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
25
75
0:25

Forestry

Age I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

Costs
25
50
0:45

Wheelbarrow

Age I

Villager Technology

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

Costs
50
150
1:30

Forestry (Improved)

Age I

Woodcutting Technology

Villagers fell trees in a single chop.

Costs
25
50
75
0:45
Unique to Mongols

Superior Mobility

Age I

Packing Technology

Packed buildings move and pack/unpack 50% faster.

Costs
25
75
0:45
Unique to Mongols

Survival Techniques (Improved)

Age I

Hunting Technology

Increase Villagers' hunted meat gather rate by +20%. If Survival Techniques has already been researched, increase hunted meat gather rate by +5% instead.

Costs
25
75
100
0:25
Unique to Mongols

Wheelbarrow (Improved)

Age I

Villager Technology

Increase Villagers' resource carry capacity by +9 and movement speed by +15%. If Wheelbarrow has already been researched, increase carry capacity by +4 instead.

Costs
50
150
200
1:30
Unique to Mongols

Extended Lines

Age II

Fishing Technology 1/2

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

Costs
75
175
0:30

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
150
300
1:15

Specialized Pick

Age II

Mining Technology 1/3

Increase Villagers' gathering rate for Gold by 15%.

Costs
50
100
0:45

Textiles

Age II

Villager Technology

Increase Villagers' health by +50%.

Costs
50
100
0:20

Double Broadax

Age II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
50
100
0:45

Horticulture

Age II

Food Gathering Technology 1/3

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

Costs
50
100
0:45

Double Broadax (Improved)

Age II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 22.5%. If Double Broadax has already been researched, increase it by 7.5% instead.

Costs
50
100
150
0:45
Unique to Mongols

Horticulture (Improved)

Age II

Food Gathering Technology 1/3

Increase Villagers' gathering rate for Food by 15%. Does not apply to hunted meat. If Horticulture has already been researched, increase it by 5% instead.

Costs
50
100
150
0:45
Unique to Mongols

Professional Scouts (Improved)

Age II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +200% damage against wild animals. Scouts move -55% slower while carrying a carcass and cannot pick up Boar. If Professional Scouts has already been researched, increase damage by +100% instead.

Costs
150
300
100
1:15
Unique to Mongols

Raid Bounty

Age II

Raiding Technology

Increase the raid income for igniting a building to +50 Food and Gold.

Costs
100
250
0:45
Unique to Mongols

Raid Bounty (Improved)

Age II

Raiding Technology

Increase the raid income for igniting a building to +75 Food and Gold. If Raid Bounty has already been researched, increase the raid income for igniting a building by +25 Food and Gold.

Costs
100
250
350
0:45
Unique to Mongols

Specialized Pick (Improved)

Age II

Mining Technology 1/3

Increase Villagers' gathering rate for Gold by 22.5%. If Specialized Pick has already been researched, increase it by 7.5% instead.

Costs
50
100
150
0:45
Unique to Mongols

Superior Mobility (Improved)

Age II

Packing Technology

Packed buildings move +70% faster and pack/unpack +50% faster. If Superior Mobility has already been researched, increase speed by +20% instead.

Costs
25
75
100
0:45
Unique to Mongols

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
150
350
0:45

Shaft Mining

Age III

Mining Technology 2/3

Increase Villagers' gathering rate for Gold by 15%.

Costs
100
250
1:00

Fertilization

Age III

Food Gathering Technology 2/3

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

Costs
100
250
1:00

Lumber Preservation

Age III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
100
250
1:00

Additional Torches

Age III

Raiding Technology

Increase the torch damage of all infantry and cavalry by +3.

Costs
200
500
1:00
Unique to Mongols

Additional Torches (Improved)

Age III

Raiding Technology

Increase the torch damage of all infantry and cavalry by +5. If Additional Torches has already been researched, increase the torch damage from all infantry and cavalry by +2.

Costs
200
500
700
1:00
Unique to Mongols

Fertilization (Improved)

Age III

Food Gathering Technology 2/3

Increase Villagers' gathering rate for Food by 15%. Does not apply to hunted meat. If Fertilization has already been researched, increase it by 5% instead.

Costs
100
250
350
1:00
Unique to Mongols

Lumber Preservation (Improved)

Age III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 22.5%. If Lumber Preservation has already been researched, increase it by 7.5% instead.

Costs
100
250
350
1:00
Unique to Mongols

Shaft Mining (Improved)

Age III

Mining Technology 2/3

Increase Villagers' gathering rate for Gold by 22.5%. If Acid Distillation has already been researched, increase it by 7.5% instead.

Costs
100
250
350
1:00
Unique to Mongols

Textiles (Improved)

Age III

Villager Technology

Increase Villagers' health by +50%. If Textiles has already been researched, increase health by +100% instead.

Costs
50
100
150
0:20
Unique to Mongols

Cupellation

Age IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

Costs
250
500
1:15

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
250
500
1:15

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
250
500
1:15

Crosscut Saw (Improved)

Age IV

Wood Gathering Technology 3/3

Increase Villagers' gathering rate for Wood by 22.5% and Wood gatherers carry capacity by +5. If Crosscut Saw has already been researched, increase it by 7.5% instead.

