Tech tree
Per civilization: which buildings, units and research you get in each age.
Generated from the game data
Pick a civilization: whatever that people never gets turns grey, and its own unit and research appear. Hover over a unit, building or technology (or tap it) for the cost, the time, the numbers and what it needs; the whole line lights up. Everything comes from this version's game data, so it never lags behind a patch.
- Building
- Unit
- Research
- This civilization only
- Not for this civilization
Franks
Walls, gates, towers and forts build 50% faster; towers reach 2 tiles further.
- +15% building hit points
- -20% cavalry cost
- Starts with: Watchtower
- Fort from the Bronze Age
- Never has: Musketeer, Line infantry, Rifleman
- Own research: Feudalism, Order of Knights
Paladin · All about this civilization
Norse
Plunder: destroying a finished enemy building gives you 40% of its cost.
- +20% wood gathering
- +20% infantry damage
- Starts with: 3× Spearman
- Barracks 50% cheaper
- Never has: Fort
- Own research: Strandhogg, Berserkergang
Berserker · All about this civilization
Greeks
Phalanx: infantry standing next to other infantry of yours takes 20% less damage.
- +15% food gathering
- +1 tile line of sight
- Mill 40% cheaper
- Farms last 3 times as long
- Never has: Cuirassier, Dragoon, Lancer
- Own research: Olive Groves, Phalanx Drill
Hoplite · All about this civilization
Mongols
Lumber and mining camps are free and stand at once; cavalry and horse archers train 25% faster, and horse archers also get the cavalry speed bonuses.
- +15% cavalry speed
- -15% ranged cost
- Starts with: 2× Scout
- Never has: Wall, Gate, Watchtower, University
- Own research: Yam, Mangudai
Horse archer · All about this civilization
Arabs
Short of wood, food, stone or iron? Gold covers it: 2 gold per missing point.
- +20% gold gathering
- +15% cavalry damage
- Market from the Stone Age
- Never has: Halberdier, Grenadier, Fusilier
- Own research: Caravanserai, Siege Masters
Camel rider · All about this civilization
Chinese
Units come out in groups of 5, 30% faster per unit (not siege, workers or scouts); research costs 25% less.
- +15% ranged damage
- +5% food gathering
- Starts with: 2× Worker, −100 food
- Never has: Knight, Cuirassier, Dragoon, Lancer
- Own research: Great Wall, Gunpowder
Chu-ko-nu · All about this civilization
1 Stone Age#
Advancing: you start here · 0s
Town center
Town centerTown center
- Cost
- 300100
- Build time
- 2:00
- Hit points
- 2400
- Size
- 5×5
- Trains
- Worker, Scout
- Requires
- Stone Age
WorkerWorker
- Class
- Workers
- Cost
- 50
- Training
- 15s
- Hit points
- 40
- Damage
- 3 (2 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- no bonus
- Weak against
- cavalry
- Requires
- Town center, Stone Age
- Trained at
- Town center
ScoutScout
- Class
- Cavalry
- Cost
- 80
- Training
- 26s
- Hit points
- 55
- Damage
- 5 (4.5 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 1
- Strong against
- ranged, workers, siege ×2
- Weak against
- infantry, cavalry
- Requires
- Town center, Stone Age
- Trained at
- Town center, Stable
- Upgrades to
- Chariot
Leather Aprons
Leather Aprons
- Effect
- Workers: +15% hit points.
- Cost
- 5050
- Research time
- 25s
- Requires
- Town center, Stone Age
Mill
Mill−40% for Greeks−40% costMill
- Cost
- 100
- Build time
- 27.5s
- Hit points
- 700
- Size
- 2×2
- Requires
- Stone Age
Foraging
Foraging
- Effect
- +15% food gathering.
