400wood
200gold
3popcap
40time

Move Speed

0.75T/S

Attack Speed

6.875S

Max Range

8.00TILES

Line of Sight

11.56TILES

Counterweight Trebuchet

Siege

Counterweight Trebuchet
III
Hitpoints 140
Base: +140
Siege Attack 40
Base: +40
Building: +350
Naval, Unit: +200

Costs

400wood
150gold
2popcap
30time

Move Speed

0.625T/S

Attack Speed

11.375S

Max Range

16.00TILES

Line of Sight

17.78TILES

Bombard

Siege

Bombard
IV
Hitpoints 210
Base: +210
Siege Attack 55
Base: +55
Naval, Unit: +410
Building: +375
Infantry: +50
War, Elephant: +50

Costs

350wood
500gold
3popcap
45time

Move Speed

0.75T/S

Attack Speed

5.375S

Max Range

10.00TILES

Line of Sight

12.44TILES

Ships(7)

Explosive Dhow

Incendiary Ship

Explosive Dhow
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

Fishing Boat

Worker

Fishing Boat
II
Hitpoints 150
Base: +150
Ranged Attack 4
Base: +4
Ship: +1

Costs

75wood
1popcap
30time

Move Speed

1.5T/S

Attack Speed

1.875S

Max Range

4.00TILES

Line of Sight

7.33TILES

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

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

1.5T/S

Line of Sight

7.11TILES

Baghlah

Springald Ship

Baghlah
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

Xebec

Warship

Xebec
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(28)

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

Dome of the Faith

Age II - Religious Landmark

Dome of the Faith
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

5(Monk)

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Tower of Victory

Age II - Military Landmark

Tower of Victory
I
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

400food
200gold
190time

Line of Sight

5.56TILES

Compound of the Defender

Age III - Defensive Landmark

Compound of the Defender
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

House of Learning

Age III - Technology Landmark

House of Learning
II
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Costs

1200food
600gold
220time

Line of Sight

5.56TILES

Hisar Academy

Age IV - Technology Landmark

Hisar Academy
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

20(Monk)

Costs

2400food
1200gold
250time

Line of Sight

5.56TILES

Palace of the Sultan

Age IV - Military Landmark

Palace of the Sultan
III
Hitpoints 5000
Base: +5000
Ranged Armor 50
Base: +50

Garrison Capacity

4(Monk)

Costs

2400food
1200gold
250time

Line of Sight

5.56TILES

Economy(17)

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 Attack 6
Base: +6
Naval, Unit: +10
Ranged Armor 50
Base: +50

Garrison Capacity

5(Villager, Infantry, Monk, Infantry Ranged)

Costs

50wood
15time

Attack Speed

3.875S

Max Range

6.00TILES

Line of Sight

3.33TILES

Worker Elephant

Economy Elephant

Worker Elephant
I
Hitpoints 750
Base: +750
Ranged Armor 50
Base: +50

Costs

25food
50wood

Line of Sight

0.00TILES

Palisade

Defensive Building

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

Costs

7wood
8time

Line of Sight

1.33TILES

Palisade Gate

Defensive Building

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

Costs

25wood
10time

Line of Sight

4.44TILES

Barracks

Military Building

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

Garrison Capacity

1(Monk)

Costs

150wood
30time

Line of Sight

5.56TILES

Dock

Military & Economy Building

Dock
I
Hitpoints 1750
Base: +1750
Ranged Armor 50
Base: +50

Garrison Capacity

3(Fishing Ship)

Costs

150wood
30time

Line of Sight

11.11TILES

Town Center

Economy & Population Building

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

Garrison Capacity

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

Costs

400wood
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

Garrison Capacity

1(Monk)

Costs

150wood
30time

Line of Sight

5.56TILES

Stable

Military Building

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

Garrison Capacity

1(Monk)

Costs

150wood
30time

Line of Sight

5.56TILES

Blacksmith

Technology Building

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

Costs

150wood
25time

Line of Sight

5.56TILES

Stone Wall

Defensive Building

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

Costs

25stone
16time

Line of Sight

1.33TILES

Stone Wall Gate

Defensive Building

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

Costs

50stone
30time

Line of Sight

5.56TILES

Siege Workshop

Military Building

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

Garrison Capacity

1(Monk)

Costs

250wood
45time

Line of Sight

5.56TILES

Mosque

Religious Building

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

Garrison Capacity

5(Monk)

Costs

100wood
25time

Line of Sight

5.56TILES

Madrasa

Technology Building

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

Costs

450wood
60time

Line of Sight

5.56TILES

Military(3)

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

Tughlaqabad Fort

Defensive Building

Tughlaqabad Fort
II
Hitpoints 2000
Base: +2000
Ranged Attack 10
Base: +10
Naval, Unit: +10
Siege Attack 30
Base: +30
Ranged Armor 50
Base: +50

Garrison Capacity

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

Costs

400stone
135time

Attack Speed

9.625S

Max Range

1.50TILES

Line of Sight

9.11TILES

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)

Great Palace of Agra

Wonder

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

Costs

5000food
5000wood
5000gold
5000stone
600time

Line of Sight

5.56TILES

Technologies(56)

Units(56)

Curse of Auliya

Curse of Auliya

I

Defensive Upgrade

[Special ] Attackers of this Tughlaqabad Fort are struck by fear, reducing their attack speed by 30% while targeting the Fort.

150gold
45time
Extended Lines

Extended Lines

II

Fishing Technology 1/2

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

90wood
210gold
5time
Textiles

Textiles

II

Villager Technology

Increase Villagers' health by +50%.

