{ "1": "", "1001": "Age of Empires II", "4201": "Dark Age", "4202": "Feudal Age", "4203": "Castle Age", "4204": "Imperial Age", "5040": "Xolotl Warrior", "5097": "Trebuchet", "5164": "Town Center", "5249": "Harbor", "5364": "War Chariot (Focus Fire)", "5504": "Outpost", "5544": "Donjon", "5895": "Pasture", "7019": "Cartography", "7090": "Tracking", "9681": "Civilization", "9799": "Technology Tree", "10271": "Britons", "10272": "Franks", "10273": "Goths", "10274": "Teutons", "10275": "Japanese", "10276": "Chinese", "10277": "Byzantines", "10278": "Persians", "10279": "Saracens", "10280": "Turks", "10281": "Vikings", "10282": "Mongols", "10283": "Celts", "10284": "Spanish", "10285": "Aztecs", "10286": "Maya", "10287": "Huns", "10288": "Koreans", "10289": "Italians", "10290": "Hindustanis", "10291": "Inca", "10292": "Magyars", "10293": "Slavs", "10294": "Portuguese", "10295": "Ethiopians", "10296": "Malians", "10297": "Berbers", "10298": "Khmer", "10299": "Malay", "10300": "Burmese", "10301": "Vietnamese", "10302": "Bulgarians", "10303": "Tatars", "10304": "Cumans", "10305": "Lithuanians", "10306": "Burgundians", "10307": "Sicilians", "10308": "Poles", "10309": "Bohemians", "10310": "Dravidians", "10311": "Bengalis", "10312": "Gurjaras", "10313": "Romans", "10314": "Armenians", "10315": "Georgians", "10319": "Shu", "10320": "Wu", "10321": "Wei", "10322": "Jurchens", "10323": "Khitans", "10327": "Muisca", "10328": "Mapuche", "10329": "Tupi", "10330": "Saxons", "10331": "Varangians", "10332": "Danes", "14009": "Steppe Lancer", "14010": "Elite
\nSteppe Lancer", "14033": "Composite
\nBowman", "14034": "E. Composite
\nBowman", "14035": "Monaspa", "14036": "Elite
\nMonaspa", "14037": "Warrior
\nPriest", "14038": "Fortified
\nChurch", "14045": "Mule Cart", "14052": "Centurion", "14053": "Elite
\nCenturion", "14054": "Legionary", "14055": "Dromon", "14064": "Rocket
\nCart", "14065": "Heavy
\nRocket Cart", "14066": "Fire Lancer", "14068": "Knight", "14070": "Cavalier", "14074": "Tiger
\nCavalry", "14078": "Spearman", "14079": "Militia", "14080": "Man-at-Arms", "14081": "Long
\nSwordsman", "14083": "Archer", "14084": "Crossbowman", "14085": "Cavalry
\nArcher", "14086": "Hand
\nCannoneer", "14087": "Elite
\nSkirmisher", "14088": "Skirmisher", "14089": "Trade Cog", "14090": "Fishing
\nShip", "14091": "War Galley", "14093": "Bombard
\nCannon", "14094": "Battering
\nRam", "14095": "Mangonel", "14096": "Scorpion", "14099": "Monk", "14100": "Trade Cart", "14101": "Cataphract", "14102": "Chu Ko Nu", "14103": "Mameluke", "14104": "Huskarl", "14105": "Janissary", "14106": "Longship", "14107": "Longbowman", "14108": "Mangudai", "14109": "War Elephant", "14110": "Samurai", "14111": "Throwing
\nAxeman", "14112": "Teutonic
\nKnight", "14113": "Woad Raider", "14114": "Condottiero", "14121": "Villager", "14128": "Archery
\nRange", "14129": "Organ Gun", "14130": "Elite
\nOrgan Gun", "14131": "Blacksmith", "14132": "Caravel", "14133": "Elite
\nCaravel", "14134": "Camel Archer", "14135": "Barracks", "14136": "Elite
\nCamel Archer", "14137": "Genitour", "14138": "Monastery", "14139": "Elite
\nGenitour", "14140": "Gbeto", "14141": "Elite
\nGbeto", "14142": "Castle", "14143": "Shotel Warrior", "14144": "Dock", "14145": "Elite
\nShotel Warrior", "14146": "Ballista
\nElephant", "14147": "Elite Ballista
\nElephant", "14148": "Karambit
\nWarrior", "14149": "Farm", "14150": "Elite Karambit
\nWarrior", "14151": "Arambai", "14152": "Elite
\nArambai", "14153": "Elite Tiger
\nCavalry", "14154": "Guard
\nTower", "14155": "Keep", "14156": "Bombard
\nTower", "14157": "Mill", "14159": "Feitoria", "14160": "Fire
\nGalley", "14161": "Market", "14162": "Demolition
\nRaft", "14164": "Town
\nCenter", "14165": "Rattan Archer", "14166": "Elite
\nRattan Archer", "14167": "Battle Elephant", "14168": "Elite Battle
\nElephant", "14169": "Siege
\nWorkshop", "14171": "Stable", "14176": "University", "14178": "Watch
\nTower", "14182": "Wonder", "14185": "Gate", "14186": "Palisade Gate", "14190": "Imperial
\nSkirmisher", "14202": "Palisade
\nWall", "14203": "Stone
\nWall", "14204": "Fortified
\nWall", "14286": "Xianbei
\nRaider", "14287": "Cannon
\nGalleon", "14288": "Konnik", "14289": "Capped
\nRam", "14290": "Elite
\nKonnik", "14309": "Galleon", "14313": "Keshik", "14314": "Elite
\nKeshik", "14315": "Kipchak", "14323": "Cao Cao", "14326": "Scout
\nCavalry", "14327": "Elite
\nKipchak", "14328": "Leitis", "14329": "Elite
\nLeitis", "14344": "House", "14349": "Krepost", "14362": "White
\nFeather Guard", "14363": "Elite White
\nFeather Guard", "14364": "War
\nChariot", "14365": "Liu Bei", "14366": "Fire
\nArcher", "14367": "Elite Fire
\nArcher", "14368": "Jian
\nSwordsman", "14370": "Sun Jian", "14375": "Flaming
\nCamel", "14381": "Trebuchet", "14403": "Urumi
\nSwordsman", "14408": "Pikeman", "14409": "Halberdier", "14411": "Two-Handed
\nSwordsman", "14412": "Heavy Cavalry
\nArcher", "14413": "Elite Urumi
\nSwordsman", "14414": "Ratha", "14416": "Camel Rider", "14417": "Heavy
\nCamel Rider", "14418": "Arbalester", "14419": "Imperial
\nCamel Rider", "14420": "Elite Ratha", "14421": "Chakram
\nThrower", "14424": "Demolition
\nShip", "14425": "Heavy
\nDemo Ship", "14426": "Fire Ship", "14427": "Elite Chakram
\nThrower", "14428": "Armored
\nElephant", "14429": "Fast
\nFire Ship", "14430": "Siege
\nElephant", "14431": "Ghulam", "14432": "Elite Ghulam", "14435": "Thirisadai", "14436": "Galley", "14437": "Shrivamsha
\nRider", "14438": "E. Shrivamsha
\nRider", "14439": "Heavy
\nScorpion", "14440": "Caravanserai", "14441": "Camel Scout", "14443": "Transport
\nShip", "14444": "Light
\nCavalry", "14445": "Siege
\nTower", "14446": "Siege
\nRam", "14447": "Boyar", "14448": "Onager", "14449": "Elite
\nBoyar", "14451": "Elite
\nCataphract", "14452": "Elite
\nChu Ko Nu", "14453": "Elite
\nMameluke", "14454": "Elite
\nHuskarl", "14455": "Elite
\nJanissary", "14456": "Elite
\nLongbowman", "14457": "Elite
\nLongship", "14458": "Elite
\nMangudai", "14459": "Elite
\nWar Elephant", "14460": "Elite
\nSamurai", "14461": "Elite Throwing
\nAxeman", "14462": "Elite Teutonic
\nKnight", "14463": "Elite
\nWoad Raider", "14464": "Lumber
\nCamp", "14469": "Champion", "14471": "Paladin", "14487": "Mining
\nCamp", "14493": "Siege
\nOnager", "14495": "Fish Trap", "14504": "Outpost", "14506": "Champi
\nRunner", "14507": "Champi
\nWarrior", "14508": "Elite Champi
\nWarrior", "14509": "Settlement", "14510": "Guecha
\nWarrior", "14511": "Elite Guecha
\nWarrior", "14512": "Kona", "14513": "Elite
\nKona", "14514": "Bolas
\nRider", "14515": "Elite Bolas
\nRider", "14516": "Blackwood
\nArcher", "14517": "Elite Blackwood
\nArcher", "14519": "Elite Ibirapema
\nWarrior", "14520": "Temple
\nGuard", "14521": "Elite Temple
\nGuard", "14522": "Ibirapema
\nWarrior", "14523": "Hulk", "14524": "War Hulk", "14525": "Carrack", "14526": "Champi
\nScout", "14527": "Mounted Crossbowman", "14528": "H. Mounted
\nCrossbowman", "14530": "Varangian Guard", "14531": "E. Varangian
\nGuard", "14532": "Hearth Troop", "14533": "Elite
\nHearth Troop", "14534": "Coustillier", "14535": "Jarl", "14536": "Elite
\nCoustillier", "14537": "Elite Jarl", "14538": "Serjeant", "14539": "Jomsviking", "14540": "Elite
\nSerjeant", "14541": "Elite
\nJomsviking", "14542": "Flemish
\nMilitia", "14544": "Donjon", "14558": "Obuch", "14559": "Elite Obuch", "14561": "Hussite Wagon", "14563": "Elite Hussite
\nWagon", "14572": "Catapult Galleon", "14573": "Elite Cannon
\nGalleon", "14574": "Berserk", "14576": "Elite
\nBerserk", "14577": "Winged
\nHussar", "14579": "Houfnice", "14581": "Folwark", "14594": "Iron
\nPagoda", "14595": "Elite
\nIron Pagoda", "14596": "Grenadier", "14598": "Traction
\nTrebuchet", "14599": "Hei Guang
\nCavalry", "14600": "Heavy Hei Guang
\nCavalry", "14601": "Lou Chuan", "14660": "Petard", "14661": "Hussar", "14667": "Jaguar Warrior", "14669": "Elite
\nJaguar Warrior", "14671": "Eagle
\nWarrior", "14672": "Eagle
\nScout", "14673": "Elite Eagle
\nWarrior", "14675": "Tarkan", "14677": "Elite
\nTarkan", "14682": "Elephant Archer", "14683": "Plumed Archer", "14684": "Elite Elephant
\nArcher", "14685": "Elite
\nPlumed Archer", "14686": "Kamayuk", "14687": "Conquistador", "14688": "Elite
\nKamayuk", "14689": "Elite
\nConquistador", "14690": "Slinger", "14691": "Missionary", "14692": "Liao Dao", "14696": "Elite
\nLiao Dao", "14698": "Mounted
\nTrebuchet", "14703": "Savar", "14717": "Elite
\nFire Lancer", "14723": "Genoese
\nCrossbowman", "14725": "Elite Genoese
\nCrossbowman", "14727": "War Wagon", "14728": "Magyar
\nHuszar", "14729": "Elite
\nWar Wagon", "14730": "Elite Magyar
\nHuszar", "14731": "Turtle Ship", "14732": "Elite
\nTurtle Ship", "14739": "Dragon Ship", "17008": "Town
\nWatch", "17012": "Crop
\nRotation", "17013": "Heavy
\nPlow", "17014": "Horse
\nCollar", "17015": "Guilds", "17017": "Banking", "17022": "Loom", "17023": "Coinage", "17034": "Medium Warships", "17035": "Heavy Warships", "17039": "Husbandry", "17045": "Faith", "17047": "Chemistry", "17050": "Masonry", "17051": "Architecture", "17054": "Treadmill
\nCrane", "17055": "Gold
\nMining", "17059": "Kataparuto", "17063": "Keep", "17067": "Forging", "17068": "Iron
\nCasting", "17074": "Scale
\nMail Armor", "17075": "Blast
\nFurnace", "17076": "Chain
\nMail Armor", "17077": "Plate
\nMail Armor", "17080": "Plate
\nBarding Armor", "17081": "Scale
\nBarding Armor", "17082": "Chain
\nBarding Armor", "17084": "Pirotechnia", "17093": "Ballistics", "17101": "Feudal Age", "17102": "Castle Age", "17103": "Imperial Age", "17150": "Bodkin
\nArrow", "17151": "Bracer", "17163": "Fortified
\nWall", "17172": "Fletching", "17180": "Gold Shaft
\nMining", "17186": "Guard
\nTower", "17189": "Double-Bit
\nAxe", "17190": "Bow Saw", "17208": "Padded
\nArcher Armor", "17209": "Leather
\nArcher Armor", "17210": "Squires", "17211": "Wheelbarrow", "17216": "Ring
\nArcher Armor", "17220": "Illumination", "17221": "Sanctity", "17222": "Block
\nPrinting", "17231": "Two-Man
\nSaw", "17246": "Hand Cart", "17249": "Fervor", "17251": "Arquebus", "17252": "Royal Heirs", "17253": "Torsion Engines", "17254": "Tigui", "17255": "Farimba", "17256": "Kasbah", "17257": "Maghrebi Camels", "17258": "Arson", "17266": "Andean Sling", "17267": "Fabric
\nShields", "17269": "Druzhina", "17270": "Grand
\nTrunk Road", "17271": "Shatagni", "17273": "Silk Road", "17274": "Recurve Bow", "17275": "Corvinian
\nArmy", "17276": "Stone
\nMining", "17277": "Stone Shaft
\nMining", "17278": "Arrowslits", "17280": "Nomads", "17281": "Kamandaran", "17282": "Town
\nPatrol", "17283": "Ironclad", "17285": "Sipahi", "17286": "Inquisition", "17287": "Chivalry", "17291": "Tusk Swords", "17292": "Double
\nCrossbow", "17293": "Thalassocracy", "17294": "Forced Levy", "17295": "Howdah", "17296": "Manipur
\nCavalry", "17297": "Chatras", "17298": "Paper Money", "17307": "Stirrups", "17308": "Bagains", "17309": "Silk Armor", "17310": "Timurid
\nSiegecraft", "17311": "Steppe
\nHusbandry", "17312": "Chieftains", "17313": "Greek Fire", "17314": "Gillnets", "17315": "Redemption", "17316": "Atonement", "17318": "Logistica", "17319": "Conscription", "17320": "Bombard
\nTower", "17321": "Murder
\nHoles", "17322": "Sappers", "17325": "Supremacy", "17326": "Atlatl", "17327": "Warwolf", "17342": "Burgundian
\nVineyards", "17343": "Flemish
\nRevolution", "17344": "First
\nCrusade", "17345": "Hauberk", "17348": "Szlachta
\nPrivileges", "17349": "Lechitic
\nLegacy", "17350": "Wagenburg
\nTactics", "17351": "Hussite
\nReforms", "17357": "Medical
\nCorps", "17358": "Wootz Steel", "17359": "Paiks", "17360": "Mahayana", "17361": "Kshatriyas", "17362": "Frontier
\nGuards", "17368": "Great Wall", "17369": "Stronghold", "17370": "Marauders", "17371": "Yasama", "17372": "Careening", "17373": "Dry Dock", "17374": "Heated
\nShot", "17376": "Hoardings", "17377": "Shipwright", "17378": "Siege
\nEngineers", "17379": "Hul'che
\nJavelineers", "17380": "Eupseong", "17398": "Cuman
\nMercenaries", "17399": "Hill Forts", "17400": "Tower
\nShields", "17406": "Fereters", "17407": "Cilician
\nFleet", "17408": "Spies/Treason", "17409": "Bloodlines", "17410": "Caravan", "17411": "Thumb
\nRing", "17412": "Heresy", "17415": "Parthian
\nTactics", "17416": "Theocracy", "17419": "Yeomen", "17420": "Holcans", "17421": "Furor
\nCeltica", "17422": "Drill", "17423": "Citadels", "17425": "Artillery", "17426": "Crenellations", "17427": "Anarchy", "17428": "Atheism", "17429": "Garland
\nWars", "17431": "Bogsveigar", "17432": "Rocketry", "17435": "Herbal
\nMedicine", "17438": "Shinkichon", "17439": "Perfusion", "17440": "Svan Towers", "17441": "Aznauri
\nCavalry", "17444": "Ballistas", "17445": "Comitatenses", "17447": "Counter- weights", "17448": "Detinets", "17450": "Gambesons", "17451": "Bimaristan", "17462": "Devotion", "17466": "Fortified
\nBastions", "17467": "Thunderclap
\nBombs", "17468": "Lamellar
\nArmor", "17469": "Ordo
\nCavalry", "17473": "Tuntian", "17474": "Ming Guang
\nArmor", "17476": "Bolt
\nMagazine", "17477": "Coiled
\nSerpent Array", "17480": "Red Cliffs
\nTactics", "17481": "Sitting
\nTiger", "17484": "Domestication", "17485": "Pastoralism", "17486": "Transhumance", "17491": "Herbalism", "17492": "Huaracas", "17495": "Malon", "17496": "Butalmapu", "17499": "Caciques", "20132": "Common", "20133": "Regional", "20134": "Unique", "21057": "Konnik (Dismounted)", "21058": "Elite Konnik (Dismounted)", "21096": "Ratha (Melee)", "21097": "Elite Ratha (Melee)", "21104": "Ratha (Ranged)", "21105": "Elite Ratha (Ranged)", "21198": "War Chariot (Barrage)", "21247": "Arariboia", "26009": "Create Steppe Lancer (‹cost›)
\nFast moving Cavalry with increased attack range. Strong in groups. Weak vs. Cavalry, Camel Riders and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Steppe Lancer (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26010": "Create Elite Steppe Lancer (‹cost›)
\nFast moving Cavalry with increased attack range. Strong in groups. Weak vs. Cavalry, Camel Riders and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26033": "Create Composite Bowman (‹cost›)
\nArmenian unique Foot Archer that ignores armor. Strong vs. Infantry and Cavalry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Composite Bowman (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26034": "Create Elite Composite Bowman (‹cost›)
\nArmenian unique Foot Archer that ignores armor. Strong vs. Infantry and Cavalry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26035": "Create Monaspa (‹cost›)
\nGeorgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Monaspa (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26036": "Create Elite Monaspa (‹cost›)
\nGeorgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26037": "Create Warrior Priest (‹cost›)
\nArmenian unique Monastery Infantry that can heal friendly units. Can collect Relics and bring them to Monasteries. Strong vs. Infantry. Weak vs. Scout Cavalry-line and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); HP, speed, more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26038": "Build Fortified Church (‹cost›)
\nUnique Monastery of the Armenians and the Georgians. Used to train and upgrade Monks. Garrison relics to generate gold. Villagers and Monastery Units can garrison inside for protection. Villagers and Relics provide additional projectiles. Cannot be converted by enemy Monks.