- Cost
- 6040
- Research time
- 25s
- Requires
- Mill, Stone Age
Farm plot
Farm plotFarm plot
- Cost
- 50
- Build time
- 11s
- Hit points
- 150
- Size
- 2×2
- Requires
- Stone Age
Lumber camp
Lumber campLumber camp
- Cost
- 80
- Build time
- 19s
- Hit points
- 500
- Size
- 2×2
- Requires
- Stone Age
Mining camp
Mining campMining camp
- Cost
- 100
- Build time
- 19s
- Hit points
- 500
- Size
- 2×2
- Requires
- Stone Age
Barracks
Barracks−50% for Norse−50% costBarracks
- Cost
- 120
- Build time
- 50s
- Hit points
- 1200
- Size
- 3×3
- Trains
- Spearman, Swordsman, Legionary, Pikeman, Halberdier, Grenadier, Fusilier, Hoplite, Berserker
- Requires
- Stone Age
SpearmanSpearman
- Class
- Infantry
- Cost
- 6020
- Training
- 22s
- Hit points
- 70
- Damage
- 7 (7 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2.2
- Weak against
- ranged
- Requires
- Barracks, Stone Age
- Trained at
- Barracks
- Upgrades to
- Swordsman
Archery range
Archery rangeArchery range
- Cost
- 150
- Build time
- 35s
- Hit points
- 900
- Size
- 3×3
- Trains
- Archer, Composite archer, Crossbowman, Longbowman, Musketeer, Line infantry, Rifleman, Horse archer, Chu-ko-nu
- Requires
- Stone Age
ArcherArcher
- Class
- Ranged
- Cost
- 3050
- Training
- 23s
- Hit points
- 45
- Damage
- 6 (4.6 per sec.)
- Range
- 4.1 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Stone Age
- Trained at
- Archery range
- Upgrades to
- Composite archer
Stable
StableStable
- Cost
- 50170
- Build time
- 37.5s
- Hit points
- 1000
- Size
- 3×3
- Trains
- Scout, Chariot, Cataphract, Knight, Cuirassier, Dragoon, Lancer, Paladin, Camel rider
- Requires
- Stone Age
Watchtowernot for Mongolsnot available
WatchtowerWatchtower
- Cost
- 5080
- Build time
- 25s
- Hit points
- 1100
- Size
- 2×2
- Requires
- Stone Age
Wallnot for Mongolsnot available
WallWall
- Cost
- 5
- Build time
- 4s
- Hit points
- 680
- Size
- 1×1
- Requires
- Stone Age
Gatenot for Mongolsnot available
GateGate
- Cost
- 2020
- Build time
- 7s
- Hit points
- 800
- Size
- 1×1
- Requires
- Stone Age
Market
MarketArabs
Market
- Cost
- 17550
- Build time
- 35s
- Hit points
- 1000
- Size
- 3×3
- Requires
- Stone Age
2 Bronze Age#
Advancing: 500300100 · 1:30
Town center
Baskets
Baskets
- Effect
- Workers carry 25% more per trip.
- Cost
- 150100
- Research time
- 35s
- Requires
- Town center, Bronze Age
FeudalismFranks
Feudalism
- Effect
- Buildings cost 15% less.
- Cost
- 15015050
- Research time
- 40s
- Requires
- Town center, Bronze Age
Mill
Olive GrovesGreeks
Olive Groves
- Effect
- +10% food; new farms last 50% longer.
- Cost
- 20050
- Research time
- 40s
- Requires
- Mill, Bronze Age
Lumber camp
Forestry
Forestry
- Effect
- +15% wood cutting.
- Cost
- 12080
- Research time
- 35s
- Requires
- Lumber camp, Bronze Age
Mining camp
Mining
Mining
- Effect
- +15% stone, gold and iron mining.
- Cost
- 120100
- Research time
- 35s
- Requires
- Mining camp, Bronze Age
Barracks
SwordsmanGreeks: Hoplitereplaced by HopliteSwordsman
- Class
- Infantry
- Cost
- 803010
- Training
- 24s
- Hit points
- 110
- Damage
- 11 (11 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2
- Weak against
- ranged
- Requires
- Barracks, Bronze Age, upgrade from Spearman
- Trained at
- Barracks
- Upgrades to
- Legionary
HopliteGreeksHoplite
- Class
- Infantry
- Cost
- 903015
- Training
- 25s
- Hit points
- 130
- Damage
- 12 (12 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2
- Weak against
- ranged
- Requires
- Barracks, Bronze Age, upgrade from Spearman
- Trained at
- Barracks
- Upgrades to
- Legionary
Infantry: weapons I
Infantry: weapons I
- Effect
- +10% damage for infantry.
- Cost
- 10060
- Research time
- 37.5s
- Requires
- Barracks, Bronze Age
StrandhoggNorse
Strandhogg
- Effect
- Plunder +20 points; infantry 10% faster.
- Cost
- 15010050
- Research time
- 40s
- Requires
- Barracks, Bronze Age
Archery range
Composite archerComposite archer
- Class
- Ranged
- Cost
- 406010
- Training
- 25s
- Hit points
- 60
- Damage
- 9 (7.5 per sec.)
- Range
- 4.7 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Bronze Age, upgrade from Archer
- Trained at
- Archery range
- Upgrades to
- Crossbowman
Ranged: weapons I
Ranged: weapons I
- Effect
- +10% damage for ranged units.
