Work in Progress: The Knights Templar and House of Lancaster civilizations aren't fully updated and miss stats, abilities and upgrades.
Explorer will continue to be updated over the next few weeks for both old and new civs.

Economy

Survival Techniques

Age I

Hunting Technology

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

Costs
1:15

Forestry

Age I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

Costs
2:15

Wheelbarrow

Age I

Villager Technology

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

Costs
4:30

Extended Lines

Age II

Fishing Technology 1/2

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

Costs
2:38

Professional Scouts

Age 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.

Costs
4:22

Specialized Pick

Age II

Mining Technology 1/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
2:37

Textiles

Age II

Villager Technology

Increase Villagers' health by +50%.

Costs
0:25

Double Broadax

Age II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
2:37

Horticulture

Age II

Food Gathering Technology 1/3

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

Costs
2:37

Drift Nets

Age III

Fishing Technology 2/2

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

Costs
3:45

Shaft Mining

Age III

Mining Technology 2/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
5:00

Fertilization

Age III

Food Gathering Technology 2/3

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

Costs
5:00

Lumber Preservation

Age III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
5:00

Hearty Rations

Age III

Villager Technology

Increase the carrying capacity of Villagers by +10.

Costs
3:00
Unique to Delhi Sultanate

Reinforced Foundations

Age III

Population Technology

Villagers and Infantry can garrison inside Houses for protection. Houses gain garrison arrows and +50% Health.

Costs
1:30
Unique to Delhi Sultanate

Cupellation

Age IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

Costs
15:00

Crosscut Saw

Age IV

Wood Gathering Technology 3/3

Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.

Costs
15:00

Precision Cross-Breeding

Age IV

Food Gathering Technology 3/3

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

Costs
15:00

Naval

Naval Arrowslits

Age II

Naval Technology

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

Costs
75
125
0:30

Armored Hull

Age III

Naval Technology 1/2

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

Costs
2:30

Extra Hammocks

Age III

Naval Technology

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

Costs
2:30

Incendiaries

Age III

Naval Technology

Incendiary Ships gain +20% explosion range.

Costs
2:30

Springald Crews

Age III

Naval Technology

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

Costs
2:55

Salvaged Materials

Age III

Naval Technology

Baghlahs heal 30 health when killing an enemy unit.

Costs
4:00
Unique to Delhi Sultanate

Explosives

Age IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

Costs
9:00

Heated Shot

Age IV

Naval Technology

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

Costs
9:00

Shipwrights

Age IV

Naval Technology 2/2

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

Costs
10:00

Swivel Cannon

Age IV

Naval Technology

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

Costs
9:00

Defensive

Arrowslits

Age II

Weapon Emplacement

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

Costs
25
50
0:30

Fortify Outpost

Age II

Defensive Emplacement

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

Costs
100
0:30

Court Architects

Age III

Building Technology

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

Costs
18:00

Boiling Oil

Age III

Defensive Technology

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

Costs
7:30

Springald Emplacement

Age III

Weapon Emplacement

Add a defensive springald emplacement to this structure.

Costs
50
125
0:30

Slow-Burning Defenses

Age III

Defensive Technology

Increase the fire armor of Stone Wall Towers, Keeps, and Outposts by +10.

Costs
3:45
Unique to Delhi Sultanate

Village Fortresses

Age III

Keep Technology

Keeps act like Town Centers, including unit production, population capacity, and technology.

Costs
6:00
Unique to Delhi Sultanate

Cannon Emplacement

Age IV

Weapon Emplacement

Add a defensive cannon emplacement to this structure.

Costs
125
375
1:00

Religious

Efficient Production

Age I

Religious Technology

Allow Scholars to garrison in military buildings, boosting production speed by 100%.

Costs
2:15
Unique to Delhi Sultanate

All-Seeing Eye

Age II

Religious Technology

Increase the sight range of Scholars by +100%.