60food
120gold
5time
Fitted Leatherwork

Fitted Leatherwork

II

Melee Armor Technology 1/3

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

60food
150gold
5time
Iron Undermesh

Iron Undermesh

II

Ranged Armor Technology 1/3

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

60wood
150gold
5time
Naval Arrowslits

Naval Arrowslits

II

Naval Technology

Add a defensive arrowslit to this Dock which only attacks ships.

75wood
125stone
30time
Piety

Piety

II

Religious Technology

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

520gold
5time
Steeled Arrow

Steeled Arrow

II

Ranged Damage Technology 1/3

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

60wood
150gold
5time
Siege Engineering

Siege Engineering

II

Siege Unit Unlock

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

60wood
150gold
5time
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.

60food
150gold
5time
Fortify Outpost

Fortify Outpost

II

Defensive Emplacement

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

100stone
30time
Elephant Caretakers

Elephant Caretakers

II

Elephant Technology

[Special ] Elephants regenerate +2 health every 2 seconds when out of combat.

60food
150gold
5time
Tughlaqabad Fort Overwatch

Tughlaqabad Fort Overwatch

II

Naval Technology

[Special ] Tughlaqabad Forts increase the production speed of nearby Docks by 30%, arrowslits damage by 2, and weapon range by 1 tile.

90food
210gold
5time
Armored Hull

Armored Hull

III

Naval Technology 1/2

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

120food
240gold
5time
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%.

180wood
420gold
5time
Extra Hammocks

Extra Hammocks

III

Naval Technology

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

90wood
150gold
5time
Balanced Projectiles

Balanced Projectiles

III

Ranged Damage Technology 2/3

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

120wood
300gold
5time
Greased Axles

Greased Axles

III

Siege Technology

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

180wood
420gold
5time
Insulated Helm

Insulated Helm

III

Melee Armor Technology 2/3

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

120food
300gold
5time
Wedge Rivets

Wedge Rivets

III

Ranged Armor Technology 2/3

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

120wood
300gold
5time
Herbal Medicine

Herbal Medicine

III

Healing Technology

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

440gold
5time
Incendiaries

Incendiaries

III

Naval Technology

Incendiary Ships gain +20% explosion range.

90food
150gold
5time
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.

120wood
300gold
5time
Decarbonization

Decarbonization

III

Melee Damage Technology 2/3

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

120food
300gold
5time
Springald Crews

Springald Crews

III

Naval Technology

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

120food
300gold
5time
Springald Emplacement

Springald Emplacement

III

Weapon Emplacement

Add a defensive springald emplacement to this structure.

50gold
125stone
30time
Mahouts

Mahouts

III

Elephant Technology

[Special ] Elephants move +10% faster.

60food
150gold
5time
Collateral Damage

Collateral Damage

III

Elephant Technology

[Special ] Bonus damage dealt by Elephants is increased by 30%.

60food
150gold
5time
Khanda Drills

Khanda Drills

III

Man-at-Arms Technology

[Special ] Khanda training improves Man-at-Arms charge duration by 3 seconds and increases damage of their charge attack by 100%.

60food
150gold
5time
Neza Training

Neza Training

III

Spearman Technology

[Special ] Spearman damage against cavalry increased by 35% and production speed increased by 50%.

60food
150gold
5time
Explosives

Explosives

IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

180food
420gold
5time
Heated Shot

Heated Shot

IV

Naval Technology

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

240wood
600gold
5time
Lightweight Beams

Lightweight Beams

IV

Battering Ram Technology

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

120food
300gold
5time
Shipwrights

Shipwrights

IV

Naval Technology 2/2

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

360food
660gold
5time
Spyglass

Spyglass

IV

Scout Technology

Increase the sight radius of Scouts by 30%.

120wood
60gold
5time
Angled Surfaces

Angled Surfaces

IV

Ranged Armor Technology 3/3

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

180wood
420gold
5time
Court Architects

Court Architects

IV

Building Technology

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

840gold
360stone
5time
Master Smiths

Master Smiths

IV

Melee Armor Technology 3/3

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

180food
420gold
5time
Platecutter Point

Platecutter Point

IV

Ranged Damage Technology 3/3

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

180wood
420gold
5time
Siege Works

Siege Works

IV

Siege Technology

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

360wood
720gold
5time
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%.

240food
780gold
5time
Geometry

Geometry

IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

120wood
330gold
5time
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%.

600wood
1200gold
5time
Silk Bowstrings

Silk Bowstrings

IV

Archer Technology

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

360wood
840gold
5time
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.

600gold
5time
Adjustable Crossbars

Adjustable Crossbars

IV

Mangonel Technology

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

1200wood
1440gold
5time
Damascus Steel

Damascus Steel

IV

Melee Damage Technology 3/3

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

180food
420gold
5time
Swivel Cannon

Swivel Cannon

IV

Naval Technology

Springald Ships gain an additional Cannon which fires in 360 degrees.

180food
420gold
5time
Biology

Biology

IV

Cavalry Technology

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

600food
1200gold
5time
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.

600food
1200gold
5time
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.

360food
600gold
5time
Armored Beasts

Armored Beasts

IV

Elephant Technology

[Special ] Grant +20% health and +4 ranged armor to War Elephants.

500food
1000gold
5time
Reinforced Arm Ballista

Reinforced Arm Ballista

IV

Elephant Technology

[Special ] Upgrade Ballista Elephants into Elite Ballista Elephants

240food
600gold
5time
Upgrade to Elite

Upgrade to Elite

IV

Elephant Technology

[Special ] Upgrade Healer Elephants to Elite Healer Elephants

240food
600gold
5time