- Cost
- 10060
- Research time
- 37.5s
- Requires
- Archery range, Bronze Age
Stable
ChariotChariot
- Class
- Cavalry
- Cost
- 10040
- Training
- 28s
- Hit points
- 95
- Damage
- 9 (8.2 per sec.)
- Range
- melee
- Speed
- 3.12 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×2
- Weak against
- infantry, cavalry
- Requires
- Stable, Bronze Age, upgrade from Scout
- Trained at
- Stable
- Upgrades to
- Cataphract
Cavalry: weapons I
Cavalry: weapons I
- Effect
- +10% damage for cavalry.
- Cost
- 10060
- Research time
- 37.5s
- Requires
- Stable, Bronze Age
YamMongols
Yam
- Effect
- Cavalry and horse archers 10% faster.
- Cost
- 20050
- Research time
- 40s
- Requires
- Stable, Bronze Age
Universitynot for Mongolsnot available
UniversityUniversity
- Cost
- 18080
- Build time
- 45s
- Hit points
- 1100
- Size
- 3×3
- Requires
- Bronze Age
Engineering
Engineering
- Effect
- +25% build speed.
- Cost
- 15050
- Research time
- 35s
- Requires
- University, Bronze Age
Buttresses
Buttresses
- Effect
- +25% hit points for walls, gates and forts.
- Cost
- 80150
- Research time
- 35s
- Requires
- University, Bronze Age
Great WallChinese
Great Wall
- Effect
- +100% hit points for walls, gates and forts.
- Cost
- 100250
- Research time
- 40s
- Requires
- University, Bronze Age
Workshop
WorkshopWorkshop
- Cost
- 18060
- Build time
- 1:00
- Hit points
- 1000
- Size
- 3×3
- Trains
- Battering ram, Catapult, Trebuchet, Cannon, Howitzer, Field gun
- Requires
- Bronze Age
Battering ramBattering ram
- Class
- Siege
- Cost
- 15020
- Training
- 35s
- Hit points
- 160
- Damage
- 6 (4 per sec.)
- Range
- melee
- Speed
- 1.07 tiles/s
- Population
- 2
- Strong against
- buildings, fortifications ×6
- Weak against
- cavalry
- Requires
- Workshop, Bronze Age
- Trained at
- Workshop
- Upgrades to
- Catapult
Siege: weapons I
Siege: weapons I
- Effect
- +10% damage for siege.
- Cost
- 10060
- Research time
- 37.5s
- Requires
- Workshop, Bronze Age
Fort
FortFranksFort
- Cost
- 300300100100
- Build time
- 2:00
- Hit points
- 5000
- Size
- 4×4
- Trains
- Legionary, Crossbowman, Cataphract, Pikeman, Longbowman, Knight, Halberdier, Musketeer, Cuirassier, Grenadier, Line infantry, Dragoon, Fusilier, Rifleman, Lancer, Berserker, Horse archer, Camel rider, Paladin, Chu-ko-nu
- Requires
- Bronze Age
Watchtowernot for Mongolsnot available
Stone tower
Stone tower
- Effect
- Towers: +70% damage, +1 range, +80% hit points. Forts: +70% damage.
- Cost
- 80160
- Research time
- 35s
- Requires
- Watchtower, Bronze Age
Market
MarketArabs: already in Stone Ageearlier: Stone Age
Market
- Cost
- 17550
- Build time
- 35s
- Hit points
- 1000
- Size
- 3×3
- Requires
- Bronze Age
CaravanseraiArabs
Caravanserai
- Effect
- Your market brings in 60 gold per minute.
- Cost
- 200100
- Research time
- 40s
- Requires
- Market, Bronze Age
3 Iron Age#
Advancing: 800500300300 · 2:00
Mill
Crop rotation
Crop rotation
- Effect
- +20% food gathering.
- Cost
- 200150
- Research time
- 40s
- Requires
- Mill, Iron Age, Foraging
Barracks
LegionaryNorse: Berserkerreplaced by Berserker+15% for Greeks+15% hp and damageLegionary
- Class
- Infantry
- Cost
- 100301030
- Training
- 26s
- Hit points
- 150
- Damage
- 15 (15 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2
- Weak against
- ranged
- Requires
- Barracks, Iron Age, upgrade from Swordsman
- Trained at
- Barracks, Fort
- Upgrades to
- Pikeman
BerserkerNorseBerserker
- Class
- Infantry
- Cost
- 110301030
- Training
- 26s
- Hit points
- 130
- Damage
- 22 (22 per sec.)
