From 170523d2ee970e020976e6e121b552fbcdb84be8 Mon Sep 17 00:00:00 2001 From: king8fisher <140904760+king8fisher@users.noreply.github.com> Date: Mon, 22 Jul 2024 15:30:54 -0400 Subject: [PATCH] de 111772 --- src/data/json/data.json | 100 +- src/data/json/patch.json | 2 +- src/data/json/strings.json | 1766 +- src/data/json/units_buildings_techs.json | 102891 ++++++++++---------- src/data/model.ts | 29 +- tasks/download.ts | 12 +- 6 files changed, 52390 insertions(+), 52410 deletions(-) diff --git a/src/data/json/data.json b/src/data/json/data.json index 4d6aa57..563c51d 100644 --- a/src/data/json/data.json +++ b/src/data/json/data.json @@ -512,7 +512,7 @@ ], "Cost": { "Stone": 125, - "Wood": 50 + "Wood": 35 }, "GarrisonCapacity": 5, "HP": 850, @@ -1114,7 +1114,7 @@ ], "Cost": { "Stone": 125, - "Wood": 50 + "Wood": 35 }, "GarrisonCapacity": 5, "HP": 1500, @@ -1187,7 +1187,7 @@ ], "Cost": { "Stone": 125, - "Wood": 50 + "Wood": 35 }, "GarrisonCapacity": 5, "HP": 2250, @@ -1823,7 +1823,7 @@ ], "Cost": { "Stone": 175, - "Wood": 75 + "Wood": 50 }, "GarrisonCapacity": 10, "HP": 1250, @@ -1836,7 +1836,7 @@ "PierceArmor": 7, "Range": 8, "ReloadTime": 2, - "TrainTime": 90, + "TrainTime": 125, "internal_name": "DONJON" }, "1734": { @@ -2288,7 +2288,7 @@ "46": { "Cost": { "Food": 100, - "Gold": 150 + "Gold": 200 }, "ID": 46, "LanguageHelpId": 28462, @@ -3897,8 +3897,8 @@ }, "832": { "Cost": { - "Food": 750, - "Gold": 600 + "Food": 650, + "Gold": 550 }, "ID": 832, "LanguageHelpId": 28358, @@ -4265,7 +4265,7 @@ "542": { "Cost": { "Food": 800, - "Wood": 900 + "Wood": 750 }, "ID": 239, "ResearchTime": 50, @@ -9323,7 +9323,7 @@ "AccuracyPercent": 100, "Armours": [ { - "Amount": 0, + "Amount": 1, "Class": 4 }, { @@ -9371,13 +9371,13 @@ }, "FrameDelay": 26, "GarrisonCapacity": 0, - "HP": 55, + "HP": 60, "ID": 542, "LanguageHelpId": 26439, "LanguageNameId": 5439, "LineOfSight": 9, "MaxCharge": 0, - "MeleeArmor": 0, + "MeleeArmor": 1, "MinRange": 2, "PierceArmor": 8, "Range": 7, @@ -12163,7 +12163,7 @@ "RechargeRate": 0, "ReloadTime": 2, "Speed": 0.96, - "TrainTime": 18, + "TrainTime": 14, "Trait": 0, "TraitPiece": 0, "internal_name": "GENOE" @@ -14928,7 +14928,7 @@ "ChargeEvent": 0, "ChargeType": 0, "Cost": { - "Food": 110, + "Food": 100, "Gold": 70 }, "FrameDelay": 0, @@ -14945,7 +14945,7 @@ "Range": 0, "RechargeRate": 0, "ReloadTime": 2, - "Speed": 0.88, + "Speed": 0.9, "TrainTime": 24, "Trait": 0, "TraitPiece": 0, @@ -15010,7 +15010,7 @@ "ChargeEvent": 0, "ChargeType": 0, "Cost": { - "Food": 110, + "Food": 100, "Gold": 70 }, "FrameDelay": 0, @@ -15027,7 +15027,7 @@ "Range": 0, "RechargeRate": 0, "ReloadTime": 2, - "Speed": 0.88, + "Speed": 0.9, "TrainTime": 24, "Trait": 0, "TraitPiece": 0, @@ -15184,7 +15184,7 @@ "RechargeRate": 0, "ReloadTime": 2.4, "Speed": 1.35, - "TrainTime": 19, + "TrainTime": 16, "Trait": 0, "TraitPiece": 0, "internal_name": "KONNIK" @@ -15262,7 +15262,7 @@ "RechargeRate": 0, "ReloadTime": 2.4, "Speed": 1.35, - "TrainTime": 19, + "TrainTime": 16, "Trait": 0, "TraitPiece": 0, "internal_name": "EKONNIK" @@ -15820,7 +15820,7 @@ "RechargeRate": 0, "ReloadTime": 2.4, "Speed": 0.9, - "TrainTime": 19, + "TrainTime": 16, "Trait": 0, "TraitPiece": 0, "internal_name": "KONNIK_INF" @@ -15894,7 +15894,7 @@ "RechargeRate": 0, "ReloadTime": 2.4, "Speed": 0.9, - "TrainTime": 19, + "TrainTime": 16, "Trait": 0, "TraitPiece": 0, "internal_name": "EKONNIK_INF" @@ -15972,7 +15972,7 @@ "RechargeRate": 0, "ReloadTime": 2.4, "Speed": 1.35, - "TrainTime": 19, + "TrainTime": 16, "Trait": 0, "TraitPiece": 0, "internal_name": "KONNIK" @@ -16050,7 +16050,7 @@ "RechargeRate": 0, "ReloadTime": 2.4, "Speed": 1.35, - "TrainTime": 19, + "TrainTime": 16, "Trait": 0, "TraitPiece": 0, "internal_name": "EKONNIK" @@ -16202,7 +16202,7 @@ "RechargeRate": 0, "ReloadTime": 0, "Speed": 1.3, - "TrainTime": 20, + "TrainTime": 30, "Trait": 0, "TraitPiece": 0, "internal_name": "FCAMEL" @@ -17582,7 +17582,7 @@ "AccuracyPercent": 100, "Armours": [ { - "Amount": 2, + "Amount": 3, "Class": 4 }, { @@ -17590,7 +17590,7 @@ "Class": 8 }, { - "Amount": 1, + "Amount": 2, "Class": 3 }, { @@ -17656,9 +17656,9 @@ "LanguageNameId": 21096, "LineOfSight": 6, "MaxCharge": 0, - "MeleeArmor": 2, + "MeleeArmor": 3, "MinRange": 0, - "PierceArmor": 1, + "PierceArmor": 2, "Range": 0, "RechargeRate": 0, "ReloadTime": 2, @@ -17672,7 +17672,7 @@ "AccuracyPercent": 100, "Armours": [ { - "Amount": 2, + "Amount": 3, "Class": 4 }, { @@ -17680,7 +17680,7 @@ "Class": 8 }, { - "Amount": 1, + "Amount": 3, "Class": 3 }, { @@ -17746,9 +17746,9 @@ "LanguageNameId": 21097, "LineOfSight": 6, "MaxCharge": 0, - "MeleeArmor": 2, + "MeleeArmor": 3, "MinRange": 0, - "PierceArmor": 1, + "PierceArmor": 3, "Range": 0, "RechargeRate": 0, "ReloadTime": 2, @@ -18580,7 +18580,7 @@ "AccuracyPercent": 80, "Armours": [ { - "Amount": 2, + "Amount": 3, "Class": 4 }, { @@ -18588,7 +18588,7 @@ "Class": 8 }, { - "Amount": 1, + "Amount": 2, "Class": 3 }, { @@ -18628,7 +18628,7 @@ "Class": 21 }, { - "Amount": 0, + "Amount": 1, "Class": 27 }, { @@ -18654,9 +18654,9 @@ "LanguageNameId": 21104, "LineOfSight": 6, "MaxCharge": 0, - "MeleeArmor": 2, + "MeleeArmor": 3, "MinRange": 0, - "PierceArmor": 1, + "PierceArmor": 2, "Range": 4, "RechargeRate": 0, "ReloadTime": 2, @@ -18670,7 +18670,7 @@ "AccuracyPercent": 90, "Armours": [ { - "Amount": 2, + "Amount": 3, "Class": 4 }, { @@ -18678,7 +18678,7 @@ "Class": 8 }, { - "Amount": 1, + "Amount": 3, "Class": 3 }, { @@ -18718,7 +18718,7 @@ "Class": 21 }, { - "Amount": 0, + "Amount": 2, "Class": 27 }, { @@ -18744,9 +18744,9 @@ "LanguageNameId": 21105, "LineOfSight": 6, "MaxCharge": 0, - "MeleeArmor": 2, + "MeleeArmor": 3, "MinRange": 0, - "PierceArmor": 1, + "PierceArmor": 3, "Range": 4, "RechargeRate": 0, "ReloadTime": 2, @@ -19535,7 +19535,7 @@ "RechargeRate": 0, "ReloadTime": 1.8, "Speed": 1.4, - "TrainTime": 11, + "TrainTime": 14, "Trait": 0, "TraitPiece": 0, "internal_name": "MONASPA" @@ -19613,7 +19613,7 @@ "RechargeRate": 0, "ReloadTime": 1.8, "Speed": 1.4, - "TrainTime": 11, + "TrainTime": 14, "Trait": 0, "TraitPiece": 0, "internal_name": "EMONASPA" @@ -20109,10 +20109,6 @@ "age": 3, "id": 322 }, - { - "age": 4, - "id": 373 - }, { "age": 3, "id": 374 @@ -21235,10 +21231,6 @@ "age": 2, "id": 435 }, - { - "age": 4, - "id": 436 - }, { "age": 4, "id": 438 @@ -21774,6 +21766,10 @@ "age": 3, "id": 322 }, + { + "age": 4, + "id": 373 + }, { "age": 3, "id": 374 diff --git a/src/data/json/patch.json b/src/data/json/patch.json index fbae3df..08137c9 100644 --- a/src/data/json/patch.json +++ b/src/data/json/patch.json @@ -1,3 +1,3 @@ { - "DE": 99311 + "DE": 111772 } diff --git a/src/data/json/strings.json b/src/data/json/strings.json index 3a8fc7f..a11545d 100644 --- a/src/data/json/strings.json +++ b/src/data/json/strings.json @@ -1,884 +1,884 @@ { - "1": "Return of Rome", - "1001": "Age of Empires II", - "4201": "Dark Age", - "4202": "Feudal Age", - "4203": "Castle Age", - "4204": "Imperial Age", - "5009": "Steppe Lancer", - "5010": "Elite Steppe Lancer", - "5033": "Composite Bowman", - "5034": "Elite Composite Bowman", - "5035": "Monaspa", - "5036": "Elite Monaspa", - "5037": "Warrior Priest", - "5038": "Fortified Church", - "5040": "Xolotl Warrior", - "5045": "Mule Cart", - "5052": "Centurion", - "5053": "Elite Centurion", - "5054": "Legionary", - "5055": "Dromon", - "5068": "Knight", - "5070": "Cavalier", - "5078": "Spearman", - "5079": "Militia", - "5080": "Man-at-Arms", - "5081": "Long Swordsman", - "5083": "Archer", - "5084": "Crossbowman", - "5085": "Cavalry Archer", - "5086": "Hand Cannoneer", - "5087": "Elite Skirmisher", - "5088": "Skirmisher", - "5089": "Trade Cog", - "5090": "Fishing Ship", - "5091": "War Galley", - "5093": "Bombard Cannon", - "5094": "Battering Ram", - "5095": "Mangonel", - "5096": "Scorpion", - "5097": "Trebuchet", - "5099": "Monk", - "5101": "Cataphract", - "5102": "Chu Ko Nu", - "5103": "Mameluke", - "5104": "Huskarl", - "5105": "Janissary", - "5106": "Longboat", - "5107": "Longbowman", - "5108": "Mangudai", - "5109": "War Elephant", - "5110": "Samurai", - "5111": "Throwing Axeman", - "5112": "Teutonic Knight", - "5113": "Woad Raider", - "5114": "Condottiero", - "5128": "Archery Range", - "5129": "Organ Gun", - "5130": "Elite Organ Gun", - "5131": "Blacksmith", - "5132": "Caravel", - "5133": "Elite Caravel", - "5134": "Camel Archer", - "5135": "Barracks", - "5136": "Elite Camel Archer", - "5137": "Genitour", - "5138": "Monastery", - "5139": "Elite Genitour", - "5140": "Gbeto", - "5141": "Elite Gbeto", - "5142": "Castle", - "5143": "Shotel Warrior", - "5144": "Dock", - "5145": "Elite Shotel Warrior", - "5146": "Ballista Elephant", - "5147": "Elite Ballista Elephant", - "5148": "Karambit Warrior", - "5149": "Farm", - "5150": "Elite Karambit Warrior", - "5151": "Arambai", - "5152": "Elite Arambai", - "5154": "Guard Tower", - "5155": "Keep", - "5156": "Bombard Tower", - "5157": "Mill", - "5159": "Feitoria", - "5160": "Fire Galley", - "5161": "Market", - "5162": "Demolition Raft", - "5164": "Town Center", - "5165": "Rattan Archer", - "5166": "Elite Rattan Archer", - "5167": "Battle Elephant", - "5168": "Elite Battle Elephant", - "5169": "Siege Workshop", - "5171": "Stable", - "5176": "University", - "5178": "Watch Tower", - "5182": "Wonder", - "5185": "Gate", - "5186": "Palisade Gate", - "5190": "Imperial Skirmisher", - "5202": "Palisade Wall", - "5203": "Stone Wall", - "5204": "Fortified Wall", - "5249": "Harbor", - "5287": "Cannon Galleon", - "5288": "Konnik", - "5289": "Capped Ram", - "5290": "Elite Konnik", - "5309": "Galleon", - "5313": "Keshik", - "5314": "Elite Keshik", - "5315": "Kipchak", - "5326": "Scout Cavalry", - "5327": "Elite Kipchak", - "5328": "Leitis", - "5329": "Elite Leitis", - "5344": "House", - "5349": "Krepost", - "5375": "Flaming