Dark Age (Age I)

Buildings

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

Units

  • Villager
  • Scout
  • Spearman
  • Fishing Boat

Technologies

  • Survival Techniques
  • Professional Scouts
  • Wheelbarrow

Feudal Age (Age II)

Buildings

  • Archery Range
  • Stable
  • Blacksmith
  • Market
  • Stone Wall Tower

Units

  • Archer
  • Horseman
  • Early Knight
  • Galley
  • Ram

Technologies

  • Double Broadax
  • Specialized Pick
  • Forestry
  • Horticulture
  • Siege Engineering

Castle Age (Age III)

Buildings

  • Keep
  • Siege Workshop
  • Monastery
  • University
  • Stone Wall Gate

Units

  • Crossbowman
  • Knight
  • Mangonel
  • Springald
  • Monk
  • War Galley

Technologies

  • Bloomery
  • Decarbonization
  • Military Academy
  • Armored Beasts
  • Geometry

Imperial Age (Age IV)

Buildings

  • Wonder

Units

  • Handcannoneer
  • Bombard
  • Trebuchet
  • Culverin
  • Warship

Technologies

  • Damascus Steel
  • Elite Army Tactics
  • Court Architects
  • Siege Works
  • Chemistry

Landmarks by Civilization

Each civilization must choose one landmark to advance ages

English

Feudal

  • Council Hall
  • Abbey of Kings

Castle

  • King's Palace
  • The White Tower

Imperial

  • Berkshire Palace
  • Wynguard Palace

French

Feudal

  • Chamber of Commerce
  • School of Cavalry

Castle

  • Royal Institute
  • Guild Hall

Imperial

  • College of Artillery
  • Red Palace

Chinese

Feudal

  • Imperial Academy
  • Barbican of the Sun

Castle

  • Imperial Palace
  • Astronomical Clocktower

Imperial

  • Spirit Way
  • Great Wall Gatehouse

Mongols

Feudal

  • Deer Stones
  • The Silver Tree

Castle

  • Kurultai
  • Steppe Redoubt

Imperial

  • The White Stupa
  • Khaganate Palace

Delhi

Feudal

  • Tower of Victory
  • Dome of the Faith

Castle

  • Compound of the Defender
  • House of Learning

Imperial

  • Hisar Academy
  • Palace of the Sultan

HRE

Feudal

  • Meinwerk Palace
  • Aachen Chapel

Castle

  • Burgrave Palace
  • Regnitz Cathedral

Imperial

  • Palace of Swabia
  • Elzbach Palace

Understanding Landmarks

Landmarks are the core strategic choice in Age of Empires IV. Unlike previous games where age advancement was purely an upgrade, landmarks provide unique bonuses:

  • Economy landmarks boost resource gathering or trade
  • Military landmarks provide unit production bonuses
  • Defensive landmarks act as fortifications
  • Unique landmarks unlock special civilization mechanics

Choose landmarks based on your game plan - aggressive builds need military landmarks, while boom strategies benefit from economic ones.

Mastering the AoE4 Technology System

Age of Empires IV's technology tree differs from AoE2 in a fundamental way: many technologies are civilization-specific and tied to the landmark system rather than being universally available. This creates a richer and more complex tech tree landscape where understanding your own civilization's available research is as important as knowing the standard upgrade paths. Below is a comprehensive breakdown of how to navigate technology research effectively at each age.

Dark Age — Economy First, Always

In the Dark Age, technology options are deliberately limited. Survival Techniques improves food gathering from hunting, Professional Scouts improves scout performance, and Wheelbarrow boosts villager carry capacity. The key early decision is whether to research these immediately or save resources for a faster advance to Feudal Age. On maps with abundant hunting, Survival Techniques pays for itself quickly. On food-scarce maps, skipping it and using sheep and farms instead is often more efficient. Wheelbarrow is almost always worth researching early because the gathering efficiency improvement compounds over the entire remainder of the game.