- Range
- melee
- Speed
- 1.76 tiles/s
- Population
- 1
- Strong against
- cavalry ×2
- Weak against
- ranged
- Requires
- Barracks, Iron Age, upgrade from Swordsman
- Trained at
- Barracks, Fort
- Upgrades to
- Pikeman
Infantry: armor I
Infantry: armor I
- Effect
- +10% hit points for infantry.
- Cost
- 1206060
- Research time
- 42.5s
- Requires
- Barracks, Iron Age
BerserkergangNorse
Berserkergang
- Effect
- Infantry heals 30% of its hit points on every kill.
- Cost
- 250150
- Research time
- 45s
- Requires
- Barracks, Iron Age
Archery range
CrossbowmanMongols: Horse archerreplaced by Horse archerCrossbowman
- Class
- Ranged
- Cost
- 50701025
- Training
- 27s
- Hit points
- 75
- Damage
- 13 (10 per sec.)
- Range
- 4.9 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Iron Age, upgrade from Composite archer
- Trained at
- Archery range, Fort
- Upgrades to
- Longbowman
Horse archerMongolsHorse archer
- Class
- Ranged · mounted, but counts as ranged
- Cost
- 90502020
- Training
- 30s
- Hit points
- 80
- Damage
- 12 (9.2 per sec.)
- Range
- 4.7 tiles
- Speed
- 2.73 tiles/s
- Population
- 2
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Iron Age, upgrade from Composite archer
- Trained at
- Archery range, Fort
- Upgrades to
- Longbowman
Ranged: armor I
Ranged: armor I
- Effect
- +10% hit points for ranged units.
- Cost
- 1206060
- Research time
- 42.5s
- Requires
- Archery range, Iron Age
Stable
CataphractArabs: Camel riderreplaced by Camel riderCataphract
- Class
- Cavalry
- Cost
- 1304040
- Training
- 31s
- Hit points
- 140
- Damage
- 13 (11.8 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×2
- Weak against
- infantry, cavalry
- Requires
- Stable, Iron Age, upgrade from Chariot
- Trained at
- Stable, Fort
- Upgrades to
- Knight
Camel riderArabsCamel rider
- Class
- Cavalry
- Cost
- 1204535
- Training
- 30s
- Hit points
- 150
- Damage
- 14 (12.7 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 2
- Strong against
- cavalry, ranged, siege ×2
- Weak against
- infantry
- Requires
- Stable, Iron Age, upgrade from Chariot
- Trained at
- Stable, Fort
- Upgrades to
- Knight
Cavalry: armor I
Cavalry: armor I
- Effect
- +10% hit points for cavalry.
- Cost
- 1206060
- Research time
- 42.5s
- Requires
- Stable, Iron Age
Horseshoes
Horseshoes
- Effect
- Cavalry and horse archers 5% faster.
- Cost
- 15075
- Research time
- 35s
- Requires
- Stable, Iron Age
Universitynot for Mongolsnot available
Masonry
Masonry
- Effect
- +20% hit points for buildings.
- Cost
- 150150
- Research time
- 45s
- Requires
- University, Iron Age
Cartography
Cartography
- Effect
- +2 tiles line of sight for all units and buildings.
- Cost
- 10050
- Research time
- 40s
- Requires
- University, Iron Age
Stone walls
Stone walls
- Effect
- +25% hit points for walls, gates and forts.
- Cost
- 120250
- Research time
- 45s
- Requires
- University, Iron Age
Oil Lamps
Oil Lamps
- Effect
- All research 20% faster.
- Cost
- 15010050
- Research time
- 40s
- Requires
- University, Iron Age
Hospital
HospitalHospital
- Cost
- 1608040
- Build time
- 40s
- Hit points
- 900
- Size
- 3×3
- Requires
- Iron Age
Herbal Medicine
Herbal Medicine
- Effect
- Hospitals heal 50% faster and reach 2 tiles further.
- Cost
- 150100
- Research time
- 40s
- Requires
- Hospital, Iron Age
Workshop
CatapultCatapult
- Class
- Siege
- Cost
- 200502060
- Training
- 40s
- Hit points
- 120
- Damage
- 30 (8.6 per sec.)
- Range
- 8 tiles
- Speed
- 0.98 tiles/s
- Population
- 3
- Strong against
- buildings, fortifications ×3
- Weak against
- cavalry
- Requires
- Workshop, Iron Age, upgrade from Battering ram
- Trained at
- Workshop
- Upgrades to
- Trebuchet
Iron Fittings
Iron Fittings
- Effect
- Siege engines: +15% hit points.