Camel", - "5403": "Urumi Swordsman", - "5408": "Pikeman", - "5409": "Halberdier", - "5411": "Two-Handed Swordsman", - "5412": "Heavy Cavalry Archer", - "5413": "Elite Urumi Swordsman", - "5416": "Camel Rider", - "5417": "Heavy Camel Rider", - "5418": "Arbalester", - "5419": "Imperial Camel Rider", - "5421": "Chakram Thrower", - "5424": "Demolition Ship", - "5425": "Heavy Demolition Ship", - "5426": "Fire Ship", - "5427": "Elite Chakram Thrower", - "5428": "Armored Elephant", - "5429": "Fast Fire Ship", - "5430": "Siege Elephant", - "5431": "Ghulam", - "5432": "Elite Ghulam", - "5435": "Thirisadai", - "5436": "Galley", - "5437": "Shrivamsha Rider", - "5438": "Elite Shrivamsha Rider", - "5439": "Heavy Scorpion", - "5440": "Caravanserai", - "5441": "Camel Scout", - "5443": "Transport Ship", - "5444": "Light Cavalry", - "5445": "Siege Tower", - "5446": "Siege Ram", - "5447": "Boyar", - "5448": "Onager", - "5449": "Elite Boyar", - "5451": "Elite Cataphract", - "5452": "Elite Chu Ko Nu", - "5453": "Elite Mameluke", - "5454": "Elite Huskarl", - "5455": "Elite Janissary", - "5456": "Elite Longbowman", - "5457": "Elite Longboat", - "5458": "Elite Mangudai", - "5459": "Elite War Elephant", - "5460": "Elite Samurai", - "5461": "Elite Throwing Axeman", - "5462": "Elite Teutonic Knight", - "5463": "Elite Woad Raider", - "5464": "Lumber Camp", - "5469": "Champion", - "5471": "Paladin", - "5487": "Mining Camp", - "5493": "Siege Onager", - "5495": "Fish Trap", - "5504": "Outpost", - "5534": "Coustillier", - "5536": "Elite Coustillier", - "5538": "Serjeant", - "5540": "Elite Serjeant", - "5542": "Flemish Militia", - "5544": "Donjon", - "5558": "Obuch", - "5559": "Elite Obuch", - "5561": "Hussite Wagon", - "5563": "Elite Hussite Wagon", - "5573": "Elite Cannon Galleon", - "5574": "Berserk", - "5576": "Elite Berserk", - "5577": "Winged Hussar", - "5579": "Houfnice", - "5581": "Folwark", - "5606": "Villager", - "5660": "Petard", - "5661": "Hussar", - "5667": "Jaguar Warrior", - "5669": "Elite Jaguar Warrior", - "5671": "Eagle Warrior", - "5672": "Eagle Scout", - "5673": "Elite Eagle Warrior", - "5675": "Tarkan", - "5677": "Elite Tarkan", - "5682": "Elephant Archer", - "5683": "Plumed Archer", - "5684": "Elite Elephant Archer", - "5685": "Elite Plumed Archer", - "5686": "Kamayuk", - "5687": "Conquistador", - "5688": "Elite Kamayuk", - "5689": "Elite Conquistador", - "5690": "Slinger", - "5691": "Missionary", - "5703": "Savar", - "5723": "Genoese Crossbowman", - "5725": "Elite Genoese Crossbowman", - "5727": "War Wagon", - "5728": "Magyar Huszar", - "5729": "Elite War Wagon", - "5730": "Elite Magyar Huszar", - "5731": "Turtle Ship", - "5732": "Elite Turtle Ship", - "7008": "Town Watch", - "7012": "Crop Rotation", - "7013": "Heavy Plow", - "7014": "Horse Collar", - "7015": "Guilds", - "7017": "Banking", - "7019": "Cartography", - "7022": "Loom", - "7023": "Coinage", - "7039": "Husbandry", - "7045": "Faith", - "7047": "Chemistry", - "7050": "Masonry", - "7051": "Architecture", - "7054": "Treadmill Crane", - "7055": "Gold Mining", - "7059": "Kataparuto", - "7063": "Keep", - "7067": "Forging", - "7068": "Iron Casting", - "7074": "Scale Mail Armor", - "7075": "Blast Furnace", - "7076": "Chain Mail Armor", - "7077": "Plate Mail