Costs
2:37
Unique to Delhi Sultanate

Sanctity

Age II

Religious Technology

Allow Scholars to capture Sacred Sites before the Castle Age (III). Sacred Sites generate +25% more Gold.

Costs
3:30
Unique to Delhi Sultanate

Herbal Medicine

Age III

Healing Technology

Increase the healing rate of Scholars by +60%.

Costs
3:45

Swiftness

Age III

Religious Technology

Increases the movement speed of Scholars by +50%.

Costs
7:30
Unique to Delhi Sultanate

Piety

Age IV

Religious Technology

Increase the health of Scholars by +40.

Costs
2:15

Tithe Barns

Age IV

Religious Technology

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

Costs
12:00

Zeal

Age IV

Religious Technology

Units healed by Scholars gain +50% attack speed for 3 seconds.

Costs
18:00
Unique to Delhi Sultanate

Military

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

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

Costs
3:30

Iron Undermesh

Age II

Ranged Armor Technology 1/3

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

Costs
3:30

Steeled Arrow

Age II

Ranged Damage Technology 1/3

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

Costs
3:30

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
3:30

Siege Engineering

Age II

Siege Unit Unlock

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

Costs
1:45

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

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

Costs
5:00

Greased Axles

Age III

Siege Technology

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

Costs
5:00

Insulated Helm

Age III

Melee Armor Technology 2/3

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

Costs
5:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

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

Costs
5:00

Decarbonization

Age III

Melee Damage Technology 2/3

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

Costs
5:00

Military Academy

Age 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.

Costs
5:00

Forced March

Age III

Infantry Ability Unlock

Infantry units gain the Forced March ability. When activated, infantry move +100% faster for 10 seconds, but breaks when dealing damage.

Costs
3:45
Unique to Delhi Sultanate

Paiks

Age III

Ranged Technology

Archers and Crossbowmen gain +0.5 range.

Costs
4:00
Unique to Delhi Sultanate

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

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

Costs
12:00

Master Smiths

Age IV

Melee Armor Technology 3/3

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

Costs
12:00

Platecutter Point

Age IV

Ranged Damage Technology 3/3

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

Costs
12:00

Siege Works

Age IV

Siege Technology

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

Costs
18:00

Chemistry

Age IV

Gunpowder Technology

Advancements in alchemical research increase the bonus damage of all gunpowder siege weapons by +25%.

Costs
12:00

Damascus Steel

Age IV

Melee Damage Technology 3/3

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

Costs
12:00

Elite Army Tactics

Age IV

Melee Infantry Technology

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

Costs
23:00

Incendiary Arrows

Age IV

Ranged Technology

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

Costs
23:00

Biology

Age IV

Cavalry Technology

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

Costs
23:00

Serpentine Powder

Age 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.

Costs
12:00

Units

Honed Blades

Age III

Man-at-Arms & Lancer Technology

Men-at-Arms and Lancers equip a Kilij, increasing their damage by +3.

Costs
4:00
Unique to Delhi Sultanate

Mahouts

Age III

Elephant Technology

Elephants move +10% faster.

Costs
3:00
Unique to Delhi Sultanate

Tranquil Venue

Age III

Mosque Technology

Mosques restore +4 health every second to units that are out of combat.

Costs
3:00
Unique to Delhi Sultanate

Lightweight Beams

Age IV

Battering Ram Technology

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

Costs
12:00

Roller Shutter Triggers

Age IV

Springald Technology

Increases Springald attack speed by +25% and grants +10% Ranged Resistance.

Costs
12:00

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
1:30

Geometry

Age IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

Costs
9:00

Silk Bowstrings

Age IV

Archer Technology

Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.

Costs
18:00

Adjustable Crossbars

Age IV

Mangonel Technology

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

Costs
18:00

Armored Beasts

Age IV

Elephant Technology

Grant +25% health and +4 ranged armor to War Elephants.

Costs
12:00
Unique to Delhi Sultanate

Howdahs

Age IV

Elephant Technology

Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +30% health and +4 ranged armor.

Costs
12:00
Unique to Delhi Sultanate

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