- Cost
- 15080
- Research time
- 40s
- Requires
- Workshop, Iron Age
Fortnot for Norsenot available
FortFranks: already in Bronze Ageearlier: Bronze AgeFort
- Cost
- 300300100100
- Build time
- 2:00
- Hit points
- 5000
- Size
- 4×4
- Trains
- Legionary, Crossbowman, Cataphract, Pikeman, Longbowman, Knight, Halberdier, Musketeer, Cuirassier, Grenadier, Line infantry, Dragoon, Fusilier, Rifleman, Lancer, Berserker, Horse archer, Camel rider, Paladin, Chu-ko-nu
- Requires
- Iron Age
4 Middle Ages#
Advancing: 1200800400300200 · 2:30
Town center
Handcart
Handcart
- Effect
- Workers carry another 25% more per trip.
- Cost
- 30020050
- Research time
- 45s
- Requires
- Town center, Middle Ages, Baskets
Lumber camp
Sawmill
Sawmill
- Effect
- +20% wood cutting.
- Cost
- 25020050
- Research time
- 45s
- Requires
- Lumber camp, Middle Ages, Forestry
Mining camp
Deep mining
Deep mining
- Effect
- +20% stone, gold and iron mining.
- Cost
- 25015080
- Research time
- 45s
- Requires
- Mining camp, Middle Ages, Mining
Barracks
Pikeman+15% for Norse, Greeks+15% hp and damage+15% hp and damagePikeman
- Class
- Infantry
- Cost
- 1103040
- Training
- 27s
- Hit points
- 190
- Damage
- 19 (19 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2.4
- Weak against
- ranged
- Requires
- Barracks, Middle Ages, upgrade from Legionary
- Trained at
- Barracks, Fort
- Upgrades to
- Halberdier
Infantry: weapons II
Infantry: weapons II
- Effect
- +10% damage for infantry.
- Cost
- 200120100
- Research time
- 45s
- Requires
- Barracks, Middle Ages, Infantry: weapons I
Phalanx DrillGreeks
Phalanx Drill
- Effect
- Phalanx +10 points; +10% hit points for infantry.
- Cost
- 300200
- Research time
- 50s
- Requires
- Barracks, Middle Ages
Archery range
LongbowmanChinese: Chu-ko-nureplaced by Chu-ko-nu+15% for Mongols+15% hp and damageLongbowman
- Class
- Ranged
- Cost
- 608020
- Training
- 28s
- Hit points
- 90
- Damage
- 17 (13.1 per sec.)
- Range
- 5.5 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Middle Ages, upgrade from Crossbowman
- Trained at
- Archery range, Fort
- Upgrades to
- Musketeer
Chu-ko-nuChineseChu-ko-nu
- Class
- Ranged
- Cost
- 609025
- Training
- 29s
- Hit points
- 85
- Damage
- 14 (17.5 per sec.)
- Range
- 5.5 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Middle Ages, upgrade from Crossbowman
- Trained at
- Archery range, Fort
- Upgrades to
- Musketeer
Ranged: weapons II
Ranged: weapons II
- Effect
- +10% damage for ranged units.
- Cost
- 200120100
- Research time
- 45s
- Requires
- Archery range, Middle Ages, Ranged: weapons I
Ballistics
Ballistics
- Effect
- +1 tile range for ranged units.
- Cost
- 200250
- Research time
- 50s
- Requires
- Archery range, Middle Ages
MangudaiMongols
Mangudai
- Effect
- +10% damage for ranged units.
- Cost
- 250150150
- Research time
- 50s
- Requires
- Archery range, Middle Ages
Stable
Knightnot for Chinesenot availableFranks: Paladinreplaced by Paladin+15% for Arabs+15% hp and damageKnight
- Class
- Cavalry
- Cost
- 1505070
- Training
- 33s
- Hit points
- 200
- Damage
- 18 (16.4 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×3
- Weak against
- infantry, cavalry
- Requires
- Stable, Middle Ages, upgrade from Cataphract
- Trained at
- Stable, Fort
- Upgrades to
- Cuirassier
PaladinFranksPaladin
- Class
- Cavalry
- Cost
- 1606070
- Training
- 34s
- Hit points
- 230
- Damage
- 20 (18.2 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×2.5
- Weak against
- infantry, cavalry
- Requires
- Stable, Middle Ages, upgrade from Cataphract
- Trained at
- Stable, Fort
- Upgrades to
- Cuirassier
Cavalry: weapons II
Cavalry: weapons II
- Effect
- +10% damage for cavalry.