Costs
250
500
750
1:15
Unique to Mongols

Cupellation (Improved)

Age IV

Mining Technology 3/3

Gold gatherers drop off 22.5% more resources. If Cupellation has already been researched, increase it by 7.5% instead.

Costs
250
500
750
1:15
Unique to Mongols

Precision Cross-Breeding (Improved)

Age IV

Food Gathering Technology 3/3

Increase Villagers' gathering rate for Food by 15%. Does not apply to hunted meat. If Precision Cross-Breeding has already been researched, increase it by 5% instead.

Costs
250
500
750
1:15
Unique to Mongols

Stone Bounty

Age IV

Raiding Technology

Add +50 Stone to the raid income for igniting a building.

Costs
100
225
0:45
Unique to Mongols

Stone Bounty (Improved)

Age IV

Raiding Technology

Add +75 Stone to the raid income for igniting a building. If Stone Bounty has already been researched, add +25 Stone to the raid income for igniting a building.

Costs
100
225
325
0:45
Unique to Mongols

Stone Commerce

Age IV

Trade Technology

Traders supply +10% Stone to their trades.

Costs
300
700
1:30
Unique to Mongols

Stone Commerce (Improved)

Age IV

Trade Technology

Traders supply +20% Stone to their trades. If Stone Commerce has already been researched, supply +10% Stone instead.

Costs
300
700
1000
1:30
Unique to Mongols

Naval

Naval Arrowslits

Age II

Naval Technology

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

Costs
75
125
0:30

Piracy

Age II

Naval Technology

Gain +25 Wood and +25 Gold when sinking an enemy ship.

Costs
50
125
0:20
Unique to Mongols

Armored Hull

Age III

Naval Technology 1/2

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

Costs
150
350
0:30

Extra Hammocks

Age III

Naval Technology

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

Costs
100
250
0:30

Incendiaries

Age III

Naval Technology

Incendiary Ships gain +20% explosion range.

Costs
100
250
0:30

Springald Crews

Age III

Naval Technology

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

Costs
150
350
0:35

Explosives

Age IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

Costs
150
350
0:45

Heated Shot

Age IV

Naval Technology

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

Costs
200
500
0:45

Shipwrights

Age IV

Naval Technology 2/2

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

Costs
300
550
0:50

Swivel Cannon

Age IV

Naval Technology

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

Costs
150
350
0:45

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

Springald Emplacement

Age III

Weapon Emplacement

Add a defensive springald emplacement to this structure. Only one weapon emplacement can be added.

Costs
50
125
0:30

Court Architects

Age IV

Building Technology

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

Costs
700
300
1:30

Cannon Emplacement

Age IV

Weapon Emplacement

Add a defensive cannon emplacement to this structure. Only one weapon emplacement can be added.

Costs
125
375
1:00

Pax Mongolica

Age IV

Defensive Technology

Add +300 health and +3 fire armor to all Outposts.

Costs
700
300
0:45
Unique to Mongols

Religious

Herbal Medicine

Age III

Healing Technology

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

Costs
275
0:45

Herbal Medicine (Improved)

Age III

Healing Technology

Increase the healing rate of religious units by +90%. If Herbal Medicine has already been researched, increase it by +30% instead.

Costs
275
275
0:45
Unique to Mongols

Piety

Age IV

Religious Technology

Increase the health of religious units by +40.

Costs
325
0:45

Tithe Barns

Age IV

Religious Technology

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

Costs
500
1:00

Piety (Improved)

Age IV

Religious Technology

Increase all Shamans' health by +60. If Piety has already been researched, increase it by +20 instead.

Costs
325
325
0:45
Unique to Mongols

Tithe Barns (Improved)

Age IV

Religious Technology

Relics placed in a Prayer Tent provide an income of +60 Food, +60 Wood, and +15 Stone every minute. If Tithe Barns has already been researched, increase the income of Food and Wood by +20 and Stone by +5 instead.

Costs
500
500
1:00
Unique to Mongols

Military

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

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

Costs
50
125
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

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

Costs
50
125
1:00

Steeled Arrow

Age II

Ranged Damage Technology 1/3

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

Costs
50
125
1:00

Bloomery

Age II

Melee Damage Technology 1/3

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

Costs
50
125
1:00

Siege Engineering

Age II

Siege Unit Unlock

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

Costs
50
125
0:30

Siege Engineering (Improved)

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field. Improved Siege Engineering allows for the construction of Mangonels, Springalds and Trebuchets as well.

Costs
50
125
175
0:30
Unique to Mongols

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

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

Costs
100
250
1:00

Greased Axles

Age III

Siege Technology

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

Costs
150
350
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

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

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

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

Costs
100
250
1:00

Decarbonization

Age III

Melee Damage Technology 2/3

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

Costs
100
250
1:00

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
100
250
1:00

Greased Axles (Improved)

Age III

Siege Technology

Increase the movement speed of siege engines by +20%. If Greased Axles has already been researched, increase it by +5% instead.