\nUpgrades: line of sight (Town Center); HP, armor, accuracy (University); attack (Blacksmith).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26040": "Create Xolotl Warrior (‹cost›)
\nMesoamerican cavalry unit. Strong vs. infantry and siege. Weak vs. Pikemen and Camel Riders.
\nUpgrades: attack (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26045": "Build Mule Cart (‹cost›)
\nUnique mobile dropsite of the Armenians and the Georgians. Used to deposit wood, stone, gold, and hunted food. Can be tasked to a resource to remain close to it as it depletes.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26052": "Create Centurion (‹cost›)
\nRoman unique Heavy Cavalry that increases movement and attack speed of nearby Militia-line units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Centurion (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26053": "Create Elite Centurion (‹cost›)
\nRoman unique Heavy Cavalry that increases movement and attack speed of nearby Militia-line units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26054": "Create Legionary (‹cost›)
\nRoman unique all-purpose Infantry unit. Exceptionally strong vs. Infantry. Strong vs. buildings, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26055": "Build Dromon (‹cost›)
\nAnti-building Siege Warship with long range blast attack, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.
\nUpgrades: attack, range, armor, speed, cost, creation speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26064": "Build Rocket Cart (‹cost›)
\nSiege Gunpowder Unit with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground.
\nUpgrades: attack, range (University); to Heavy Rocket Cart (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26065": "Build Heavy Rocket Cart (‹cost›)
\nSiege Gunpowder Unit with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.
\nUpgrades: attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26066": "Create Fire Lancer (‹cost›)
\nGunpowder Shock Infantry that fires a short ranged firearm before engaging in melee combat. Strong vs. Cavalry and buildings. Weak vs. Militia-line and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor, to Elite Fire Lancer (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26068": "Create Knight (‹cost›)
\nPowerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Cavalier (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26070": "Create Cavalier (‹cost›)
\nPowerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Paladin or Savar (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26074": "Create Tiger Cavalry (‹cost›)
\nWei unique Cavalry that gains HP and attack when defeating enemy military. Exceptionally strong vs. Ranged Soldiers. Weak vs. Spearman-line.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Tiger Cavalry (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ", "26078": "Create Spearman (‹cost›)
\nAnti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.
\nUpgrades: attack, armor (Blacksmith); speed, to Pikeman (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26079": "Create Militia (‹cost›)
\nAll-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor, to Man-at-Arms (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26080": "Create Man-at-Arms (‹cost›)
\nAll-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor, to Long Swordsman (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26081": "Create Long Swordsman (‹cost›)
\nAll-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor, to Two-Handed Swordsman or Legionary (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26083": "Create Archer (‹cost›)
\nAll-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Crossbowman (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26084": "Create Crossbowman (‹cost›)
\nAll-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Arbalester (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26085": "Create Cavalry Archer (‹cost›)
\nFast moving Mounted Archer for hit and run attacks. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.
\nUpgrades: speed, HP (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, armor, to Heavy Cavalry Archer (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26086": "Create Hand Cannoneer (‹cost›)
\nFoot Gunner with powerful attack, but inaccurate at long range. Exceptionally strong vs. Infantry. Weak vs. Ranged Soldiers.
\nUpgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26087": "Create Elite Skirmisher (‹cost›)
\nAnti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Imperial Skirmisher (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26088": "Create Skirmisher (‹cost›)
\nAnti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Skirmisher (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26089": "Build Trade Cog (‹cost›)
\nTrade unit used for generating gold at another player's Dock. To trade, click the Trade Cog then right-click another player's Dock. Will return with gold to your Dock.
\nUpgrades: armor, speed, cost, creation speed (Dock); speed (Market); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26090": "Build Fishing Ship (‹cost›)
\nGathers food from fish and Fish Traps. Gathers gold from whales and oysters. Builds Fish Traps.
\nUpgrades: efficiency (Dock); armor, speed, efficiency, cost, creation speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26091": "Build War Galley (‹cost›)
\nWarship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.
\nUpgrades: to Galleon (Dock); attack, range (Blacksmith); attack, accuracy, armor, speed, cost, creation speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26093": "Build Bombard Cannon (‹cost›)
\nSiege Gunpowder Unit with long range, but cannot attack at close range. Strong vs. buildings and Siege Weapons. Weak vs. units at close range.
\nUpgrades: attack, range (University); to Houfnice (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26094": "Build Battering Ram (‹cost›)
\nAnti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.
\nUpgrades: attack (University); to Capped Ram (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26095": "Build Mangonel (‹cost›)
\nSiege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground.
\nUpgrades: attack, range (University); to Onager (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26096": "Build Scorpion (‹cost›)
\nSiege Weapon with ranged pass through attack, but cannot attack at close range. Strong vs. large groups of units. Weak vs. Siege Weapons and units at close range.
\nUpgrades: range, attack, accuracy (University); to Heavy Scorpion (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26099": "Create Monk (‹cost›)
\nConverts enemy units to your civilization. Heals friendly units (except ships and Siege Weapons). Strong vs. slow and non-ranged units. Weak vs. Scout Cavalry-line, Eagle Warriors and Ranged Soldiers. Can collect Relics and bring them to Monasteries.
\nUpgrades: at Monastery.‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26100": "Build Trade Cart (‹cost›)
\nTrade unit used for generating gold at another player's Market. To trade, click the Trade Cart then right-click another player's Market. Will return with gold to your Market.
\nUpgrades: speed (Market); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26101": "Create Cataphract (‹cost›)
\nByzantine unique Heavy Cavalry. Exceptionally strong vs. Infantry. Weak vs. Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Cataphract (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26102": "Create Chu Ko Nu (‹cost›)
\nChinese unique Foot Archer with rapid-fire attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Chu Ko Nu (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26103": "Create Mameluke (‹cost›)
\nSaracen unique Cavalry with ranged melee attack. Strong vs. Mounted Units. Weak vs. Archery Units and Spearman-line.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Mameluke (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26104": "Create Huskarl (‹cost›)
\nGothic unique Infantry with exceptional pierce armor. Strong vs. Ranged Soldiers and buildings. Weak vs. Cavalry and Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Huskarl (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26105": "Create Janissary (‹cost›)
\nTurkish unique Foot Gunner with powerful attack. Strong vs. Infantry. Weak vs. Archery Units and Skirmishers.
\nUpgrades: armor (Blacksmith); creation speed, to Elite Janissary (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26106": "Build Longship (‹cost›)
\nFast moving Warship that fires multiple arrows. Strong vs. Fire Galleys, land units and buildings. Weak vs. Galley-line.
\nUpgrades: armor, speed, cost, creation speed, to Elite Longship (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26107": "Create Longbowman (‹cost›)
\nBritish unique Foot Archer with exceptional range. Strong vs. Infantry. Weak vs. Cavalry and Skirmishers.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed, to Elite Longbowman (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26108": "Create Mangudai (‹cost›)
\nMongol unique Mounted Archer with fast attack. Strong vs. Siege Weapons and Infantry. Weak vs. Skirmishers, Spearman-line and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Mangudai (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26109": "Create War Elephant (‹cost›)
\nPersian unique Cavalry that deals trample damage. Strong vs. buildings and units at close range. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite War Elephant (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26110": "Create Samurai (‹cost›)
\nJapanese unique Infantry that quickly charges into battle and has fast attack. Strong vs. Unique Units. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Samurai (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26111": "Create Throwing Axeman (‹cost›)
\nFrankish unique Infantry with ranged melee attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Throwing Axeman (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26112": "Create Teutonic Knight (‹cost›)
\nTeutonic unique Infantry with exceptional melee armor. Slow but resistant to conversion. Strong vs. melee units. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Teutonic Knight (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26113": "Create Woad Raider (‹cost›)
\nCeltic unique Infantry with fast movement speed. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Woad Raider (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26114": "Create Condottiero (‹cost›)
\nFast moving anti-gunpowder Infantry. Strong vs. Gunpowder Units. Weak vs. Cavalry and Archery Units. Trainable by Italians and their allies.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26121": "Create Villager (‹cost›)
\nGathers resources. Builds and repairs buildings. Also repairs Ships and Siege Weapons.
\nUpgrades: HP, armor, efficiency (Town Center); wood resource-gathering (Lumber Camp); stone, gold resource-gathering (Mining Camp); build speed (University); attack (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26128": "Build Archery Range (‹cost›)
\nUsed to train and upgrade Ranged Soldiers.
\nUpgrades: production speed (Castle); line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26129": "Create Organ Gun (‹cost›)
\nPortuguese unique Siege Gunpowder Unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. Cavalry and Mangonel-line.
\nUpgrades: attack, range (University); creation speed, to Elite Organ Gun (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26130": "Create Elite Organ Gun (‹cost›)
\nPortuguese unique Siege Gunpowder Unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. Cavalry and Mangonel-line.
\nUpgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26131": "Build Blacksmith (‹cost›)
\nUsed to research technologies to improve armor and attack of units. Required for Siege Workshop.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26132": "Create Caravel (‹cost›)
\nPortuguese unique Warship with ranged pass through attack. Strong vs. large groups of ships. Weak vs. Fire Ships.
\nUpgrades: armor, speed, cost, creation speed, to Elite Caravel (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26133": "Create Elite Caravel (‹cost›)
\nPortuguese unique Warship with ranged pass through attack. Strong vs. large groups of ships. Weak vs. Fire Ships.
\nUpgrades: armor, speed, cost, creation speed (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26134": "Create Camel Archer (‹cost›)
\nBerber unique Mounted Archer. Exceptionally strong vs. Mounted Archers. Weak vs. Spearman-line, Skirmishers and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Camel Archer (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26135": "Build Barracks (‹cost›)
\nUsed to train and upgrade Infantry. Required for Archery Range and Stable.
\nUpgrades: production speed (Castle); line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26136": "Create Elite Camel Archer (‹cost›)
\nBerber unique Mounted Archer. Exceptionally strong vs. Mounted Archers. Weak vs. Spearman-line, Skirmishers and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26137": "Create Genitour (‹cost›)
\nAnti-archer Mounted Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers. Weak vs. units at close range. Trainable by Berbers and their allies.
\nUpgrades: speed, HP (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Genitour (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26138": "Build Monastery (‹cost›)
\nUsed to train and upgrade Monks. Garrison relics to generate gold. Cannot be converted by enemy Monks.
\nUpgrades: line of sight (Town Center); HP, armor (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26139": "Create Elite Genitour (‹cost›)
\nAnti-archer Mounted Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers. Weak vs. units at close range. Trainable by Berbers and their allies.
\nUpgrades: speed, HP (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26140": "Create Gbeto (‹cost›)
\nMalian unique Infantry with ranged melee attack. Fast-moving. Strong vs. Infantry and Siege Weapons. Weak vs. Ranged Soldiers.
\nUpgrades: armor (Blacksmith); creation speed, to Elite Gbeto (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26141": "Create Elite Gbeto (‹cost›)
\nMalian unique Infantry with ranged melee attack. Fast-moving. Strong vs. Infantry and Siege Weapons. Weak vs. Ranged Soldiers.
\nUpgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26142": "Build Castle (‹cost›)
\nUsed to train and upgrade your Unique Unit, build Trebuchets, and research technologies. Automatically attacks enemies within range. Units can garrison inside for protection. Ranged Soldiers and Villagers provide additional projectiles. Provides 20 population. Cannot be converted by enemy Monks.
\nUpgrades: line of sight (Town Center); attack, range (Blacksmith); attack, HP, armor, accuracy, ship attack (University); production speed (Castle).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26143": "Create Shotel Warrior (‹cost›)
\nEthiopian unique Infantry with high attack and fast training speed. Fast-moving. Strong vs. Infantry. Weak vs. Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Shotel Warrior (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26144": "Build Dock (‹cost›)
\nUsed to train and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea.
\nUpgrades: line of sight (Town Center); attack, (Blacksmith); attack, HP, armor, accuracy, ship attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26145": "Create Elite Shotel Warrior (‹cost›)
\nEthiopian unique Infantry with high attack and fast training speed. Fast-moving. Strong vs. Infantry. Weak vs. Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26146": "Create Ballista Elephant (‹cost›)
\nKhmer unique Siege Cavalry with ranged pass through attack. Can destroy trees. Strong vs. Infantry and Ranged Soldiers. Weak vs. Cavalry and Siege Weapons.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); attack, range, accuracy (University); creation speed, to Elite Ballista Elephant (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26147": "Create Elite Ballista Elephant (‹cost›)
\nKhmer unique Siege Cavalry with ranged pass through attack. Can destroy trees. Strong vs. Infantry and Ranged Soldiers. Weak vs. Cavalry and Siege Weapons.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); attack, range, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26148": "Create Karambit Warrior (‹cost›)
\nMalay unique Infantry that only takes half population space. Strong in high numbers. Weak vs. Cavalry and Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Karambit Warrior (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26149": "Build Farm (‹cost›)
\nRenewable food source. Provides a limited amount of food before it goes fallow and must be rebuilt. Only one Villager may work a Farm at a time. You can farm abandoned enemy Farms. Cannot be converted by enemy Monks.