- Cost
- 200120100
- Research time
- 45s
- Requires
- Stable, Middle Ages, Cavalry: weapons I
Order of KnightsFranks
Order of Knights
- Effect
- Cavalry: +20% hit points, +10% damage.
- Cost
- 300200
- Research time
- 50s
- Requires
- Stable, Middle Ages
Universitynot for Mongolsnot available
Fortified walls
Fortified walls
- Effect
- +25% hit points for walls, gates and forts.
- Cost
- 200400
- Research time
- 55s
- Requires
- University, Middle Ages
Guilds
Guilds
- Effect
- All research costs 15% less.
- Cost
- 300200
- Research time
- 50s
- Requires
- University, Middle Ages
Workshop
TrebuchetTrebuchet
- Class
- Siege
- Cost
- 2508060
- Training
- 45s
- Hit points
- 150
- Damage
- 45 (11.2 per sec.)
- Range
- 9.5 tiles
- Speed
- 0.88 tiles/s
- Population
- 3
- Strong against
- buildings, fortifications ×3
- Weak against
- cavalry
- Requires
- Workshop, Middle Ages, upgrade from Catapult
- Trained at
- Workshop
- Upgrades to
- Cannon
CannonChinese · after GunpowderCannon
- Class
- Siege
- Cost
- 200100150
- Training
- 50s
- Hit points
- 170
- Damage
- 70 (15.6 per sec.)
- Range
- 10 tiles
- Speed
- 0.98 tiles/s
- Population
- 3
- Strong against
- buildings, fortifications ×3
- Weak against
- cavalry
- Requires
- Workshop, Middle Ages, upgrade from Trebuchet, Gunpowder
- Trained at
- Workshop
- Upgrades to
- Howitzer
Siege: weapons II
Siege: weapons II
- Effect
- +10% damage for siege.
- Cost
- 200120100
- Research time
- 45s
- Requires
- Workshop, Middle Ages, Siege: weapons I
Siege MastersArabs
Siege Masters
- Effect
- Siege: +25% hit points, +20% damage.
- Cost
- 250200
- Research time
- 50s
- Requires
- Workshop, Middle Ages
GunpowderChinese
Gunpowder
- Effect
- Cannon one age earlier.
- Cost
- 200250100
- Research time
- 50s
- Requires
- Workshop, Middle Ages
Fortnot for Norsenot available
Crenellations
Crenellations
- Effect
- Forts: +1 range and +2 arrows per volley.
- Cost
- 200300100
- Research time
- 45s
- Requires
- Fort, Middle Ages
Watchtowernot for Mongolsnot available
Boiling oil
Boiling oil
- Effect
- Towers: +60% damage, +60% hit points. Forts: +60% damage.
- Cost
- 15020080
- Research time
- 45s
- Requires
- Watchtower, Middle Ages, Stone tower
Market
Coinage
Coinage
- Effect
- All units cost 15% less gold.
- Cost
- 200100150
- Research time
- 45s
- Requires
- Market, Middle Ages
5 Renaissance#
Advancing: 18001200500500400 · 3:00
Town center
Drill
Drill
- Effect
- All units train 25% faster.
- Cost
- 350250
- Research time
- 50s
- Requires
- Town center, Renaissance
Mill
Irrigation
Irrigation
- Effect
- +25% food gathering.
- Cost
- 400250100
- Research time
- 50s
- Requires
- Mill, Renaissance, Crop rotation
Barracks
Halberdiernot for Arabsnot available+15% for Norse, Greeks+15% hp and damage+15% hp and damageHalberdier
- Class
- Infantry
- Cost
- 1304060
- Training
- 28s
- Hit points
- 240
- Damage
- 24 (24 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2.4
- Weak against
- ranged
- Requires
- Barracks, Renaissance, upgrade from Pikeman
- Trained at
- Barracks, Fort
- Upgrades to
- Grenadier
Infantry: armor II
Infantry: armor II
- Effect
- +10% hit points for infantry.
- Cost
- 240120120
- Research time
- 50s
- Requires
- Barracks, Renaissance, Infantry: armor I
Archery range
Musketeernot for Franksnot available+15% for Mongols, Chinese+15% hp and damage+15% hp and damageMusketeer
- Class
- Ranged
- Cost
- 704040
- Training
- 30s
- Hit points
- 110
- Damage
- 26 (14.4 per sec.)