Costs
150
350
500
1:00
Unique to Mongols

Military Academy (Improved)

Age III

Production Technology

Increase the production speed of military and transport units at buildings by 53%. Does not affect religious or other support units. If Military Academy has already been researched, increase production speed by 20% instead.

Costs
100
250
350
1:00
Unique to Mongols

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

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

Costs
150
350
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

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

Costs
150
350
1:00

Platecutter Point

Age IV

Ranged Damage Technology 3/3

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

Costs
150
350
1:00

Siege Works

Age IV

Siege Technology

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

Costs
300
600
1:30

Chemistry

Age IV

Gunpowder Technology

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

Costs
200
650
1:00

Damascus Steel

Age IV

Melee Damage Technology 3/3

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

Costs
150
350
1:00

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
500
1000
1:30

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
500
1000
1:30

Biology

Age IV

Cavalry Technology

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

Costs
500
1000
1:30

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
300
500
1:00

Biology (Improved)

Age IV

Cavalry Technology

Investing in natural sciences increases the health of all cavalry by +35%. If Biology has already been researched, increase it by +10% instead.

Costs
500
1000
1500
1:30
Unique to Mongols

Elite Army Tactics (Improved)

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +20% damage and +20% health. If Elite Army Tactics has already been researched, increases damage by +5% and health by +5% instead.

Costs
500
1000
1500
1:30
Unique to Mongols

Geometry (Improved)

Age IV

Siege Technology

Increase damage of Trebuchets by +30%. If Geometry has already been researched, increase their damage by +10% instead.

Costs
100
225
325
0:45
Unique to Mongols

Monastic Shrines

Age IV

Production Technology

Prayer Tents allow Improved Production within their influence even without an Ovoo.

Costs
100
225
0:45
Unique to Mongols

Siege Works (Improved)

Age IV

Siege Technology

New carpentry techniques increase the health of siege engines by +30%. If Siege Works has already been researched, increase their health by +10% instead.

Costs
300
600
900
1:30
Unique to Mongols

Siha Bow Limbs

Age IV

Ranged Damage Technology

Increase the ranged damage of Mangudai and the Khan by +1.

Costs
75
200
0:45
Unique to Mongols

Siha Bow Limbs (Improved)

Age IV

Ranged Damage Technology

Increase the ranged damage of Mangudai and the Khan by +2. If Siha Bow Limbs has already been researched, increase the ranged damage of Mangudai and the Khan by +1.

Costs
75
200
275
0:45
Unique to Mongols

Units

Whistling Arrows

Age I

Khan Technology

Increase the Khan's Signal Arrow duration by +5 seconds and range by +2 tiles.

Costs
50
125
1:00
Unique to Mongols

Whistling Arrows (Improved)

Age II

Khan Technology

Increase the Khan's Signal Arrow duration by +7 seconds and range by +3 tiles. If Whistling Arrows has already been researched, increase the Khan's Signal Arrow duration by +2 seconds and range by +1 tile.

Costs
50
125
175
1:00
Unique to Mongols

Steppe Lancers

Age III

Keshik Technology

Increase Keshik healing by +1 Health per attack and attack speed by +10%.

Costs
150
350
0:45
Unique to Mongols

Yam Network

Age III

Movement Technology

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines.

Costs
100
250
1:00
Unique to Mongols

Lightweight Beams

Age IV

Battering Ram Technology

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

Costs
300
400
1:00

Roller Shutter Triggers

Age IV

Springald Technology

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

Costs
150
350
1:00

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

Geometry

Age IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

Costs
100
225
0:45

Silk Bowstrings

Age IV

Archer Technology

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

Costs
300
700
1:00

Adjustable Crossbars

Age IV

Mangonel Technology

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

Costs
1000
1200
1:30

Lightweight Beams (Improved)

Age IV

Battering Ram Technology

Increase Battering Ram attack speed by +30% and reduce their field construction time by -75%. If Lightweight Beams has already been researched, increase attack speed by +10% and reduce field construction time by -25% instead.

Costs
300
400
700
1:00
Unique to Mongols

Roller Shutter Triggers (Improved)

Age IV

Springald Technology

Increases Springald attack speed by +35% and grants +10% Ranged Resistance. If Roller Shutter Triggers has already been researched, increase by 10% instead.

Costs
150
350
500
1:00
Unique to Mongols

Steppe Lancers (Improved)

Age IV

Keshik Technology

Increase Keshik healing by +2 Health per attack and attack speed by +20%. If Steppe Lancers has already been researched, increase Keshik healing by +1 Health per attack and attack speed by +10%.

Costs
150
350
500
0:45
Unique to Mongols

Yam Network (Improved)

Age IV

Movement Technology

Yam speed aura applies to all units instead of just Traders and cavalry units. Does not apply to siege engines. Improved Yam Network allows Traders to regenerate 1 health every 2 seconds while in Yam's aura.

Costs
100
250
350
1:00
Unique to Mongols

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