\nUpgrades: food (Mill).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26150": "Create Elite Karambit Warrior (‹cost›)
\nMalay unique Infantry that only takes half population space. Strong in high numbers. Weak vs. Cavalry and Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26151": "Create Arambai (‹cost›)
\nBurmese unique ranged Mounted Unit with a powerful but inaccurate attack. Strong vs. units at medium and close range. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); armor (Archery Range); attack, accuracy (University); creation speed, to Elite Arambai (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26152": "Create Elite Arambai (‹cost›)
\nBurmese unique ranged Mounted Unit with a powerful but inaccurate attack. Strong vs. units at medium and close range. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26153": "Create Elite Tiger Cavalry (‹cost›)
\nWei unique Cavalry that gains HP and attack when defeating enemy military. Exceptionally strong vs. Ranged Soldiers. Weak vs. Spearman-line.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ", "26154": "Build Guard Tower (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Strong vs. Ranged Soldiers. Weak vs. units at close range, especially rams.
\nUpgrades: line of sight (Town Center); attack, range (Blacksmith); attack, HP, armor, ship attack; to Keep (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26155": "Build Keep (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Strong vs. Ranged Soldiers. Weak vs. units at close range, especially rams.
\nUpgrades: line of sight (Town Center); attack, range (Blacksmith); attack, HP, armor, ship attack (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26156": "Build Bombard Tower (‹cost›)
\nCannon tower with a powerful ranged attack. Units can garrison inside for protection. Strong vs. everything in range. Weak vs. long range Siege Weapons.
\nUpgrades: line of sight (Town Center); attack, range (Blacksmith); HP, armor, ship attack (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26157": "Build Mill (‹cost›)
\nUsed to deposit food and research farming technologies. Build near forage bushes or other sources of food to gather food faster. Required for Farm, Market.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26159": "Build Feitoria (‹cost›)
\nPortuguese unique economic building. Passively generates wood, food, gold and stone resources. Requires 20 population.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26160": "Build Fire Galley (‹cost›)
\nWarship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.
\nUpgrades: to Fire Ship (Dock); armor, speed, cost, creation speed, attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26161": "Build Market (‹cost›)
\nUsed to buy and sell resources, trade with other players by land, and research trade technologies. Required to send resources to other players. Default trading fee and tribute tax at 30%.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26162": "Build Demolition Raft (‹cost›)
\nDemolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.
\nUpgrades: to Demolition Ship (Dock); armor, speed, cost, creation speed, attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26164": "Build Town Center (‹cost›)
\nUsed to train Villagers, deposit resources, advance to the next Age, and research technologies. Units can garrison inside for protection. Ranged Soldiers and Villagers provide additional projectiles. Provides 5 population. Cannot be converted by enemy Monks.
\nUpgrades: line of sight (Town Center); HP, armor, accuracy (University); attack (Blacksmith).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26165": "Create Rattan Archer (‹cost›)
\nVietnamese unique Foot Archer with exceptional pierce armor. Strong vs. Archery Units and Infantry. Weak vs. Cavalry, Skirmishers and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Rattan Archer (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26166": "Create Elite Rattan Archer (‹cost›)
\nVietnamese unique Foot Archer with exceptional pierce armor. Strong vs. Archery Units and Infantry. Weak vs. Cavalry, Skirmishers and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26167": "Create Battle Elephant (‹cost›)
\nSlow but durable Cavalry. Strong vs. units at close range. Weak vs. Monks and Spearman-line.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Elite Battle Elephant (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26168": "Create Elite Battle Elephant (‹cost›)
\nSlow but durable Cavalry. Strong vs. units at close range. Weak vs. Monks and Spearman-line.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26169": "Build Siege Workshop (‹cost›)
\nUsed to train and upgrade Siege Weapons.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26171": "Build Stable (‹cost›)
\nUsed to train and upgrade Cavalry.
\nUpgrades: production speed (Castle); line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26176": "Build University (‹cost›)
\nUsed to research technologies to improve units and buildings.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26178": "Build Watch Tower (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Strong vs. Ranged Soldiers. Weak vs. units at close range, especially rams.
\nUpgrades: line of sight (Town Center); attack, range (Blacksmith); attack, HP, armor, ship attack; to Guard Tower (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26182": "Build Wonder (‹cost›)
\nA Wonder of the World that demonstrates the superiority of your civilization. Constructing a Wonder that stands for a certain period of time is one way to win the game. Cannot be converted by enemy Monks.
\nUpgrades: line of sight (Town Center); HP, armor (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26185": "Build Gate (‹cost›)
\nSturdy stone gate that can be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks.
\nUpgrades: to Fortified Gate (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26186": "Build Palisade Gate (‹cost›)
\nFragile wooden gate that can be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks.‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26190": "Create Imperial Skirmisher (‹cost›)
\nAnti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range. Trainable by Vietnamese and their allies.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26202": "Build Palisade Wall (‹cost›)
\nWooden wall that is cheap and easy to build. Slows down your enemies and warns you of their approach. Cannot be converted by enemy Monks.‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26203": "Build Stone Wall (‹cost›)
\nStone wall that is difficult to breach without Siege Weapons. Slows down your enemies and warns you of their approach. Cannot be converted by enemy Monks.
\nUpgrades: to Fortified Wall (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26204": "Build Fortified Wall (‹cost›)
\nFortified stone wall that is difficult to breach without Siege Weapons. Slows down your enemies and warns you of their approach. Cannot be converted by enemy Monks.‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26249": "Build Harbor (‹cost›)
\nUnique building of the Malay that automatically attacks enemies within range. Used to build and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea.
\nUpgrades: line of sight (Town Center); attack, range (Blacksmith); attack, HP, armor, accuracy, ship attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26286": "Create Xianbei Raider (‹cost›)
\nWei unique Mounted Archer with a charged ranged attack. Strong vs. Infantry. Weak vs. Skirmishers and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26287": "Build Cannon Galleon (‹cost›)
\nAnti-building Siege Gunpowder Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.
\nUpgrades: to Elite Cannon Galleon (Dock); attack, range, armor, speed, cost, creation speed, (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26288": "Create Konnik (‹cost›)
\nBulgarian unique Heavy Cavalry that fights on as Infantry when felled. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Konnik (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26289": "Build Capped Ram (‹cost›)
\nAnti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.
\nUpgrades: attack (University); to Siege Ram (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26290": "Create Elite Konnik (‹cost›)
\nBulgarian unique Heavy Cavalry that fights on as Infantry when felled. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26309": "Build Galleon (‹cost›)
\nWarship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.
\nUpgrades: attack, range (Blacksmith); attack, accuracy, armor, speed, cost, creation speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26313": "Create Keshik (‹cost›)
\nTatar unique Heavy Cavalry that generates gold when fighting other units. Strong vs. Archery Units. Weak vs. Spearman-line, Camel Riders and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Keshik (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26314": "Create Elite Keshik (‹cost›)
\nTatar unique Heavy Cavalry that generates gold when fighting other units. Strong vs. Archery Units. Weak vs. Spearman-line, Camel Riders and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26315": "Create Kipchak (‹cost›)
\nCuman unique Mounted Archer that fires multiple arrows. Strong vs. Infantry and Siege Weapons. Weak vs. Foot Archers.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Kipchak (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26323": "Create Cao Cao (‹cost›)
\nWei unique Cavalry Hero that increases the attack speed of nearby units. Extremely powerful. Has a limit of one, cannot be converted.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26326": "Create Scout Cavalry (‹cost›)
\nFast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Light Cavalry (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26327": "Create Elite Kipchak (‹cost›)
\nCuman unique Mounted Archer that fires multiple arrows. Strong vs. Infantry and Siege Weapons. Weak vs. Foot Archers.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26328": "Create Leitis (‹cost›)
\nLithuanian unique Heavy Cavalry that ignores armor. Strong vs. Cavalry and Infantry, especially with high armor. Weak vs. Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Leitis (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26329": "Create Elite Leitis (‹cost›)
\nLithuanian unique Heavy Cavalry that ignores armor. Strong vs. Cavalry and Infantry, especially with high armor. Weak vs. Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26344": "Build House (‹cost›)
\nProvides 5 population. Your current/supportable population is shown at the top of the screen.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26349": "Build Krepost (‹cost›)
\nUnique fortification of the Bulgarians used to train your Unique Unit. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Provides 20 population. Cannot be converted by enemy Monks.
\nUpgrades: production speed (Castle); line of sight (Town Center); HP, armor, accuracy (University); attack, range (Blacksmith).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26362": "Create White Feather Guard (‹cost›)
\nShu unique Infantry that temporarily slows down the unit it attacks. Strong vs. Cavalry. Weak vs. Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite White Feather Guard (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26363": "Create Elite White Feather Guard (‹cost›)
\nShu unique Infantry that temporarily slows down the unit it attacks. Strong vs. Cavalry. Weak vs. Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26364": "Build War Chariot (‹cost›)
\nShu unique Siege Cavalry with rapid-fire attack, but cannot attack at close range. Has long reload time. Can switch to a barrage mode that covers more area but is less accurate. Strong vs. Ranged Soldiers. Weak vs. Cavalry and Siege Weapons.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26365": "Create Liu Bei (‹cost›)
\nShu unique Infantry Hero that heals all nearby units. Extremely powerful. Has a limit of one, cannot be converted.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26366": "Create Fire Archer (‹cost›)
\nWu unique Foot Archer that fires multiple arrows at units and uses a long range attack against buildings. Strong vs. Infantry, Siege Weapons and buildings. Weak vs. Cavalry and Skirmishers.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Fire Archer (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26367": "Create Elite Fire Archer (‹cost›)
\nWu unique Foot Archer that fires multiple arrows at units and uses a long range attack against buildings. Strong vs. Infantry, Siege Weapons and buildings. Weak vs. Cavalry and Skirmishers.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26368": "Create Jian Swordsman (‹cost›)
\nWu unique Shock Infantry that gains movement speed and attack but loses armor when a damage threshold is reached. Exceptionally strong vs. Archery Units. Weak vs. Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26370": "Create Sun Jian (‹cost›)
\nWu unique Cavalry Hero that increases the movement speed of nearby units. Extremely powerful. Has a limit of one, cannot be converted.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26375": "Create Flaming Camel (‹cost›)
\nTatar unique demolition Siege Cavalry. Strong vs. Mounted Units, especially Elephants. Weak vs. Foot Archers and Infantry. Self-destructs when used.
\nUpgrades: attack (University); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26381": "Build Trebuchet (‹cost›)
\nPowerful anti-building Siege Weapon with exceptional range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees.
\nUpgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26403": "Create Urumi Swordsman (‹cost›)
\nDravidian unique Infantry with a charged blast attack. Strong vs. buildings and units at close range. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Urumi Swordsman (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26408": "Create Pikeman (‹cost›)
\nAnti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.
\nUpgrades: attack, armor (Blacksmith); speed, to Halberdier (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26409": "Create Halberdier (‹cost›)
\nAnti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26411": "Create Two-Handed Swordsman (‹cost›)
\nAll-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor, to Champion (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26412": "Create Heavy Cavalry Archer (‹cost›)
\nFast moving Mounted Archer for hit and run attacks. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.
\nUpgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26413": "Create Elite Urumi Swordsman (‹cost›)
\nDravidian unique Infantry with a charged blast attack. Strong vs. buildings and units at close range. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26414": "Create Ratha (‹cost›)
\nBengali unique Mounted Archer that can switch between melee and ranged attacks. Strong vs. Infantry. Weak vs. Skirmishers and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); attack, accuracy (University); speed, HP (Stable); creation speed, to Elite Ratha (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26416": "Create Camel Rider (‹cost›)
\nFast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Heavy Camel Rider (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26417": "Create Heavy Camel Rider (‹cost›)
\nFast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Imperial Camel Rider (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26418": "Create Arbalester (‹cost›)
\nAll-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26419": "Create Imperial Camel Rider (‹cost›)
\nHindustani unique fast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26420": "Create Elite Ratha (‹cost›)
\nBengali unique Mounted Archer that can switch between melee and ranged attacks. Strong vs. Infantry. Weak vs. Skirmishers and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); attack, accuracy (University); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26421": "Create Chakram Thrower (‹cost›)
\nGurjara unique Infantry with ranged melee attack that deals pass through damage. Strong vs. Infantry and large groups of units. Weak vs. Cavalry and Siege Weapons.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Chakram Thrower (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26424": "Build Demolition Ship (‹cost›)
\nDemolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.
\nUpgrades: to Heavy Demolition Ship (Dock); armor, speed, cost, creation speed, attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26425": "Build Heavy Demolition Ship (‹cost›)
\nDemolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.
\nUpgrades: armor, speed, cost, creation speed, attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26426": "Build Fire Ship (‹cost›)
\nWarship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.
\nUpgrades: to Fast Fire Ship or Dragon Ship (Dock); armor, speed, cost, creation speed, attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26427": "Create Elite Chakram Thrower (‹cost›)
\nGurjara unique Infantry with ranged melee attack that deals pass through damage. Strong vs. Infantry and large groups of units. Weak vs. Cavalry and Siege Weapons.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26428": "Create Armored Elephant (‹cost›)
\nAnti-building Siege Cavalry. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. Spearman-line. Cannot be converted by enemy Monks from distance.
\nUpgrades: attack, armor (Blacksmith); attack (University); speed, HP (Stable); to Siege Elephant (Siege Workshop); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26429": "Build Fast Fire Ship (‹cost›)
\nWarship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.
\nUpgrades: armor, speed, cost, creation speed (Dock); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26430": "Create Siege Elephant (‹cost›)
\nAnti-building Siege Cavalry. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. Spearman-line. Cannot be converted by enemy Monks from distance.
\nUpgrades: attack, armor (Blacksmith); attack (University); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26431": "Create Ghulam (‹cost›)
\nHindustani unique Infantry that thrusts its spear through multiple targets. Exceptionally strong vs. Archery Units and Spearman-line. Weak vs. Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Ghulam (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26432": "Create Elite Ghulam (‹cost›)
\nHindustani unique Infantry that thrusts its spear through multiple targets. Exceptionally strong vs. Archery Units and Spearman-line. Weak vs. Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26435": "Build Thirisadai (‹cost›)
\nDravidian unique Warship with high durability. Strong vs. most Warships. Weak vs. Fire Ships.
\nUpgrades: armor, speed, cost, creation speed (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26436": "Build Galley (‹cost›)
\nWarship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.
\nUpgrades: to War Galley (Dock); attack, range (Blacksmith); attack, accuracy, armor, speed, cost, creation speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26437": "Create Shrivamsha Rider (‹cost›)
\nGurjara unique fast moving Cavalry that can dodge projectiles. Strong vs. Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Elite Shrivamsha Rider (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26438": "Create Elite Shrivamsha Rider (‹cost›)
\nGurjara unique fast moving Cavalry that can dodge projectiles. Strong vs. Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26439": "Build Heavy Scorpion (‹cost›)
\nSiege Weapon with ranged pass through attack, but cannot attack at close range. Strong vs. large groups of units. Weak vs. Siege Weapons and units at close range.
\nUpgrades: range, attack, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26440": "Build Caravanserai (‹cost›)
\nUnique economic building of the Hindustanis and the Persians. Heals and increases speed of Trade Carts in an 8 tile radius.
\nUpgrades: line of sight (Town Center); HP, armor (University).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26441": "Create Camel Scout (‹cost›)
\nGurjara unique scout. Fast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26443": "Build Transport Ship (‹cost›)
\nUsed to move units across water. Select the units you want to transport, then right-click on the Transport Ship to board them. Use the Unload button to unload units on the shore.
\nUpgrades: armor, speed, cost, creation speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26444": "Create Light Cavalry (‹cost›)
\nFast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Hussar or Winged Hussar (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26445": "Build Siege Tower (‹cost›)
\nQuick land transport used to unload units over enemy walls. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Cannot be used by Mounted Units.
\nUpgrades: more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26446": "Build Siege Ram (‹cost›)
\nAnti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.
\nUpgrades: attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26447": "Create Boyar (‹cost›)
\nSlavic unique Cavalry with exceptional melee armor. Strong vs. units at close range. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Boyar (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ", "26448": "Build Onager (‹cost›)
\nSiege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.