- Range
- 5.9 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Renaissance, upgrade from Longbowman
- Trained at
- Archery range, Fort
- Upgrades to
- Line infantry
Ranged: armor II
Ranged: armor II
- Effect
- +10% hit points for ranged units.
- Cost
- 240120120
- Research time
- 50s
- Requires
- Archery range, Renaissance, Ranged: armor I
Stable
Cuirassiernot for Greeks, Chinesenot available+15% for Franks, Arabs+15% hp and damage+15% hp and damageCuirassier
- Class
- Cavalry
- Cost
- 17070100
- Training
- 35s
- Hit points
- 260
- Damage
- 24 (21.8 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×5.1
- Weak against
- infantry, cavalry
- Requires
- Stable, Renaissance, upgrade from Knight
- Trained at
- Stable, Fort
- Upgrades to
- Dragoon
Cavalry: armor II
Cavalry: armor II
- Effect
- +10% hit points for cavalry.
- Cost
- 240120120
- Research time
- 50s
- Requires
- Stable, Renaissance, Cavalry: armor I
Hospital
Surgery
Surgery
- Effect
- Hospitals heal faster still: twice as fast as without medicine.
- Cost
- 250200
- Research time
- 50s
- Requires
- Hospital, Renaissance, Herbal Medicine
Workshop
CannonChinese: age 4 · after Gunpowderearlier: Middle AgesCannon
- Class
- Siege
- Cost
- 200100150
- Training
- 50s
- Hit points
- 170
- Damage
- 70 (15.6 per sec.)
- Range
- 10 tiles
- Speed
- 0.98 tiles/s
- Population
- 3
- Strong against
- buildings, fortifications ×3
- Weak against
- cavalry
- Requires
- Workshop, Renaissance, upgrade from Trebuchet
- Trained at
- Workshop
- Upgrades to
- Howitzer
Armoured Frames
Armoured Frames
- Effect
- Siege engines: another +15% hit points.
- Cost
- 250160
- Research time
- 50s
- Requires
- Workshop, Renaissance, Iron Fittings
Rangefinding
Rangefinding
- Effect
- Siege engines that fire: +1 tile range.
- Cost
- 250250
- Research time
- 50s
- Requires
- Workshop, Renaissance
6 Imperial Age#
Advancing: 26001600600800700 · 3:30
Lumber camp
Logging camp
Logging camp
- Effect
- +25% wood cutting.
- Cost
- 35028070
- Research time
- 50s
- Requires
- Lumber camp, Imperial Age, Sawmill
Mining camp
Shaft mining
Shaft mining
- Effect
- +25% stone, gold and iron mining.
- Cost
- 350210110
- Research time
- 50s
- Requires
- Mining camp, Imperial Age, Deep mining
Barracks
Grenadiernot for Arabsnot available+15% for Norse, Greeks+15% hp and damage+15% hp and damageGrenadier
- Class
- Infantry
- Cost
- 1505080
- Training
- 29s
- Hit points
- 280
- Damage
- 30 (30 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2.4
- Weak against
- ranged
- Requires
- Barracks, Imperial Age, upgrade from Halberdier
- Trained at
- Barracks, Fort
- Upgrades to
- Fusilier
Infantry: weapons III
Infantry: weapons III
- Effect
- +10% damage for infantry.
- Cost
- 300180150
- Research time
- 52.5s
- Requires
- Barracks, Imperial Age, Infantry: weapons II
Infantry: armor III
Infantry: armor III
- Effect
- +10% hit points for infantry.
- Cost
- 320160160
- Research time
- 55s
- Requires
- Barracks, Imperial Age, Infantry: armor II
Archery range
Line infantrynot for Franksnot available+15% for Mongols, Chinese+15% hp and damage+15% hp and damageLine infantry
- Class
- Ranged
- Cost
- 806050
- Training
- 31s
- Hit points
- 130
- Damage
- 34 (18.9 per sec.)
- Range
- 6.2 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Imperial Age, upgrade from Musketeer
- Trained at
- Archery range, Fort
- Upgrades to
- Rifleman
Ranged: weapons III
Ranged: weapons III
- Effect
- +10% damage for ranged units.
- Cost
- 300180150
- Research time
- 52.5s
- Requires
- Archery range, Imperial Age, Ranged: weapons II
Ranged: armor III
Ranged: armor III
- Effect
- +10% hit points for ranged units.
