Dark Age

Buildings

  • Town Center
  • House
  • Mill
  • Lumber Camp
  • Mining Camp
  • Dock
  • Barracks
  • Outpost
  • Palisade Wall

Units

  • Villager
  • Militia
  • Fishing Ship

Technologies

  • Loom

Feudal Age

Buildings

  • Archery Range
  • Stable
  • Blacksmith
  • Market
  • Watch Tower
  • Farm

Units

  • Archer
  • Skirmisher
  • Scout Cavalry
  • Spearman
  • Man-at-Arms
  • Galley

Technologies

  • Double-Bit Axe
  • Horse Collar
  • Wheelbarrow
  • Fletching
  • Padded Archer Armor
  • Forging
  • Scale Mail Armor
  • Scale Barding Armor

Castle Age

Buildings

  • Castle
  • Town Center (additional)
  • Monastery
  • Siege Workshop
  • University

Units

  • Crossbowman
  • Cavalry Archer
  • Knight
  • Pikeman
  • Long Swordsman
  • Unique Unit
  • Monk
  • Mangonel
  • Battering Ram
  • Scorpion

Technologies

  • Bow Saw
  • Heavy Plow
  • Gold Mining
  • Bodkin Arrow
  • Leather Archer Armor
  • Iron Casting
  • Chain Mail Armor
  • Chain Barding Armor
  • Murder Holes
  • Ballistics

Imperial Age

Buildings

  • Wonder
  • Bombard Tower
  • Fortified Wall

Units

  • Arbalester
  • Heavy Cavalry Archer
  • Paladin
  • Halberdier
  • Champion
  • Elite Unique Unit
  • Siege Onager
  • Siege Ram
  • Heavy Scorpion
  • Trebuchet
  • Bombard Cannon

Technologies

  • Two-Man Saw
  • Crop Rotation
  • Stone Mining
  • Bracer
  • Ring Archer Armor
  • Blast Furnace
  • Plate Mail Armor
  • Plate Barding Armor
  • Chemistry
  • Siege Engineers

Civilization Tech Bonuses

Each civilization has unique bonuses that affect their tech tree

Britons

Archery Ranges work 20% faster, foot archers +1/+2 range

Franks

Cavalry +20% HP, farm upgrades free

Goths

Infantry cost -20/25/30/35%, population cap +10

Japanese

Infantry attack 33% faster, fishing ships +2x HP

Chinese

Start with +3 villagers but -200 food, technologies -10/15/20%

Mongols

Cavalry archers fire 25% faster, light cavalry +30% HP

Vikings

Infantry +20% HP, warships -15/15/20% cost

Byzantines

Buildings +10/20/30/40% HP, counter units -25% cost

Understanding Missing Technologies

Not all civilizations have access to every technology. Missing key technologies defines a civilization's strengths and weaknesses:

  • No Paladin: Cavalry civilizations without Paladin rely on Cavalier or unique cavalry
  • No Arbalester: Archer civilizations may compensate with unique archers or cavalry archers
  • No Halberdier: Pike-line stops at Pikeman, limiting anti-cavalry options
  • No Siege Onager: Siege options limited to standard Onager
  • No Bombard Cannon: Must rely on Trebuchets for long-range siege