\nUpgrades: attack, range (University); to Siege Onager (Siege Workshop); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26449": "Create Elite Boyar (‹cost›)
\nSlavic unique Cavalry with exceptional melee armor. Strong vs. units at close range. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ", "26451": "Create Elite Cataphract (‹cost›)
\nByzantine unique Heavy Cavalry. Exceptionally strong vs. Infantry. Weak vs. Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26452": "Create Elite Chu Ko Nu (‹cost›)
\nChinese unique Foot Archer with rapid-fire attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26453": "Create Elite Mameluke (‹cost›)
\nSaracen unique Cavalry with ranged melee attack. Strong vs. Mounted Units. Weak vs. Archery Units and Spearman-line.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26454": "Create Elite Huskarl (‹cost›)
\nGothic unique Infantry with exceptional pierce armor. Strong vs. Ranged Soldiers and buildings. Weak vs. Cavalry and Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26455": "Create Elite Janissary (‹cost›)
\nTurkish unique Foot Gunner with powerful attack. Strong vs. Infantry. Weak vs. Archery Units and Skirmishers.
\nUpgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26456": "Create Elite Longbowman (‹cost›)
\nBritish unique Foot Archer with exceptional range. Strong vs. Infantry. Weak vs. Cavalry and Skirmishers.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26457": "Build Elite Longship (‹cost›)
\nFast moving Warship that fires multiple arrows. Strong vs. Fire Galleys, land units and buildings. Weak vs. Galley-line.
\nUpgrades: armor, speed, cost, creation speed (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26458": "Create Elite Mangudai (‹cost›)
\nMongol unique Mounted Archer with fast attack. Strong vs. Siege Weapons and Infantry. Weak vs. Skirmishers, Spearman-line and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26459": "Create Elite War Elephant (‹cost›)
\nPersian unique Cavalry that deals trample damage. Strong vs. buildings and units at close range. Weak vs. Spearman-line and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26460": "Create Elite Samurai (‹cost›)
\nJapanese unique Infantry that quickly charges into battle and has fast attack. Strong vs. Unique Units. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26461": "Create Elite Throwing Axeman (‹cost›)
\nFrankish unique Infantry with ranged melee attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26462": "Create Elite Teutonic Knight (‹cost›)
\nTeutonic unique Infantry with exceptional melee armor. Slow but resistant to conversion. Strong vs. melee units. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26463": "Create Elite Woad Raider (‹cost›)
\nCeltic unique Infantry with fast movement speed. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26464": "Build Lumber Camp (‹cost›)
\nUsed to deposit wood and research wood-gathering technologies. Build near forests to gather wood faster.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26469": "Create Champion (‹cost›)
\nAll-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26471": "Create Paladin (‹cost›)
\nPowerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26487": "Build Mining Camp (‹cost›)
\nUsed to deposit stone and gold and research mining technologies. Build near stone or gold mines to gather these resources faster.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26493": "Build Siege Onager (‹cost›)
\nSiege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.
\nUpgrades: attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26495": "Build Fish Trap (‹cost›)
\nRenewable food source, similar to a farm but built by Fishing Ships. Provides a limited amount of food before it collapses and must be rebuilt. Cannot be converted by enemy Monks.
\n‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26504": "Build Outpost (‹cost›)
\nObservation tower with great line of sight to discover nearby enemy activity. Does not attack and cannot garrison units inside.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26506": "Create Champi Runner (‹cost›)
\nAll-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed, to Champi Warrior (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26507": "Create Champi Warrior (‹cost›)
\nAll-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed, to Elite Champi Warrior (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26508": "Create Elite Champi Warrior (‹cost›)
\nAll-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed, (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26509": "Build Settlement (‹cost›)
\nUsed to deposit all resources and research economic technologies. Provides 5 population. Build near resources to gather faster. Required for Farm, Market.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26510": "Create Guecha Warrior (‹cost›)
\nMuisca unique Skirmisher that regenerates HP when a nearby Guecha Warrior is defeated. Strong vs. Ranged Soldiers. Weak vs. units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed, to Elite Guecha Warrior (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26511": "Create Elite Guecha Warrior (‹cost›)
\nMuisca unique Skirmisher that regenerates HP when a nearby Guecha Warrior is defeated. Strong vs. Ranged Soldiers. Weak vs. units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26512": "Create Kona (‹cost›)
\nMapuche unique Cavalry that deals increasing damage to injured units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders and Monks.
\nUpgrades: attack (Blacksmith); creation speed, to Elite Kona (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26513": "Create Elite Kona (‹cost›)
\nMapuche unique Cavalry that deals increasing damage to injured units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders and Monks.
\nUpgrades: attack (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26514": "Create Bolas Rider (‹cost›)
\nMapuche unique Mounted Archer with a charged attack that slows down enemy units. Strong vs. Mounted Units. Weak vs. Foot Archers, Skirmishers and units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Bolas Rider (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26515": "Create Elite Bolas Rider (‹cost›)
\nMapuche unique Mounted Archer with a charged attack that slows down enemy units. Strong vs. Mounted Units. Weak vs. Foot Archers, Skirmishers and units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26516": "Create Blackwood Archers (‹cost›)
\nTupi unique Foot Archer that is trained in pairs and takes only half population space. Strong in high numbers. Weak vs. units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed, to Elite Blackwood Archer (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26517": "Create Elite Blackwood Archers (‹cost›)
\nTupi unique Foot Archer that is trained in pairs and takes only half population space. Strong in high numbers. Weak vs. units at close range.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26519": "Create Elite Ibirapema Warrior (‹cost›)
\nTupi unique Infantry with a powerful frontal area attack. Strong vs. Infantry. Weak vs. Foot Archers at long range.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26520": "Create Temple Guard (‹cost›)
\nMuisca unique Shock Infantry that attacks faster the longer it remains in combat. Strong vs. buildings and Mounted Units. Weak vs. Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26521": "Create Elite Temple Guard (‹cost›)
\nMuisca unique Shock Infantry that attacks faster the longer it remains in combat. Strong vs. buildings and Mounted Units. Weak vs. Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26522": "Create Ibirapema Warrior (‹cost›)
\nTupi unique Infantry with a powerful frontal area attack. Strong vs. Infantry. Weak vs. Foot Archers at long range.
\nUpgrades: attack, armor (Blacksmith); speed, to Elite Ibirapema Warrior (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26523": "Build Hulk (‹cost›)
\nWarship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.
\nUpgrades: to War Hulk (Dock); attack (Blacksmith); armor, cost, speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26524": "Build War Hulk (‹cost›)
\nWarship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.
\nUpgrades: to Carrack (Dock); attack (Blacksmith); armor, cost, speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26525": "Build Carrack (‹cost›)
\nWarship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.
\nUpgrades: attack (Blacksmith); armor, cost, speed (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26526": "Create Champi Scout (‹cost›)
\nAll-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed, to Champi Runner (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26527": "Create Mounted Crossbowman (‹cost›)
\nMounted Archer with powerful but slow attack. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.
\nUpgrades: speed, HP (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Heavy Mounted Crossbowman (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26528": "Create Heavy Mounted Crossbowman (‹cost›)
\nMounted Archer with powerful but slow attack. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.
\nUpgrades: speed, HP (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26530": "Create Varangian Guard (‹cost›)
\nPowerful Shock Infantry that generates gold when fighting other units. Strong vs. Cavalry and buildings. Weak vs. Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor, to Elite Varangian Guard (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26531": "Create Elite Varangian Guard (‹cost›)
\nPowerful Shock Infantry that generates gold when fighting other units. Strong vs. Cavalry and buildings. Weak vs. Militia-line.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26532": "Create Hearth Troop (‹cost›)
\nSaxon unique Infantry that throws a javelin before engaging in melee combat. Strong vs. Ranged Soldiers. Weak vs. Cavalry.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); speed (Barracks); creation speed, to Elite Hearth Troop (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26533": "Create Elite Hearth Troop (‹cost›)
\nSaxon unique Infantry that throws a javelin before engaging in melee combat. Strong vs. Ranged Soldiers. Weak vs. Cavalry.
\nUpgrades: attack, range, armor (Blacksmith); attack, accuracy (University); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26534": "Create Coustillier (‹cost›)
\nBurgundian unique Heavy Cavalry with a powerful charged attack. Strong vs. Infantry and Archery Units. Weak vs. Camel Riders and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Coustillier (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26535": "Create Jarl (‹cost›)
\nVarangian unique Cavalry with ranged melee attack. Exceptionally strong vs. Infantry. Weak vs. Camel Riders and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Jarl (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26536": "Create Elite Coustillier (‹cost›)
\nBurgundian unique Heavy Cavalry with a powerful charged attack. Strong vs. Infantry and Archery Units. Weak vs. Camel Riders and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26537": "Create Elite Jarl (‹cost›)
\nVarangian unique Cavalry with ranged melee attack. Exceptionally strong vs. Infantry. Weak vs. Camel Riders and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26538": "Create Serjeant (‹cost›)
\nSicilian unique Infantry that can construct Donjons. Strong vs. Infantry and Camel Riders. Weak vs. Mounted Archers and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Serjeant (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26539": "Create Jomsviking (‹cost›)
\nDanish unique Infantry that throws torches when attacking buildings and ships. Exceptionally strong vs. Cavalry and buildings. Weak vs. Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Jomsviking (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26540": "Create Elite Serjeant (‹cost›)
\nSicilian unique Infantry that can construct Donjons. Strong vs. Infantry and Camel Riders. Weak vs. Mounted Archers and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26541": "Create Elite Jomsviking (‹cost›)
\nDanish unique Infantry that throws torches when attacking buildings and ships. Exceptionally strong vs. Cavalry and buildings. Weak vs. Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26542": "Create Flemish Militia (‹cost›)
\nBurgundian unique anti-cavalry Infantry. Strong vs. Mounted Units. Weak vs. Ranged Soldiers.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26544": "Build Donjon (‹cost›)
\nUnique fortification of the Sicilians used to train your Unique Unit and Spearman-line. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Unlocks Archery Range and Stable.
\nUpgrades: HP, production speed (Castle); line of sight (Town Center); HP, armor, accuracy (University); attack, range (Blacksmith).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26558": "Create Obuch (‹cost›)
\nPolish unique Infantry that tears the armor of units it is fighting. Strong vs. buildings, Cavalry and Infantry. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Obuch (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26559": "Create Elite Obuch (‹cost›)
\nPolish unique Infantry that tears the armor of units it is fighting. Strong vs. buildings, Cavalry and Infantry. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26561": "Build Hussite Wagon (‹cost›)
\nBohemian unique Siege Gunpowder Unit. Units behind it receive -50% damage from incoming projectiles. Strong vs. Ranged Soldiers. Weak vs. Mangonel-line.
\nUpgrades: attack, range (University); creation speed, to Elite Hussite Wagon (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26563": "Build Elite Hussite Wagon (‹cost›)
\nBohemian unique Siege Gunpowder Unit. Units behind it receive -50% damage from incoming projectiles. Strong vs. Ranged Soldiers. Weak vs. Mangonel-line.
\nUpgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26572": "Build Catapult Galleon (‹cost›)
\nAnti-building Siege Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.
\nUpgrades: attack, range, armor, speed, cost, creation speed, (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26573": "Build Elite Cannon Galleon (‹cost›)
\nAnti-building Siege Gunpowder Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.
\nUpgrades: attack, range, armor, speed, cost, creation speed, (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26574": "Create Berserk (‹cost›)
\nViking unique Infantry that regenerates HP. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Berserk (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26576": "Create Elite Berserk (‹cost›)
\nViking unique Infantry that regenerates HP. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26577": "Create Winged Hussar (‹cost›)
\nPolish and Lithuanian unique fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26579": "Build Houfnice (‹cost›)
\nBohemian unique Siege Gunpowder Unit with long range, but cannot attack at close range. Strong vs. buildings and Siege Weapons. Weak vs. units at close range.
\nUpgrades: attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26581": "Build Folwark (‹cost›)
\nUnique building of the Poles. Used to deposit food and research farming technologies. Immediately collects 10% of food from nearby newly constructed farms. Provides 5 population. Build near forage bushes or other source of food to gather food faster.
\nUpgrades: line of sight (Town Center); HP, armor (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", "26594": "Create Iron Pagoda (‹cost›)
\nJurchen unique Heavy Cavalry with durable armor that can completely block melee attacks. Strong vs. Infantry and Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Iron Pagoda (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26595": "Create Elite Iron Pagoda (‹cost›)
\nJurchen unique Heavy Cavalry with durable armor that can completely block melee attacks. Strong vs. Infantry and Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26596": "Create Grenadier (‹cost›)
\nJurchen unique Gunpowder Unit with ranged blast attack, but cannot attack at close range. Strong vs. Infantry and tight groups of units. Weak vs. Ranged Soldiers and units at close range.
\nUpgrades: armor (Blacksmith); accuracy, range (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26598": "Build Traction Trebuchet (‹cost›)
\nPowerful anti-building Siege Weapon with long range, but cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees.
\nUpgrades: attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26599": "Create Hei Guang Cavalry (‹cost›)
\nPowerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP, to Heavy Hei Guang Cavalry (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26600": "Create Heavy Hei Guang Cavalry (‹cost›)
\nPowerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26601": "Build Lou Chuan (‹cost›)
\nPowerful Siege Warship that fires arrows at units and uses a long range trebuchet weapon against buildings and Siege Weapons but cannot attack at close range. Strong vs. buildings. Weak vs. Fire Ships.
\nUpgrades: armor, speed, cost, creation speed (Dock); attack, range (Blacksmith); attack, range, accuracy (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26660": "Create Petard (‹cost›)
\nDemolition Siege Weapon armed with explosives. Strong vs. buildings. Weak vs. other units. Self-destructs when used.
\nUpgrades: attack (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26661": "Create Hussar (‹cost›)
\nFast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26667": "Create Jaguar Warrior (‹cost›)
\nAztec unique Infantry that gains additional damage when defeating military units. Exceptionally strong vs. Infantry. Weak vs. Cavalry and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Jaguar Warrior (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26669": "Create Elite Jaguar Warrior (‹cost›)
\nAztec unique Infantry that gains additional damage when defeating military units. Exceptionally strong vs. Infantry. Weak vs. Cavalry and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26671": "Create Eagle Warrior (‹cost›)
\nFast moving Shock Infantry for scouting and raiding. Resistant to conversion. Strong vs. Monastery Units and Archery Units. Weak vs. Militia-line and Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed, to Elite Eagle Warrior (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26672": "Create Eagle Scout (‹cost›)
\nFast moving Shock Infantry for scouting and raiding. Resistant to conversion. Strong vs. Monastery Units and Archery Units. Weak vs. Militia-line and Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed, to Eagle Warrior (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26673": "Create Elite Eagle Warrior (‹cost›)
\nFast moving Shock Infantry for scouting and raiding. Resistant to conversion. Strong vs. Monastery Units and Archery Units. Weak vs. Militia-line and Cavalry.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26675": "Create Tarkan (‹cost›)
\nHunnic unique Heavy Cavalry. Exceptionally strong vs. buildings. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Tarkan (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26677": "Create Elite Tarkan (‹cost›)
\nHunnic unique Heavy Cavalry. Exceptionally strong vs. buildings. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26682": "Create Elephant Archer (‹cost›)
\nSlow and heavy Mounted Archer. Strong vs. Archery Units and Infantry. Weak vs. Spearman-line, Skirmishers, and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy, to Elite Elephant Archer (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26683": "Create Plumed Archer (‹cost›)
\nMayan unique Foot Archer with fast movement speed. Strong vs. Archery Units and Infantry. Weak vs. Cavalry.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Plumed Archer (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26684": "Create Elite Elephant Archer (‹cost›)
\nSlow and heavy Mounted Archer. Strong vs. Archery Units and Infantry. Weak vs. Spearman-line, Skirmishers, and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed, HP (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26685": "Create Elite Plumed Archer (‹cost›)
\nMayan unique Foot Archer with fast movement speed. Strong vs. Archery Units and Infantry. Weak vs. Cavalry.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26686": "Create Kamayuk (‹cost›)
\nInca unique Infantry with increased attack range. Strong vs. Cavalry and Infantry. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Kamayuk (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26687": "Create Conquistador (‹cost›)
\nSpanish unique Mounted Gunner with powerful attack and mobility. Strong vs. units at range. Weak vs. Spearman-line, Skirmishers, and Monks.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Conquistador (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26688": "Create Elite Kamayuk (‹cost›)
\nInca unique Infantry with increased attack range. Strong vs. Cavalry and Infantry. Weak vs. Archery Units and Gunners.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26689": "Create Elite Conquistador (‹cost›)
\nSpanish unique Mounted Gunner with powerful attack and mobility. Strong vs. units at range. Weak vs. Spearman-line, Skirmishers, and Monks.