The Dark Age is also when you establish your early building pattern. The Mill, Lumber Camp, and Mining Camp should be positioned near their respective resources to minimize villager travel time. Each camp placed one step closer to a resource cluster permanently increases your gathering rate — these are invisible efficiency bonuses that many beginners overlook in favor of focusing on units and military actions.

Feudal Age — Defining Your Strategy

Feudal Age technologies begin expressing your civilization's identity and your chosen strategy for the match. Double Broadax increases wood cutting efficiency, critical for civilizations that rely on early wooden structures or naval production. Specialized Pick improves gold and stone mining. Horticulture increases farm output. The combined economic upgrade path from these Feudal technologies shapes how quickly you accumulate resources for the Castle Age age-up cost and subsequent military spending.

Military technologies in Feudal Age are lighter than in later ages: basic armor upgrades, Siege Engineering for slightly stronger siege, and whatever civilization-specific military bonuses are available from your chosen Feudal landmark. Most players focus Feudal Age research on one or two economic technologies and one military upgrade, then advance as quickly as possible. The Feudal Age landmark choice is where the most impactful decision happens: military landmarks like Council Hall (English) or School of Cavalry (French) begin producing units immediately and accelerate early military presence; economic landmarks like Chamber of Commerce (French) or Imperial Academy (Chinese) set up stronger Castle and Imperial Age economies.

Castle Age — The Research Sprint

Castle Age is the most research-intensive phase of the game. The Blacksmith unlocks melee and ranged attack and armor upgrades. The University unlocks advanced military and economic research. The Keep allows defensive upgrades. The Siege Workshop unlocks siege improvements. The Monastery provides religious technologies including Herbal Medicine (unit healing), Tithe Barns (gold from farms), and Faith (conversion resistance). The sheer quantity of available research means resource management during Castle Age is as demanding as military management — every resource spent on technology is a resource not spent on units, and vice versa.

The optimal research order in Castle Age depends entirely on your army composition and strategy. A Knight-heavy cavalry player should prioritize melee armor upgrades and bloodlines-equivalent health upgrades before anything else. A Crossbowman-focused player needs ranged attack and armor upgrades. A player building toward a late-game economic win may prioritize farm and mine efficiency upgrades even at the cost of delaying military research. Knowing your win condition going into Castle Age allows you to create a research priority list rather than clicking whatever seems relevant in the moment.

Imperial Age — Technology Completion and Wonder Racing

Imperial Age completes the technology tree and introduces the Wonder — a powerful structure that, if defended for a set time, wins the game. The most impactful Imperial Age technologies are the final tier upgrades: Damascus Steel (top melee attack upgrade), Elite Army Tactics (top melee armor), Court Architects (building durability), and Siege Works (siege range). Chemistry is the crucial upgrade for gunpowder units and late-game siege. These are expensive researches that cost gold as well as food or stone, so maintaining a functioning gold income through late-game mining or trade routes is essential for technology completion.

The Wonder is simultaneously a victory condition and a landmark target. Any player who sees an opponent constructing a Wonder must either immediately send all forces to destroy it or build their own Wonder simultaneously as a counter-threat. In high-level play, Wonder racing creates one of the most tense and complex endgame dynamics in the series — both players desperately trying to out-defend or out-destroy while managing the full complexity of their economies and armies.

Landmark Decision Guide by Civilization

The landmark choices listed above represent the available options for each civilization. The "correct" choice is highly situational, but general guidance applies: aggressive strategies favor military landmarks in Feudal Age (Council Hall, School of Cavalry, Deer Stones), which begin producing powerful units immediately. Defensive or economic strategies favor economic landmarks (Chamber of Commerce, Barbican of the Sun) that provide long-term resource advantages. In Castle Age, landmarks like the Burgrave Palace (HRE) and Kurultai (Mongols) provide unique buffs to armies, while others like the Dome of the Faith (Delhi) accelerate research. Understanding what each of your civilization's landmarks does — and choosing based on the current game state rather than habit — is one of the highest-impact decisions you make in every AoE4 match.