- Cost
- 320160160
- Research time
- 55s
- Requires
- Archery range, Imperial Age, Ranged: armor II
Stable
Dragoonnot for Greeks, Chinesenot available+15% for Franks, Arabs+15% hp and damage+15% hp and damageDragoon
- Class
- Cavalry
- Cost
- 19090120
- Training
- 36s
- Hit points
- 300
- Damage
- 30 (27.3 per sec.)
- Range
- melee
- Speed
- 2.93 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×4.8
- Weak against
- infantry, cavalry
- Requires
- Stable, Imperial Age, upgrade from Cuirassier
- Trained at
- Stable, Fort
- Upgrades to
- Lancer
Cavalry: weapons III
Cavalry: weapons III
- Effect
- +10% damage for cavalry.
- Cost
- 300180150
- Research time
- 52.5s
- Requires
- Stable, Imperial Age, Cavalry: weapons II
Cavalry: armor III
Cavalry: armor III
- Effect
- +10% hit points for cavalry.
- Cost
- 320160160
- Research time
- 55s
- Requires
- Stable, Imperial Age, Cavalry: armor II
Workshop
HowitzerHowitzer
- Class
- Siege
- Cost
- 220130200
- Training
- 52.5s
- Hit points
- 190
- Damage
- 90 (20 per sec.)
- Range
- 10.5 tiles
- Speed
- 0.98 tiles/s
- Population
- 3
- Strong against
- buildings, fortifications ×3
- Weak against
- cavalry
- Requires
- Workshop, Imperial Age, upgrade from Cannon
- Trained at
- Workshop
- Upgrades to
- Field gun
Siege: weapons III
Siege: weapons III
- Effect
- +10% damage for siege.
- Cost
- 300180150
- Research time
- 52.5s
- Requires
- Workshop, Imperial Age, Siege: weapons II
Fortnot for Norsenot available
Bastions
Bastions
- Effect
- Forts: the heavy bolt becomes a cannon (double damage, also hits up to 4 enemies next to the target for half), +25% hit points.
- Cost
- 500250200
- Research time
- 1:00
- Requires
- Fort, Imperial Age, Crenellations
Watchtowernot for Mongolsnot available
Tower cannon
Tower cannon
- Effect
- Towers: +80% damage, +1 range. Forts: +80% damage.
- Cost
- 250250
- Research time
- 55s
- Requires
- Watchtower, Imperial Age, Boiling oil
7 Industrial Age#
Advancing: 3600220080012001000 · 4:00
Mill
Fertiliser
Fertiliser
- Effect
- +25% food gathering.
- Cost
- 550350140
- Research time
- 55s
- Requires
- Mill, Industrial Age, Irrigation
Barracks
Fusiliernot for Arabsnot available+15% for Norse, Greeks+15% hp and damage+15% hp and damageFusilier
- Class
- Infantry
- Cost
- 17060100
- Training
- 30s
- Hit points
- 330
- Damage
- 36 (36 per sec.)
- Range
- melee
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- cavalry ×2.4
- Weak against
- ranged
- Requires
- Barracks, Industrial Age, upgrade from Grenadier
- Trained at
- Barracks, Fort
Archery range
Riflemannot for Franksnot available+15% for Mongols, Chinese+15% hp and damage+15% hp and damageRifleman
- Class
- Ranged
- Cost
- 908070
- Training
- 32s
- Hit points
- 150
- Damage
- 44 (25.9 per sec.)
- Range
- 6.8 tiles
- Speed
- 1.66 tiles/s
- Population
- 1
- Strong against
- infantry ×2
- Weak against
- cavalry
- Requires
- Archery range, Industrial Age, upgrade from Line infantry
- Trained at
- Archery range, Fort
Stable
Lancernot for Greeks, Chinesenot available+15% for Franks, Arabs+15% hp and damage+15% hp and damageLancer
- Class
- Cavalry
- Cost
- 210110150
- Training
- 37s
- Hit points
- 340
- Damage
- 36 (32.7 per sec.)
- Range
- melee
- Speed
- 3.03 tiles/s
- Population
- 2
- Strong against
- ranged, workers, siege ×4.6
- Weak against
- infantry, cavalry
- Requires
- Stable, Industrial Age, upgrade from Dragoon
- Trained at
- Stable, Fort
Workshop
Field gunField gun
- Class
- Siege
- Cost
- 240160260
- Training
- 55s
- Hit points
- 210
- Damage
- 110 (25.9 per sec.)
- Range
- 11 tiles
- Speed
- 0.98 tiles/s
- Population
- 3
- Strong against
- buildings, fortifications ×3
- Weak against
- cavalry
- Requires
- Workshop, Industrial Age, upgrade from Howitzer
- Trained at
- Workshop