\nUpgrades: armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26690": "Create Slinger (‹cost›)
\nAnti-infantry Skirmisher that cannot attack at close range. Strong vs. Infantry, Monks and Siege Weapons. Weak vs. Ranged Soldiers and Cavalry.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26691": "Create Missionary (‹cost›)
\nSpanish unique Mounted Monk. Converts enemy units and heals friendly units. Faster than Monk but with less sight and range. Strong vs. slow, non-ranged units. Weak vs. Scout Cavalry-line, Eagle Warriors and Ranged Soldiers. Can collect Relics and bring them to Monasteries.
\nUpgrades: at Monastery; armor (Blacksmith); speed, HP (Stable).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26692": "Create Liao Dao (‹cost›)
\nKhitan unique Infantry with powerful attack that wounds enemies, dealing damage over time. Strong vs. Cavalry and Infantry. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Liao Dao (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26696": "Create Elite Liao Dao (‹cost›)
\nKhitan unique Infantry with powerful attack that wounds enemies, dealing damage over time. Strong vs. Cavalry and Infantry. Weak vs. Ranged Soldiers at long range.
\nUpgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26698": "Build Mounted Trebuchet (‹cost›)
\nKhitan unique Siege Cavalry with long range, but cannot attack at close range. Projectiles leave lingering fire on the ground. Strong vs. Siege Weapons and tight groups of units. Weak vs. units at close range.
\nUpgrades: armor (Blacksmith); attack, range (University); speed, HP (Stable); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26703": "Create Savar (‹cost›)
\nPersian unique all-purpose Heavy Cavalry. Exceptionally strong vs. Ranged Soldiers. Weak vs. Spearman-line, Camel Riders, and Monks.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26717": "Create Elite Fire Lancer (‹cost›)
\nGunpowder Shock Infantry that fires a short ranged firearm before engaging in melee combat. Strong vs. Cavalry and buildings. Weak vs. Militia-line and Archery Units.
\nUpgrades: attack, armor (Blacksmith); speed, pierce armor (Barracks); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26723": "Create Genoese Crossbowman (‹cost›)
\nItalian unique Foot Archer. Exceptionally strong vs. Cavalry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Genoese Crossbowman (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26725": "Create Elite Genoese Crossbowman (‹cost›)
\nItalian unique Foot Archer. Exceptionally strong vs. Cavalry. Weak vs. Archery Units and Siege Weapons.
\nUpgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26727": "Create War Wagon (‹cost›)
\nKorean unique Mounted Archer. Slow but durable. Strong vs. Infantry and Archery Units. Weak vs. Spearman-line, Skirmishers and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite War Wagon (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26728": "Create Magyar Huszar (‹cost›)
\nMagyar unique Cavalry. Strong vs. Siege Weapons. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed, to Elite Magyar Huszar (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26729": "Create Elite War Wagon (‹cost›)
\nKorean unique Mounted Archer. Slow but durable. Strong vs. Infantry and Archery Units. Weak vs. Spearman-line, Skirmishers and Camel Riders.
\nUpgrades: attack, range, armor (Blacksmith); speed (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26730": "Create Elite Magyar Huszar (‹cost›)
\nMagyar unique Cavalry. Strong vs. Siege Weapons. Weak vs. Spearman-line and Camel Riders.
\nUpgrades: attack, armor (Blacksmith); speed, HP (Stable); creation speed (Castle); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26731": "Build Turtle Ship (‹cost›)
\nKorean unique Siege Warship with high armor and attack. Strong vs. most Warships and buildings. Weak vs. Galleys.
\nUpgrades: armor, speed, cost, creation speed, to Elite Turtle Ship (Dock); attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26732": "Build Elite Turtle Ship (‹cost›)
\nKorean unique Siege Warship with high armor and attack. Strong vs. most Warships and buildings. Weak vs. Galleys.
\nUpgrades: armor, speed, cost, creation speed (Dock); attack, range (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26739": "Build Dragon Ship (‹cost›)
\nChinese unique Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Demolition Ships.
\nUpgrades: Upgrades: armor, speed, cost, creation speed, attack (University); more resistant to Monks (Monastery).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "26895": "Build Pasture (‹cost›)
\nKhitan unique renewable food source. Provides a limited amount of food before it must be rebuilt. Only two Villagers may work a Pasture at a time. Cannot be converted by enemy Monks.
\nUpgrades: food (Mill).‹DEFAULT›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", "28008": "Research Town Watch (‹cost›)
\nBuildings +4 line of sight.", "28012": "Research Crop Rotation (‹cost›)
\nNew Farms provide +175 food.
\nExisting Farms provide a smaller food amount.", "28013": "Research Heavy Plow (‹cost›)
\nNew Farms provide +125 food. Farmers +1 carry capacity.
\nExisting Farms provide a smaller food amount.", "28014": "Research Horse Collar (‹cost›)
\nNew Farms provide +75 food.
\nExisting Farms provide a smaller food amount.", "28015": "Research Guilds (‹cost›)
\nMarket trading fee reduced to 15%.", "28017": "Research Banking (‹cost›)
\nTributes to other players are free.", "28019": "Research Cartography (‹cost›)
\nYou and your allies share the same line of sight (you see what they see).", "28022": "Research Loom (‹cost›)
\nVillagers +15 HP and +1 melee/+2 pierce armor.", "28023": "Research Coinage (‹cost›)
\nTributes to other players cost only 20%.", "28034": "Upgrade to War Galley, Fire Ship and War Hulk (‹cost›)
\nUpgrades Galleys, Fire Galleys and Hulks. Lets you build War Galleys, Fire Ships and War Hulks, which are stronger and better armored.", "28035": "Upgrade to Galleon, Fast Fire Ship and Carrack (‹cost›)
\nUpgrades War Galleys, Fire Ships and War Hulks. Lets you build Galleons, Fast Fire Ships and Carracks which are stronger and better armored.", "28039": "Research Husbandry (‹cost›)
\nMounted Units move +10% faster.", "28045": "Research Faith (‹cost›)
\nUnits are 50% harder for enemy Monks to convert.", "28047": "Research Chemistry (‹cost›)
\nFoot Archers, Skirmishers, Mounted Archers, ranged Warships and ranged Fortifications +1 attack.
\nRequired for Gunpowder Units (Hand Cannoneer, Cannon Galleon, Bombard Cannon, Bombard Tower).", "28050": "Research Masonry (‹cost›)
\nBuildings +10% HP, +1 melee/+1 pierce armor and +3 building armor.", "28051": "Research Architecture (‹cost›)
\nBuildings +10% HP, +1 melee/+1 pierce armor and +3 building armor.", "28054": "Research Treadmill Crane (‹cost›)
\nVillagers construct buildings +20% faster.", "28055": "Research Gold Mining (‹cost›)
\nVillagers gather gold +15% faster.", "28059": "Research Kataparuto (‹cost›)
\nTrebuchets attack and pack/unpack faster.", "28063": "Upgrade to Keep (‹cost›)
\nUpgrades Guard Towers to Keeps, which are stronger.", "28067": "Research Forging (‹cost›)
\nInfantry, Cavalry and Hulk-line +1 attack.", "28068": "Research Iron Casting (‹cost›)
\nInfantry, Cavalry and Hulk-line +1 attack.", "28074": "Research Scale Mail Armor (‹cost›)
\nInfantry +1 melee/+1 pierce armor.", "28075": "Research Blast Furnace (‹cost›)
\nInfantry, Cavalry and Hulk-line +2 attack.", "28076": "Research Chain Mail Armor (‹cost›)
\nInfantry +1 melee/+1 pierce armor.", "28077": "Research Plate Mail Armor (‹cost›)
\nInfantry +1 melee/+2 pierce armor.", "28080": "Research Plate Barding Armor (‹cost›)
\nCavalry +1 melee/+2 pierce armor.", "28081": "Research Scale Barding Armor (‹cost›)
\nCavalry +1 melee/+1 pierce armor.", "28082": "Research Chain Barding Armor (‹cost›)
\nCavalry +1 melee/+1 pierce armor.", "28084": "Research Pirotechnia (‹cost›)
\nHand Cannoneers deal +15% pass through damage and are more accurate.", "28090": "Research Tracking (‹cost›)
\nInfantry have +2 line of sight so they see enemy units from a longer distance.", "28093": "Research Ballistics (‹cost›)
\nFoot Archers, Skirmishers, Mounted Archers, ranged Warships, ranged Fortifications and some Siege Weapons fire more accurately at moving targets.", "28101": "Advance to Feudal Age (‹cost›; two Dark Age buildings)
\nImproves your civilization. Gives you access to different buildings, more powerful military units, and stronger technologies. Before you can advance, you must have any two Dark Age buildings: Lumber Camp, Mining Camp, Mill, Dock, or Barracks.", "28102": "Advance to Castle Age (‹cost›; two Feudal Age buildings)
\nImproves your civilization. Gives you access to different buildings, more powerful military units, and stronger technologies. Before you can advance, you must have any two Feudal Age buildings: Archery Range, Stable, Blacksmith, or Market.", "28103": "Advance to Imperial Age (‹cost›; two Castle Age buildings or a Castle/Krepost)
\nImproves your civilization. Gives you access to different buildings, more powerful military units, and stronger technologies. Before you can advance, you must have a Castle/Krepost or any two Castle Age buildings: University, Siege Workshop, or Monastery.", "28150": "Research Bodkin Arrow (‹cost›)
\nArchery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.", "28151": "Research Bracer (‹cost›)
\nArchery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.", "28163": "Upgrade to Fortified Wall (‹cost›)
\nUpgrades Stone Walls and Stone Gates to Fortified Walls and Gates, which are stronger.", "28172": "Research Fletching (‹cost›)
\nArchery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.", "28180": "Research Gold Shaft Mining (‹cost›)
\nVillagers gather gold +15% faster.", "28186": "Upgrade to Guard Tower (‹cost›)
\nUpgrades Watch Towers to Guard Towers, which are stronger.", "28189": "Research Double-Bit Axe (‹cost›)
\nVillagers gather wood +20% faster.", "28190": "Research Bow Saw (‹cost›)
\nVillagers gather wood +20% faster.", "28208": "Research Padded Archer Armor (‹cost›)
\nRanged Soldiers +1 melee/+1 pierce armor.", "28209": "Research Leather Archer Armor (‹cost›)
\nRanged Soldiers +1 melee/+1 pierce armor.", "28210": "Research Squires (‹cost›)
\nInfantry moves +10% faster.", "28211": "Research Wheelbarrow (‹cost›)
\nVillagers +25% carry capacity and move +10% faster.", "28216": "Research Ring Archer Armor (‹cost›)
\nRanged Soldiers +1 melee/+2 pierce armor.", "28220": "Research Illumination (‹cost›)
\nMonastery Units regain their faith +100% faster after a successful conversion.", "28221": "Research Sanctity (‹cost›)
\nMonastery Units +15 HP.", "28222": "Research Block Printing (‹cost›)
\nMonastery Units +3 conversion range.", "28231": "Research Two-Man Saw (‹cost›)
\nVillagers gather wood +10% faster.", "28246": "Research Hand Cart (‹cost›)
\nVillagers +50% carry capacity and move +10% faster.", "28249": "Research Fervor (‹cost›)
\nMonastery Units move +15% faster.", "28251": "Research Arquebus (‹cost›)
\nGunpowder Units fire more accurately at moving targets.", "28252": "Research Royal Heirs (‹cost›)
\nShotel Warriors and Camel Riders receive -3 damage from Mounted Units.", "28253": "Research Torsion Engines (‹cost›)
\nSiege Workshop Units' blast radius increased.", "28254": "Research Tigui (‹cost›)
\nTown Centers fire arrows without garrison.", "28255": "Research Farimba (‹cost›)
\nCavalry +5 attack.", "28256": "Research Kasbah (‹cost›)
\nTeam Castles work +25% faster.", "28257": "Research Maghrebi Camels (‹cost›)
\nCamel Units regenerate 15 HP per minute.", "28258": "Research Arson (‹cost›)
\nInfantry +2 attack vs. buildings.", "28266": "Research Andean Sling (‹cost›)
\nSkirmishers and Slingers no minimum range; Slingers +1 attack.", "28267": "Research Fabric Shields (‹cost›)
\nKamayuks, Slingers and Champi Warriors +1 melee/+1 pierce armor.", "28269": "Research Druzhina (‹cost›)
\nInfantry deals trample damage.", "28270": "Research Grand Trunk Road (‹cost›)
\nAll gold income +10% faster; Market trading fee reduced to 10%.", "28271": "Research Shatagni (‹cost›)
\nHand Cannoneers +2 range.", "28273": "Research Silk Road (‹cost›)
\nTrade Units cost -50%.", "28274": "Research Recurve Bow (‹cost›)
\nMounted Archers +1 attack, +1 range.", "28275": "Research Corvinian Army (‹cost›)
\nMagyar Huszar gold cost is replaced by additional food cost.", "28276": "Research Stone Mining (‹cost›)
\nVillagers gather stone +15% faster.", "28277": "Research Stone Shaft Mining (‹cost›)
\nVillagers gather stone +15% faster.", "28278": "Research Arrowslits (‹cost›)
\nWatch Towers +1, Guard Towers +2, Keeps and Donjons +3 attack.", "28280": "Research Nomads (‹cost›)
\nLost Houses do not decrease population space.", "28281": "Research Kamandaran (‹cost›)
\nArcher-line gold cost replaced by additional wood cost.", "28282": "Research Town Patrol (‹cost›)
\nBuildings +4 line of sight.", "28283": "Research Ironclad (‹cost›)
\nSiege Weapons +4 melee armor.", "28285": "Research Sipahi (‹cost›)
\nMounted Archers +20 HP.", "28286": "Research Inquisition (‹cost›)
\nMonks and Missionaries convert faster; Missionaries +1 range.", "28287": "Research Chivalry (‹cost›)
\nStables work +40% faster.", "28291": "Research Tusk Swords (‹cost›)
\nBattle Elephants +3 attack.", "28292": "Research Double Crossbows (‹cost›)
\nBallista Elephants and Scorpions fire an additional projectile.", "28293": "Research Thalassocracy (‹cost›)
\nDocks are upgraded to Harbors.", "28294": "Research Forced Levy (‹cost›)
\nMilitia-line gold cost is replaced by additional food cost.", "28295": "Research Howdah (‹cost›)
\nBattle Elephants +1 melee/+1 pierce armor.", "28296": "Research Manipur Cavalry (‹cost›)
\nCavalry +4 attack vs. Ranged Soldiers.", "28297": "Research Chatras (‹cost›)
\nBattle Elephants +100 HP.", "28298": "Research Paper Money (‹cost›)
\nLumberjacks slowly generate gold in addition to wood.", "28307": "Research Stirrups (‹cost›)
\nCavalry attacks +33% faster.", "28308": "Research Bagains (‹cost›)
\nMilitia-line +5 melee armor.", "28309": "Research Silk Armor (‹cost›)
\nScout Cavalry-line, Steppe Lancers and Cavalry Archers +1 melee/+1 pierce armor.", "28310": "Research Timurid Siegecraft (‹cost›)
\nTrebuchets +2 range.", "28311": "Research Steppe Husbandry (‹cost›)
\nScout Cavalry-line, Steppe Lancers and Cavalry Archers train +100% faster.", "28312": "Research Chieftains (‹cost›)
\nInfantry +5 attack vs. Cavalry, +4 vs. Camel Units.", "28313": "Research Greek Fire (‹cost›)
\nFire Ships +1 range; Dromons and Bombard Towers increased blast radius.", "28314": "Research Gillnets (‹cost›)
\nFishing Ships gather +10% faster and carry +5.", "28315": "Research Redemption (‹cost›)
\nMonks can convert enemy Siege Weapons and buildings (except Town Centers, Castles, Monasteries, Farms, Fish Traps, Walls, Gates, and Wonders). Monks can convert most enemy units from a distance, but they must stand adjacent to buildings, rams, and Trebuchets to convert them.", "28316": "Research Atonement (‹cost›)
\nMonks can convert enemy Monastery Units.", "28318": "Research Logistica (‹cost›)
\nCataphracts and Varangian Guards deal trample damage.", "28319": "Research Conscription (‹cost›)
\nMilitary buildings (except Siege Workshops) work +33% faster.", "28320": "Research Bombard Tower (‹cost›)
\nUnlocks Bombard Towers.", "28321": "Research Murder Holes (‹cost›)
\nRemoves minimum range of Fortifications so they can attack enemies at their base.", "28322": "Research Sappers (‹cost›)
\nVillagers +15 attack vs. buildings and +3 attack vs. rams.", "28325": "Research Supremacy (‹cost›)
\nVillagers +40 HP, +6 attack, +2 melee/+2 pierce armor.", "28326": "Research Atlatl (‹cost›)
\nSkirmishers +1 attack, +1 range.", "28327": "Research Warwolf (‹cost›)
\nTrebuchets deal blast damage and are more accurate.", "28342": "Research Burgundian Vineyards (‹cost›)
\nFarmers slowly generate gold in addition to food.", "28343": "Research Flemish Revolution (‹cost›)
\nAll existing Villagers are transformed to Flemish Militia.", "28344": "Research First Crusade (‹cost›)
\nUp to 5 Town Centers spawn 5 Serjeants each; units more resistant to conversion.", "28345": "Research Hauberk (‹cost›)
\nKnight-line +1 melee/+2 pierce armor.", "28348": "Research Szlachta Privileges (‹cost›)
\nKnight-line costs -60% gold.", "28349": "Research Lechitic Legacy (‹cost›)
\nScout Cavalry-line deals trample damage.", "28350": "Research Wagenburg Tactics (‹cost›)
\nGunpowder Units move +10% faster.", "28351": "Research Hussite Reforms (‹cost›)
\nMonks and Monastery technologies gold cost is replaced by food cost.", "28357": "Research Medical Corps (‹cost›)
\nElephant Units regenerate 30 HP per minute.", "28358": "Research Wootz Steel (‹cost›)
\nInfantry and Cavalry attacks ignore armor.", "28359": "Research Paiks (‹cost›)
\nRathas and Elephant Units attack +20% faster.", "28360": "Research Mahayana (‹cost›)
\nVillagers and Monks take -10% population space.", "28361": "Research Kshatriyas (‹cost›)
\nMilitary Units cost -25% food.", "28362": "Research Frontier Guards (‹cost›)
\nCamel Riders and Elephant Archers +4 melee armor.", "28368": "Research Great Wall (‹cost›)
\nWalls, Watch Tower-line and Bombard Towers +30% HP.", "28369": "Research Stronghold (‹cost›)
\nCastles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius.", "28370": "Research Marauders (‹cost›)
\nTarkans can be trained at Stables.", "28371": "Research Yasama (‹cost›)
\nWatch Tower-line fires additional arrows.", "28372": "Research Careening (‹cost›)
\nShips +1 pierce armor.", "28373": "Research Dry Dock (‹cost›)
\nShips +1 pierce armor.", "28374": "Research Heated Shot (‹cost›)
\nTowers +125% attack vs. ships; Castles and Docks +4 attack vs. ships.", "28376": "Research Hoardings (‹cost›)
\nCastles, Kreposts and Donjons +1,000 HP.", "28377": "Research Shipwright (‹cost›)
\nShips cost -20% wood and build +50% faster.", "28378": "Research Siege Engineers (‹cost›)
\nRanged Siege Weapons and Siege Warships +1 range. All Siege Weapons and Siege Warships +20% attack vs. buildings; Demolition Units +40% attack vs. buildings.", "28379": "Research Hul'che Javelineers (‹cost›)
\nSkirmishers fire an additional projectile.", "28380": "Research Eupseong (‹cost›)
\nWatch Tower-line +2 range.", "28398": "Research Cuman Mercenaries (‹cost›)
\nAll team members can train 5 free Elite Kipchaks per Castle.", "28399": "Research Hill Forts (‹cost›)
\nTown Centers +3 range.", "28400": "Research Tower Shields (‹cost›)
\nSpearman-line and Skirmishers +2 pierce armor.", "28406": "Research Fereters (‹cost›)
\nInfantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster.", "28407": "Research Cilician Fleet (‹cost›)
\nDemolition Ships +20% blast radius; Galley-line and Dromons +1 range.", "28408": "Research Spies/Treason (Cost: ‹static_cost=Gold,200› per enemy Villager for Spies/‹static_cost=Gold,400› per use for Treason)
\nSpies (Random Map games) reveals all enemy units and buildings by showing you their line of sight. The total cost is 200 gold per each Villager from other players; allied Villagers are excluded when teams are locked.
\n
\nTreason (Regicide games) reveals the position of all enemy Kings to your team for a few seconds. The Kings appear on the mini-map as a flashing X. Each time you choose Treason, 400 gold is immediately deducted from your stockpile.", "28409": "Research Bloodlines (‹cost›)
\nMounted Units +20 HP.", "28410": "Research Caravan (‹cost›)
\nTrade Units move +20% faster.", "28411": "Research Thumb Ring (‹cost›)
\nArchery Units attack +15% faster. Archery Units and Skirmishers fire with 100% accuracy.", "28412": "Research Heresy (‹cost›)
\nUnits converted by an enemy Monk die instead of changing to the enemy's color.", "28415": "Research Parthian Tactics (‹cost›)
\nMounted Archers +1 melee/+2 pierce armor; +2 attack vs. Spearman-line.", "28416": "Research Theocracy (‹cost›)
\nIf a group of Monks converts an enemy unit, only one of the Monks must rest afterward.", "28419": "Research Yeomen (‹cost›)
\nFoot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack.", "28420": "Research Holcans (‹cost›)
\nEagle Warriors +40 HP.", "28421": "Research Furor Celtica (‹cost›)
\nSiege Weapons +40% HP.", "28422": "Research Drill (‹cost›)
\nSiege Workshop Units move +50% faster.", "28423": "Research Citadels (‹cost›)
\nCastles +4 attack, +3 vs. Rams, +3 vs. Infantry and receive -25% bonus damage.", "28425": "Research Artillery (‹cost›)
\nBombard Towers, Bombard Cannons, Cannon Galleons +2 range.", "28426": "Research Crenellations (‹cost›)
\nCastles +3 range, garrisoned Infantry fires arrows.", "28427": "Research Anarchy (‹cost›)
\nHuskarls can be trained at Barracks.", "28428": "Research Atheism (‹cost›)
\nEnemy Relics generate -50% resources; Wonder and Relic victory takes +100 years.", "28429": "Research Garland Wars (‹cost›)
\nInfantry +4 attack.", "28431": "Research Bogsveigar (‹cost›)
\nArcher-line and Longships +1 attack.", "28432": "Research Rocketry (‹cost›)
\nScorpions, Rocket Carts and Lou Chuans +25% attack; Lou Chuans fire rockets.", "28435": "Research Herbal Medicine (‹cost›)
\nUnits garrisoned in buildings heal +500% faster.", "28438": "Research Shinkichon (‹cost›)
\nRocket Carts and Turtle Ships +1 range, fire additional projectiles.", "28439": "Research Perfusion (‹cost›)
\nBarracks work +100% faster.", "28440": "Research Svan Towers (‹cost›)
\nFortifications +2 attack; Watch Tower-line deals pass through damage.", "28441": "Research Aznauri Cavalry (‹cost›)
\nMounted Units take -20% population space.", "28444": "Research Ballistas (‹cost›)
\nScorpions attack +33% faster; Galley-line +2 attack.", "28445": "Research Comitatenses (‹cost›)
\nMilitia-line, Knight-line, and Centurions train +50% faster and receive a charge attack.", "28447": "Research Counterweights (‹cost›)
\nTrebuchets and Mangonel-line +15% attack.", "28448": "Research Detinets (‹cost›)
\nReplaces 40% of Castle and Watch Tower-line stone cost with additional wood cost.", "28450": "Research Gambesons (‹cost›)
\nMilitia-line, Fire Lancers and Varangian Guards +1 pierce armor.", "28451": "Research Bimaristan (‹cost›)
\nMonks passively heal multiple nearby units.", "28462": "Research Devotion (‹cost›)
\nUnits are 15% harder for enemy Monks to convert.", "28466": "Research Fortified Bastions (‹cost›)
\nFortifications and Town Centers regenerate 500 HP per minute.", "28467": "Research Thunderclap Bombs (‹cost›)
\nRocket Carts, Grenadiers and Lou Chuans detonate when defeated; projectiles produce additional explosions.", "28468": "Research Lamellar Armor (‹cost›)
\nInfantry and Skirmishers reflect 25% melee damage back to the attacker.", "28469": "Research Ordo Cavalry (‹cost›)
\nCavalry regenerates HP in combat.", "28473": "Research Tuntian (‹cost›)
\nSoldiers passively produce food.", "28474": "Research Ming Guang Armor (‹cost›)
\nMounted Units +4 melee armor.", "28476": "Research Bolt Magazine (‹cost›)
\nArcher-line, War Chariots and Lou Chuans fire additional projectiles.", "28477": "Research Coiled Serpent Array (‹cost›)
\nSpearman-line and White Feather Guards gain additional HP when near each other.", "28480": "Research Red Cliffs Tactics (‹cost›)
\nDemolition Ships and Fire Archers deal fire damage to ships and buildings.", "28481": "Research Sitting Tiger (‹cost›)
\nTraction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles.", "28484": "Research Domestication (‹cost›)
\nNew Pastures provide +1 animal. Existing Pastures provide a smaller food amount.", "28485": "Research Pastoralism (‹cost›)
\nNew Pastures provide +2 animals. Existing Pastures provide a smaller food amount.", "28486": "Research Transhumance (‹cost›)
\nNew Pastures provide +3 animals. Existing Pastures provide a smaller food amount.", "28491": "Research Herbalism (‹cost›)
\nArcher-line and Champi Warriors move +15% faster.", "28492": "Research Huaracas (‹cost›)
\nSlingers +1 range; train +50% faster.", "28495": "Research Malon (‹cost›)
\nBolas Riders, Slingers, and Skirmishers deal pass through damage.", "28496": "Research Butalmapu (‹cost›)
\nTeam Castle Unique Units and Bolas Riders cost -15%.", "28499": "Research Caciques (‹cost›)
\nChampi Warriors and Slingers attack +25% faster.", "120150": "Foot Archer civilization
\n
\n• Shepherds work +25% faster
\n• Town Centers cost -50% wood starting in Castle Age
\n• Foot Archers +1/+2 range in Castle/Imperial Age
\n
\nUnique Unit:
\nLongbowman (Foot Archer)
\n
\nUnique Techs:
\n• Yeomen (Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack)
\n• Warwolf (Trebuchets deal blast damage and are more accurate)
\n
\nTeam Bonus:
\nArchery Ranges work +10% faster", "120151": "Cavalry civilization
\n
\n• Foragers work +15% faster
\n• Mill technologies free
\n• Mounted Units +20% HP starting in Feudal Age
\n• Castles cost -15/25% in Castle/Imperial Age
\n
\nUnique Unit:
\nThrowing Axeman (Infantry)
\n
\nUnique Techs:
\n• Ordonnance Companies (Mounted Crossbowmen cost -40% gold)
\n• Chivalry (Stables work +40% faster)
\n
\nTeam Bonus:
\nKnight-line +2 line of sight", "120152": "Infantry civilization
\n
\n• Loom is researched instantly
\n• Hunters carry +15; hunted animals last +20% longer
\n• Infantry costs -15/20/25/30% in Dark/Feudal/Castle/
\nImperial Age
\n• Infantry +1/+2/+3 attack vs. buildings in Feudal/
\nCastle/Imperial Age
\n• +10 population space in Imperial Age
\n
\nUnique Unit:
\nHuskarl (Infantry)
\n
\nUnique Techs:
\n• Anarchy (Huskarls can be trained at Barracks)
\n• Perfusion (Barracks work +100% faster)
\n
\nTeam Bonus:
\nBarracks work +20% faster", "120153": "Infantry and Defensive civilization
\n
\n• Farms cost -40%
\n• Town Centers +10 garrison capacity; Towers +5 garrison capacity
\n• Infantry and Mounted Units +1/+2 melee armor in Castle/Imperial Age
\n• Monks +100% healing range
\n• Murder Holes, Herbal Medicine free
\n
\nUnique Unit:
\nTeutonic Knight (Infantry)
\n
\nUnique Techs:
\n• Ironclad (Siege Weapons +4 melee armor)
\n• Crenellations (Castles +3 range, garrisoned Infantry fires arrows)
\n
\nTeam Bonus:
\nUnits more resistant to conversion", "120154": "Infantry civilization
\n
\n• Mills, Lumber- and Mining Camps cost -50%
\n• Infantry attacks +33% faster starting in Feudal Age
\n• Cavalry Archers +2 attack vs. Ranged Soldiers (except Skirmishers)
\n• Fishing Ships work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age; +100% HP
\n
\nUnique Unit:
\nSamurai (Infantry)
\n
\nUnique Techs:
\n• Yasama (Watch Tower-line fires additional arrows)
\n• Kataparuto (Trebuchets attack and pack/unpack faster)
\n
\nTeam Bonus:
\nGalley-line +4 line of sight", "120155": "Archer and Gunpowder civilization
\n
\n• Start with +3 Villagers, but -50 wood and -200 food
\n• Technologies cost -5/10/15% in Feudal/Castle/Imperial Age
\n• Town Centers +7 line of sight and provide +15 population space
\n• Fire Lancers and Fire Ships move +5/10% faster in Castle/Imperial Age
\n
\nUnique Unit:
\nChu Ko Nu (Foot Archer), Dragon Ship (Warship)
\n
\nUnique Techs:
\n• Great Wall (Walls, Watch Tower-line and Bombard Towers +30% HP)
\n• Rocketry (Scorpions, Rocket Carts and Lou Chuans +25% attack; Lou Chuans fire rockets)
\n
\nTeam Bonus:
\nFarms +10% food", "120156": "Defensive civilization
\n
\n• Buildings +10/20/30/40% HP in Dark/Feudal/
\nCastle/Imperial Age
\n• Camel Riders, Skirmishers and Spearman-line cost -25%
\n• Town Watch, Town Patrol free
\n• Advancing to Imperial Age costs -33%
\n• Fire Ships and Dromons attack +25% faster
\n
\nUnique Unit:
\nCataphract (Cavalry)
\n
\nUnique Techs:
\n• Greek Fire (Fire Ships +1 range; Dromons and Bombard Towers increased blast radius)
\n• Logistica (Cataphracts and Varangian Guards deal trample damage)
\n
\nTeam Bonus:
\nMonks heal +100% faster", "120157": "Cavalry civilization
\n
\n• Start with +50 wood and +50 food
\n• Town Centers and Docks +100% HP and work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age
\n• Parthian Tactics available in Castle Age
\n• Can build Caravanserai in Imperial Age
\n
\nUnique Units:
\nWar Elephant (Cavalry), Savar (Cavalry)
\n
\nUnique Techs:
\n• Kamandaran (Archer-line gold cost replaced by additional wood cost)
\n• Citadels (Castles +4 attack, +3 vs. Rams, +3 vs. Infantry and receive -25% bonus damage)
\n
\nTeam Bonus:
\nKnight-line +2 attack vs. Ranged Soldiers", "120158": "Camel and Naval civilization
\n
\n• Market trading fee only 5%; Markets cost -100 wood
\n• Camel Units +25% HP
\n• Galley-line attacks +25% faster
\n• Transport Ships +100% HP, +20 carry capacity
\n
\nUnique Unit:
\nMameluke (Cavalry)
\n
\nUnique Techs:
\n• Bimaristan (Monks passively heal multiple nearby units)
\n• Counterweights (Trebuchets and Mangonel-line +15% attack)
\n
\nTeam Bonus:
\nFoot Archers and Skirmishers +2 attack vs. buildings", "120159": "Gunpowder civilization
\n
\n• Gold miners work +25% faster
\n• Scout Cavalry-line +1 pierce armor and upgrades free
\n• Chemistry free; Gunpowder technologies costs -50%
\n• Gunpowder Units +25% HP
\n
\nUnique Unit:
\nJanissary (Foot Gunner)
\n
\nUnique Techs:
\n• Sipahi (Mounted Archers +20 HP)
\n• Artillery (Bombard Towers, Bombard Cannons, Cannon Galleons +2 range)
\n
\nTeam Bonus:
\nGunpowder Units train +25% faster", "120160": "Infantry and Naval civilization
\n
\n• Wheelbarrow, Hand Cart free
\n• Infantry +20% HP starting in Feudal Age
\n• Warships cost -10/15/20% in Feudal/Castle/Imperial Age
\n
\nUnique Units:
\nBerserk (Infantry)
\n
\nUnique Techs:
\n• Chieftains (Infantry +5 attack vs. Cavalry, +4 vs. Camel Units)
\n• Bogsveigar (Archer-line and Longships +1 attack)
\n
\nTeam Bonus:
\nDocks cost -15%", "120161": "Cavalry Archer civilization
\n
\n• Hunters work +40% faster
\n• Cavalry Archers attack +25% faster
\n• Scout Cavalry-line and Steppe Lancers +20/30% HP in Castle/Imperial Age
\n
\nUnique Unit:
\nMangudai (Mounted Archer)
\n
\nUnique Techs:
\n• Nomads (Lost Houses do not decrease population space)
\n• Drill (Siege Workshop Units move +50% faster)
\n
\nTeam Bonus:
\nScout Cavalry-line +2 line of sight", "120162": "Infantry and Siege civilization
\n
\n• Lumberjacks work +15% faster
\n• Livestock animals within Celt unit line of sight cannot be stolen
\n• Infantry moves +5/10/15/20% faster in Dark/Feudal/
\nCastle/Imperial Age
\n• Siege Weapons attack +25% faster
\n
\nUnique Unit:
\nWoad Raider (Infantry)
\n
\nUnique Techs:
\n• Stronghold (Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius)
\n• Furor Celtica (Siege Weapons +40% HP)
\n
\nTeam Bonus:
\nSiege Workshops work +20% faster", "120163": "Gunpowder and Monk civilization
\n
\n• Builders work +30% faster
\n• Receive +20 gold for each technology researched
\n• Blacksmith upgrades cost no gold
\n• Gunpowder Units attack +18% faster
\n• Cannon Galleons fire more accurately at moving targets
\n
\nUnique Units:
\nConquistador (Mounted Gunner), Missionary (Mounted Monk)
\n
\nUnique Techs:
\n• Inquisition (Monks and Missionaries convert faster; Missionaries +1 range)
\n• Supremacy (Villagers +40 HP, +6 attack, +2 melee/+2 pierce armor)
\n
\nTeam Bonus:
\nTrade Units generate +25% gold", "120164": "Infantry and Monk civilization
\n
\n• Start with +50 gold
\n• Villagers carry +3
\n• Military Units train +15% faster
\n• Monks gain +5 HP for each researched Monastery technology
\n
\nUnique Unit:
\nJaguar Warrior (Infantry)
\n
\nUnique Techs:
\n• Atlatl (Skirmishers +1 attack, +1 range)
\n• Garland Wars (Infantry +4 attack)
\n
\nTeam Bonus:
\nRelics generate +33% gold", "120165": "Archer civilization
\n
\n• Start with +1 Villager, but -50 food
\n• Resources last +15% longer
\n• Foot Archers cost -10/20/30% in Feudal/Castle/Imperial Age
\n
\nUnique Unit:
\nPlumed Archer (Foot Archer)
\n
\nUnique Techs:
\n• Hul'che Javelineers (Skirmishers fire an additional projectile)
\n• Holcans (Eagle Warriors +40 HP)
\n
\nTeam Bonus:
\nWalls cost -50%", "120166": "Cavalry civilization
\n
\n• Do not need houses, but start with -100 wood
\n• Cavalry Archers cost -10/20% in Castle/Imperial Age
\n• Trebuchets fire more accurately at units and small targets
\n• On Nomadic maps, the first Town Center spawns a scouting Horse
\n
\nUnique Unit:
\nTarkan (Cavalry)
\n
\nUnique Techs:
\n• Marauders (Tarkans can be trained at Stables)
\n• Atheism (Enemy Relics generate -50% resources; Wonder and Relic victory takes +100 years)
\n
\nTeam Bonus:
\nStables work +20% faster", "120167": "Defensive and Naval civilization
\n
\n• Stone miners work +20% faster
\n• Ranged Soldiers and Infantry cost -50% wood
\n• Archer armor and tower upgrades free (Bombard Tower requires Chemistry)
\n• Warships cost -20% wood
\n
\nUnique Units:
\nWar Wagon (Mounted Archer), Turtle Ship (Warship)
\n
\nUnique Techs:
\n• Eupseong (Watch Tower-line +2 range)
\n• Shinkichon (Rocket Carts and Turtle Ships +1 range, fire additional projectiles)
\n
\nTeam Bonus:
\nVillagers +3 line of sight", "120168": "Archer and Naval civilization
\n
\n• Advancing to the next Age costs -15%
\n• Foot Archers and Condottieri +1 melee/+1 pierce armor
\n• Dock and University technologies cost -25%
\n• Gunpowder Units cost -20%
\n• Fishing Ships cost -15%
\n
\nUnique Units:
\nGenoese Crossbowman (Foot Archer), Condottiero (Infantry)
\n
\nUnique Techs:
\n• Silk Road (Trade Units cost -50%)
\n• Pirotechnia (Hand Cannoneers deal +15% pass through damage and are more accurate)
\n
\nTeam Bonus:
\nCondottiero available at the Barracks in Imperial Age", "120169": "Camel and Gunpowder civilization
\n
\n• Villagers cost -8/13/18/23% in Dark/Feudal/Castle/
\nImperial Age
\n• Camel Riders attack +20% faster
\n• Gunpowder Units +1 melee/+1 pierce armor
\n• Can build Caravanserai in Imperial Age
\n
\nUnique Units:
\nGhulam (Infantry), Imperial Camel Rider (Cavalry)
\n
\nUnique Techs:
\n• Grand Trunk Road (All gold income +10% faster; Market trading fee reduced to 10%)
\n• Shatagni (Hand Cannoneers +2 range)
\n
\nTeam Bonus:
\nScout Cavalry-line and Camel Units +2 attack vs. buildings", "120170": "Infantry civilization
\n
\n• Houses and Settlements provide +5 population space
\n• Buildings cost -15% stone
\n• Military Units cost -15/20/25/30% food in Dark/Feudal/Castle/Imperial Age
\n• Villagers affected by Infantry Blacksmith upgrades starting in Castle Age
\n
\nUnique Units:
\nKamayuk (Infantry)
\n
\nUnique Techs:
\n• Andean Sling (Skirmishers and Slingers no minimum range; Slingers +1 attack)
\n• Fabric Shields (Kamayuks, Slingers and Champi Warriors +1 melee/+1 pierce armor)
\n
\nTeam Bonus:
\nStart with a free Llama", "120171": "Cavalry civilization
\n
\n• Villagers defeat wolves with one strike
\n• Scout Cavalry-line costs -15%
\n• Melee attack upgrades free
\n
\nUnique Unit:
\nMagyar Huszar (Cavalry)
\n
\nUnique Techs:
\n• Corvinian Army (Magyar Huszar gold cost is replaced by additional food cost)
\n• Recurve Bow (Mounted Archers +1 attack, +1 range)
\n
\nTeam Bonus:
\nMounted Archers train +25% faster", "120172": "Infantry and Siege civilization
\n
\n• Farmers work +15% faster
\n• Arson, Gambesons free
\n• Siege Workshop Units cost -15%
\n• Monks move +20% faster
\n
\nUnique Unit:
\nBoyar (Cavalry)
\n
\nUnique Techs:
\n• Detinets (Replaces 40% of Castle and Watch Tower-line stone cost with additional wood cost)
\n• Druzhina (Infantry deals trample damage)
\n
\nTeam Bonus:
\nMilitary buildings (except Castles) provide +5 population space", "120173": "Naval and Gunpowder civilization
\n
\n• Foragers generate wood in addition to food
\n• All units cost -20% gold
\n• Can build Feitoria in Imperial Age
\n• Ships +10/15/20% HP in Feudal/Castle/Imperial Age
\n
\nUnique Units:
\nOrgan Gun (Siege Gunpowder Unit), Caravel (Warship)
\n
\nUnique Techs:
\n• Circumnavigation (Sets the entire map to explored; Ships train +33% faster)
\n• Arquebus (Gunpowder Units fire more accurately at moving targets)
\n
\nTeam Bonus:
\nTechnologies research +25% faster", "120174": "Archer civilization
\n
\n• Receive +100 gold and +100 food when advancing to the next Age
\n• Foot Archers attack +18% faster
\n• Pikeman upgrade free
\n
\nUnique Unit:
\nShotel Warrior (Infantry)
\n
\nUnique Techs:
\n• Royal Heirs (Shotel Warriors and Camel Riders receive -3 damage from Mounted Units)
\n• Torsion Engines (Siege Workshop Units' blast radius increased)
\n
\nTeam Bonus:
\nOutposts +3 line of sight and cost no stone", "120175": "Infantry civilization
\n
\n• Buildings cost -15% wood
\n• Villagers drop off +10% more gold
\n• Barracks Units +1/+2/+3 pierce armor in Feudal/
\nCastle/Imperial Age
\n
\nUnique Unit:
\nGbeto (Infantry)
\n
\nUnique Techs:
\n• Tigui (Town Centers fire arrows without garrison)
\n• Farimba (Cavalry +5 attack)
\n
\nTeam Bonus:
\nUniversities work +80% faster", "120176": "Cavalry and Naval civilization
\n
\n• Villagers move +5% faster in Dark Age, +10% faster starting in Feudal Age
\n• Stable Units cost -15/20% in Castle/Imperial Age
\n• Ships move +10% faster
\n
\nUnique Units:
\nCamel Archer (Mounted Archer), Genitour (Mounted Skirmisher)
\n
\nUnique Techs:
\n• Kasbah (Team Castles work +25% faster)
\n• Maghrebi Camels (Camel Units regenerate 15 HP per minute)
\n
\nTeam Bonus:
\nGenitour available at the Archery Range starting in Castle Age", "120177": "Siege and Elephant civilization
\n
\n• No buildings required to advance to the next Age or to unlock other buildings
\n• Farmers don't require Mills or Town Centers to drop off food
\n• Villagers can garrison in Houses
\n• Battle Elephants move +10% faster
\n
\nUnique Unit:
\nBallista Elephant (Siege Cavalry)
\n
\nUnique Techs:
\n• Tusk Swords (Battle Elephants +3 attack)
\n• Double Crossbow (Ballista Elephants and Scorpions fire an additional projectile)
\n
\nTeam Bonus:
\nScorpions +1 range", "120178": "Naval civilization
\n
\n• Advancing to the next Age is +66% faster
\n• Infantry armor upgrades free
\n• Battle Elephants cost -25/35% in Castle/Imperial Age
\n• Fish Traps cost -33% and provide +200% food
\n
\nUnique Unit:
\nKarambit Warrior (Infantry)
\n
\nUnique Techs:
\n• Thalassocracy (Docks are upgraded to Harbors)
\n• Forced Levy (Militia-line gold cost is replaced by additional food cost)
\n
\nTeam Bonus:
\nDocks +6 line of sight", "120179": "Infantry and Cavalry civilization
\n
\n• Lumber Camp technologies free
\n• Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age
\n• Battle Elephants +1 melee/+1 pierce armor
\n• Monastery technologies cost -50%
\n
\nUnique Unit:
\nArambai (Ranged Mounted Unit)
\n
\nUnique Techs:
\n• Manipur Cavalry (Cavalry +4 attack vs. Ranged Soldiers)
\n• Howdah (Battle Elephants +1 melee/+1 pierce armor)
\n
\nTeam Bonus:
\nRelics visible on the map at the start of the game", "120180": "Archer civilization
\n
\n• Enemy Town Centers are revealed at the start of the game
\n• Economic upgrades cost no wood and research +100% faster
\n• Foot Archers and Skirmishers +20% HP
\n• Conscription free
\n
\nUnique Units:
\nRattan Archer (Foot Archer), Imperial Skirmisher (Skirmisher)
\n
\nUnique Techs:
\n• Chatras (Battle Elephants +100 HP)
\n• Paper Money (Lumberjacks slowly generate gold in addition to wood)
\n
\nTeam Bonus:
\nImperial Skirmisher upgrade available in Imperial Age", "120181": "Infantry and Cavalry civilization
\n
\n• Militia-line upgrades free
\n• Blacksmith and Siege Workshop technologies cost -50% food
\n• Town Centers cost -50% stone
\n• Can build Krepost in Castle Age
\n
\nUnique Unit:
\nKonnik (Cavalry)
\n
\nUnique Techs:
\n• Stirrups (Cavalry attacks +33% faster)
\n• Bagains (Militia-line +5 melee armor)
\n
\nTeam Bonus:
\nBlacksmiths work +80% faster", "120182": "Cavalry Archer civilization
\n
\n• Livestock animals last +50% longer
\n• Units deal +25% damage when fighting from higher elevation
\n• New Town Centers spawn 2 Sheep starting in Castle Age
\n• Thumb Ring, Parthian Tactics free
\n
\nUnique Units:
\nKeshik (Cavalry), Flaming Camel (Siege Cavalry)
\n
\nUnique Techs:
\n• Silk Armor (Scout Cavalry-line, Steppe Lancers and Cavalry Archers +1 melee/+1 pierce armor)
\n• Timurid Siegecraft (Trebuchets +2 range)
\n
\nTeam Bonus:
\nMounted Archers +2 line of sight", "120183": "Cavalry civilization
\n
\n• One additional Town Center can be built in Feudal Age
\n• Mounted Units move +5/10/15% faster in Feudal/
\nCastle/Imperial Age
\n• Archery Ranges and Stables cost -75 wood
\n• Siege Workshop and Battering Ram available in Feudal Age; Capped Ram available in Castle Age
\n
\nUnique Unit:
\nKipchak (Mounted Archer)
\n
\nUnique Techs:
\n• Steppe Husbandry (Scout Cavalry-line, Steppe Lancers and Cavalry Archers train +100% faster)
\n• Cuman Mercenaries (All team members can train 5 free Elite Kipchaks per Castle)
\n
\nTeam Bonus:
\nPalisade Walls +33% HP", "120184": "Cavalry and Monk civilization
\n
\n• Each Town Center provides +100 food
\n• Spearman-line and Skirmisher-line move +10% faster
\n• Each garrisoned Relic provides +1 attack to Knight-line and Leitis (maximum +4)
\n
\nUnique Units:
\nLeitis (Cavalry), Winged Hussar (Cavalry)
\n
\nUnique Techs:
\n• Hill Forts (Town Centers +3 range)
\n• Tower Shields (Spearman-line and Skirmishers +2 pierce armor)
\n
\nTeam Bonus:
\nMonasteries work +20% faster", "120185": "Cavalry civilization
\n
\n• Economic upgrades available one age earlier and cost -40% food
\n• Stable technologies cost -50%
\n• Cavalier upgrade available in Castle Age
\n• Gunpowder Units +25% attack
\n
\nUnique Units:
\nCoustillier (Cavalry), Flemish Militia (Infantry)
\n
\nUnique Techs:
\n• Burgundian Vineyards (Farmers slowly generate gold in addition to food)
\n• Flemish Revolution (All existing Villagers are transformed to Flemish Militia)
\n
\nTeam Bonus:
\nRelics generate food in addition to gold", "120186": "Infantry and Cavalry civilization
\n
\n• Start with +100 stone
\n• Farm upgrades provide +125% additional food
\n• Soldiers receive -40% bonus damage
\n• Can build Donjon in Dark Age, replaces Watch Tower-line
\n• Fortifications built +50% faster; Town Centers built +100% faster
\n
\nUnique Unit:
\nSerjeant (Infantry)
\n
\nUnique Techs:
\n• First Crusade (Up to 5 Town Centers spawn 5 Serjeants each; units more resistant to conversion)
\n• Hauberk (Knight-line +1 melee/+2 pierce armor)
\n
\nTeam Bonus:
\nTransport Ships +5 line of sight and cost -50%", "120187": "Cavalry civilization
\n
\n• Folwark replaces Mill
\n•Villagers regenerate 10/15/20 HP in Feudal/Castle/Imperial Age
\n• Stone Miners generate gold in addition to stone
\n• Bloodlines and Scout Cavalry-line upgrades cost -50% food
\n
\nUnique Units:
\nObuch (Infantry), Winged Hussar (Cavalry)
\n
\nUnique Techs:
\n• Szlachta Privileges (Knight-line costs -60% gold)
\n• Lechitic Legacy (Scout Cavalry-line deals trample damage)
\n
\nTeam Bonus:
\nScout Cavalry-line +1 attack vs. Ranged Soldiers", "120188": "Gunpowder and Monk civilization
\n
\n• Mining Camp technologies free
\n• Blacksmiths and Universities cost -100 wood
\n• Spearman-line deals +25% bonus damage
\n• Fervor and Sanctity affect Villagers
\n• Chemistry and Hand Cannoneer available in Castle Age
\n
\nUnique Units:
\nHussite Wagon (Siege Gunpowder Unit), Houfnice (Siege Gunpowder Unit)
\n
\nUnique Techs:
\n• Wagenburg Tactics (Gunpowder Units move +10% faster)
\n• Hussite Reforms (Monks and Monastery technologies gold cost is replaced by food cost)
\n
\nTeam Bonus:
\nMarkets work +80% faster", "120189": "Infantry and Naval civilization
\n
\n• Fishermen and Fishing Ships carry +15
\n• Receive +200 wood when advancing to the next Age
\n• Skirmishers and Elephant Archers attack +25% faster
\n• Barracks technologies cost -50%
\n• Siege Weapons cost -33% wood
\n
\nUnique Units:
\nUrumi Swordsman (Infantry), Thirisadai (Warship)
\n
\nUnique Techs:
\n• Medical Corps (Elephant Units regenerate 30 HP per minute)
\n• Wootz Steel (Infantry and Cavalry attacks ignore armor)
\n
\nTeam Bonus:
\nDocks provide +5 population space", "120190": "Elephant and Naval civilization
\n
\n• Town Centers spawn 2 Villagers when the next Age is reached
\n• Cavalry +2 attack vs. Skirmishers
\n• Elephant Units receive -25% bonus damage and are more resistant to conversion
\n• Monks +3 melee/+3 pierce armor
\n• Ships regenerate 15 HP per minute
\n
\nUnique Unit:
\nRatha (Mounted Archer)
\n
\nUnique Techs:
\n• Paiks (Rathas and Elephant Units attack +20% faster)
\n• Mahayana (Villagers and Monks take -10% population space)
\n
\nTeam Bonus:
\nTrade Units generate +10% food in addition to gold", "120191": "Cavalry and Camel civilization
\n
\n• Start with 2 Forage Bushes
\n• Can garrison livestock in Mills to passively produce food
\n• Mounted Units deal +20/30/40% bonus damage in Feudal/Castle/Imperial Age
\n
\nUnique Units:
\nChakram Thrower (Infantry), Shrivamsha Rider (Cavalry), Camel Scout (Cavalry)
\n
\nUnique Techs:
\n• Kshatriyas (Military Units cost -25% food)
\n• Frontier Guards (Camel Riders and Elephant Archers +4 melee armor)
\n
\nTeam Bonus:
\nCamel and Elephant Units train +25% faster", "120192": "Infantry and Cavalry civilization
\n
\n• Villagers gather, build, and repair +5% faster
\n• Infantry armor upgrade effects are doubled
\n• Scorpions cost -50% gold
\n• Galley-line and Dromons +1 melee/+1 pierce armor
\n
\nUnique Unit:
\nCenturion (Cavalry), Legionary (Infantry)
\n
\nUnique Techs:
\n• Ballistas (Scorpions attack +33% faster; Galley-line +2 attack)
\n• Comitatenses (Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack)
\n
\nTeam Bonus:
\nScorpions minimum range reduced", "120193": "Infantry and Naval civilization
\n
\n• Mule Carts cost -25%
\n• Mule Cart technology effects +40%
\n• Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
\n• First Fortified Church receives a free Relic
\n• Galley-line and Dromons fire an additional projectile
\n
\nUnique Unit:
\nComposite Bowman (Foot Archer), Warrior Priest (Infantry)
\n
\nUnique Techs:
\n• Cilician Fleet (Demolition Ships +20% blast radius; Galley-line and Dromons +1 range)
\n• Fereters (Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster)
\n
\nTeam Bonus:
\nInfantry +2 line of sight", "120194": "Defensive and Cavalry civilization
\n
\n• Start with a Mule Cart
\n• Units and buildings receive -15% damage when located on higher elevation
\n• Mounted Units regenerate 2/8/14 HP per minute in Feudal/Castle/Imperial Age
\n• Fortified Churches provide Villagers in a 9 tiles radius with +10% work rate
\n
\nUnique Unit:
\nMonaspa (Cavalry)
\n
\nUnique Techs:
\n• Svan Towers (Fortifications +2 attack; Watch Tower-line deals pass through damage)
\n• Aznauri Cavalry (Mounted Units take -20% population space)
\n
\nTeam Bonus:
\nBuilding repairs cost -25%", "120198": "Archer and Siege civilization
\n
\n• Lumberjacks generate food in addition to wood
\n• Archery Unit technologies at the Archery Range and Blacksmith cost -25%
\n• Siege Weapons and Siege Warships move +10/15% faster in Castle/Imperial Age
\n
\nUnique Units:
\nWhite Feather Guard (Infantry), War Chariot (Siege Weapon), Liu Bei (Hero)
\n
\nUnique Techs:
\n• Coiled Serpent Array (Spearman-line and White Feather Guards gain additional HP when near each other)
\n• Bolt Magazine (Archer-line, War Chariots and Lou Chuans fire additional projectiles)
\n
\nTeam Bonus:
\nFoot Archers +2 line of sight", "120199": "Infantry and Naval civilization
\n
\n• Military production buildings and Docks provide +55 food when built
\n• Infantry regenerates 10/15/30 HP per minute in Feudal/Castle/Imperial Age
\n• Jian Swordsmen and Hei Guang Cavalry +2 attack in Imperial Age
\n• Careening, Dry Dock free
\n
\nUnique Units:
\nFire Archer (Foot Archer), Jian Swordsman (Infantry), Sun Jian (Hero)
\n
\nUnique Techs:
\n• Red Cliffs Tactics (Demolition Ships and Fire Archers deal fire damage to ships and buildings)
\n• Sitting Tiger (Traction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles)
\n
\nTeam Bonus:
\nHouses built +100% faster", "120200": "Cavalry civilization
\n
\n• Receive one free Villager for each economic upgrade researched
\n• Hei Guang Cavalry and Xianbei Raider +20/30% HP in Castle/Imperial Age
\n• Traction Trebuchets and Lou Chuans cost -25%
\n
\nUnique Units:
\nTiger Cavalry (Cavalry), Xianbei Raider (Mounted Archer), Cao Cao (Hero)
\n
\nUnique Techs:
\n• Tuntian (Soldiers passively produce food)
\n• Ming Guang Armor (Mounted Units +4 melee armor)
\n
\nTeam Bonus:
\nCavalry +2 attack vs. Siege Weapons", "120201": "Cavalry and Gunpowder civilization
\n
\n• Meat of hunted and livestock animals doesn't decay
\n• Mounted Units and Fire Lancers attack +25% faster starting in Feudal Age
\n• Siege Engineers available in Castle Age
\n• Siege and Fortification upgrades cost -75% wood and research +100% faster
\n• Units receive -50% friendly fire damage
\n
\nUnique Units:
\nIron Pagoda (Cavalry), Grenadier (Gunpowder Unit)
\n
\nUnique Techs:
\n• Fortified Bastions (Fortifications regenerate 500 HP per minute)
\n• Thunderclap Bombs (Rocket Carts, Grenadiers and Lou Chuans detonate when defeated; projectiles produce additional explosions)
\n
\nTeam Bonus:
\nGunpowder Units +2 line of sight", "120202": "Infantry and Cavalry civilization
\n
\n• Pastures replace Farms
\n• Melee attack upgrade effects are doubled
\n• Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% faster
\n• Heavy Cavalry Archer upgrade available in Castle Age and costs -50%
\n
\nUnique Units:
\nLiao Dao (Infantry), Mounted Trebuchet (Siege Cavalry)
\n
\nUnique Techs:
\n• Lamellar Armor (Infantry and Skirmishers reflect 25% melee damage back to the attacker)
\n• Ordo Cavalry (Cavalry regenerates HP in combat)
\n
\nTeam Bonus:
\nInfantry +2 attack vs. Ranged Soldiers", "120206": "Archer and Monk civilization
\n
\n• Advancing to the next Age costs -50% gold
\n• Settlements cost -33% and heal nearby units
\n• Champi Warriors and Archery Range Units +1/2/3 melee armor in Feudal/Castle/Imperial Age
\n• Monks regain faith +50% faster
\n• Caravan, Guilds free
\n
\nUnique Units:
\nGuecha Warrior (Skirmisher), Temple Guard (Infantry)
\n
\nUnique Techs:
\n• Herbalism (Archer-line and Champi Warriors move +15% faster)
\n• Huaracas (Slingers +1 range; train +50% faster)
\n
\nTeam Bonus:
\nNatural gold sources last +15% longer", "120207": "Cavalry and Counter-Units civilization
\n
\n• Foragers drop off +25% food
\n• Settlements can train Spearman-line and Skirmishers
\n• Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age
\n• Mounted Units generate +3 gold when defeating military units
\n• Enemy Castles are revealed on the map
\n
\nUnique Units:
\nKona (Cavalry), Bolas Rider (Mounted Archer)
\n
\nUnique Techs:
\n• Malon (Bolas Riders, Slingers, and Skirmishers deal pass through damage)
\n• Butalmapu (Team Castle Unique Units and Bolas Riders cost -15%)
\n
\nTeam Bonus:
\nSpearman-line and Skirmishers +2 line of sight", "120208": "Archer and Infantry civilization
\n
\n• Start with +25 of each resource
\n• Villagers can garrison in Settlements
\n• Fallen units return 15% of their cost
\n• Archery Range and Barracks upgrades cost -50% food
\n
\nUnique Units:
\nBlackwood Archer (Foot Archer), Ibirapema Warrior (Infantry)
\n
\nUnique Techs:
\n• Caciques (Champi Warriors and Slingers attack +25% faster)
\n• Curare (Foot Archers and Fortifications deal poison damage)
\n
\nTeam Bonus:
\nTowers and Castles provide +10 population space", "120209": "Infantry and Defensive civilization
\n
\n• Mills, Lumber- and Mining Camps provide +35 food and +10 stone when built
\n• Foot Soldiers cost -5% per Town Center or Castle controlled (maximum -20%)
\n• Towers and Castles fire +100% base arrows starting in Castle Age
\n• Longships and Catapult Galleons +20% HP
\n
\nUnique Units:
\nHearth Troop (Infantry)
\n
\nUnique Techs:
\n• Clerical Recruitment (Monks +1 conversion range; train +33% faster)
\n• Shield Wall (Infantry gain additional armor when massed)
\n
\nTeam Bonus:
\nRepairers work +25% faster", "120210": "Cavalry and Naval civilization
\n
\n• Shepherding, fishing, and hunting also generate gold
\n• Bloodlines and Caravan effects +50%
\n• Varangian Guards attack +25% faster and generate +50% gold
\n• Longships and Catapult Galleons attack +15% faster
\n
\nUnique Units:
\nJarl (Cavalry)
\n
\nUnique Techs:
\n• Vendel Legacy (Knight-line deals trample damage)
\n• Gothikon (Varangian Guards throw axes periodically)
\n
\nTeam Bonus:
\nKnight-line +1 attack vs. Infantry", "120211": "Infantry and Siege civilization
\n
\n• Fishing Ships and Villagers drop off +5% food
\n• Loot 25% of the resource cost of each destroyed building
\n• Barracks and Siege Workshop upgrades cost -66% gold
\n• Varangian Guards and Longships move +10% faster
\n
\nUnique Units:
\nJomsviking (Infantry)
\n
\nUnique Techs:
\n• Hamask (Infantry deal more damage as they lose HP)
\n• Northmen's Fury (Mangonel-line and Catapult Galleons +1 range; Siege Weapons and Siege Warships +40% attack vs buildings)
\n
\nTeam Bonus:
\nSiege Weapons +2 line of sight", "300081": "Key", "300082": "Unique Unit", "300083": "Unit", "300084": "Building", "300085": "Technology", "405001": "Immortal (Melee)", "405002": "Elite Immortal (Melee)", "405036": "Immortal (Ranged)", "405037": "Elite Immortal (Ranged)", "405149": "Alexander's Immortal (Melee)", "405150": "Alexander's Immortal (Ranged)", "407089": "Archaic Age", "407090": "Civic Age", "407091": "Classical Age", "407092": "Imperial Age", "517000": "Curare", "517003": "Clinker
\nConstruction", "517004": "Carvel
\nHull", "517005": "Fishing
\nLines", "517006": "Siphons", "517007": "Incendiaries", "517013": "Shield Wall", "517015": "Vendel Legacy", "517016": "Gothikon", "517018": "Northmen's
\nFury", "517019": "Hamask", "517020": "Clerical Recruitment", "517023": "Circum-
\nnavigation", "517024": "Cranequins", "517025": "Ordonnance
\nCompanies", "528000": "Research Curare (‹cost›)
\nFoot Archers and Fortifications deal poison damage.", "528003": "Research Clinker Construction (‹cost›)
\nShips move +10% faster.", "528004": "Research Carvel Hull (‹cost›)
\nShips move +10% faster.", "528005": "Research Fishing Lines (‹cost›)
\nFishing Ships gather +10% faster and carry +5.", "528006": "Research Siphons (‹cost›)
\nFire Ships gain an explosive charge attack.", "528007": "Research Incendiaries (‹cost›)
\nFire Ships detonate when sunk, gaining blast radius.", "528013": "Research Shield Wall (‹cost›)
\nInfantry gain additional armor when massed.", "528015": "Research Vendel Legacy (‹cost›)
\nKnight-line deals trample damage.", "528016": "Research Gothikon (‹cost›)
\nVarangian Guards throw axes periodically.", "528018": "Research Northmen's Fury (‹cost›)
\nMangonel-line and Catapult Galleons +1 range; Siege Weapons and Siege Warships +40% attack vs buildings.", "528019": "Research Hamask (‹cost›)
\nInfantry deal more damage as they lose HP.", "528020": "Research Clerical Recruitment (‹cost›)
\nMonks +1 conversion range; train +33% faster.", "528023": "Research Circumnavigation (‹cost›)
\nSets the entire map to explored; Ships train +33% faster.", "528024": "Research Cranequins (‹cost›)
\nMounted Crossbowmen +1 range; +2 attack vs. Infantry.", "528025": "Research Ordonnance Companies (‹cost›)
\nMounted Crossbowmen cost -40% gold." }