Armor", - "7080": "Plate Barding Armor", - "7081": "Scale Barding Armor", - "7082": "Chain Barding Armor", - "7090": "Tracking", - "7093": "Ballistics", - "7101": "Feudal Age", - "7102": "Castle Age", - "7103": "Imperial Age", - "7150": "Bodkin Arrow", - "7151": "Bracer", - "7163": "Fortified Wall", - "7172": "Fletching", - "7180": "Gold Shaft Mining", - "7186": "Guard Tower", - "7189": "Double-Bit Axe", - "7190": "Bow Saw", - "7208": "Padded Archer Armor", - "7209": "Leather Archer Armor", - "7210": "Squires", - "7211": "Wheelbarrow", - "7216": "Ring Archer Armor", - "7220": "Illumination", - "7221": "Sanctity", - "7222": "Block Printing", - "7231": "Two-Man Saw", - "7246": "Hand Cart", - "7249": "Fervor", - "7250": "Carrack", - "7251": "Arquebus", - "7252": "Royal Heirs", - "7253": "Torsion Engines", - "7254": "Tigui", - "7255": "Farimba", - "7256": "Kasbah", - "7257": "Maghrebi Camels", - "7258": "Arson", - "7266": "Andean Sling", - "7267": "Fabric Shields", - "7269": "Druzhina", - "7270": "Grand Trunk Road", - "7271": "Shatagni", - "7272": "Pavise", - "7273": "Silk Road", - "7274": "Recurve Bow", - "7275": "Corvinian Army", - "7276": "Stone Mining", - "7277": "Stone Shaft Mining", - "7278": "Arrowslits", - "7280": "Nomads", - "7281": "Kamandaran", - "7282": "Town Patrol", - "7283": "Ironclad", - "7285": "Sipahi", - "7286": "Inquisition", - "7287": "Chivalry", - "7291": "Tusk Swords", - "7292": "Double Crossbow", - "7293": "Thalassocracy", - "7294": "Forced Levy", - "7295": "Howdah", - "7296": "Manipur Cavalry", - "7297": "Chatras", - "7298": "Paper Money", - "7307": "Stirrups", - "7308": "Bagains", - "7309": "Silk Armor", - "7310": "Timurid Siegecraft", - "7311": "Steppe Husbandry", - "7312": "Chieftains", - "7313": "Greek Fire", - "7314": "Gillnets", - "7315": "Redemption", - "7316": "Atonement", - "7318": "Logistica", - "7319": "Conscription", - "7320": "Bombard Tower", - "7321": "Murder Holes", - "7322": "Sappers", - "7324": "Bearded Axe", - "7325": "Supremacy", - "7326": "Atlatl", - "7327": "Warwolf", - "7342": "Burgundian Vineyards", - "7343": "Flemish Revolution", - "7344": "First Crusade", - "7345": "Hauberk", - "7348": "Szlachta Privileges", - "7349": "Lechitic Legacy", - "7350": "Wagenburg Tactics", - "7351": "Hussite Reforms", - "7357": "Medical Corps", - "7358": "Wootz Steel", - "7359": "Paiks", - "7360": "Mahayana", - "7361": "Kshatriyas", - "7362": "Frontier Guards", - "7368": "Great Wall", - "7369": "Stronghold", - "7370": "Marauders", - "7371": "Yasama", - "7372": "Careening", - "7373": "Dry Dock", - "7374": "Heated Shot", - "7376": "Hoardings", - "7377": "Shipwright", - "7378": "Siege Engineers", - "7379": "Hul'che Javelineers", - "7380": "Eupseong", - "7398": "Cuman Mercenaries", - "7399": "Hill Forts", - "7400": "Tower Shields", - "7403": "Supplies", - "7406": "Fereters", - "7407": "Cilician Fleet", - "7408": "Spies/Treason", - "7409": "Bloodlines", - "7410": "Caravan", - "7411": "Thumb Ring", - "7412": "Heresy", - "7415": "Parthian Tactics", - "7416": "Theocracy", - "7419": "Yeomen", - "7420": "El Dorado", - "7421": "Furor Celtica", - "7422": "Drill", - "7423": "Citadels", - "7425": "Artillery", - "7426": "Crenellations", - "7427": "Anarchy", - "7428": "Atheism", - "7429": "Garland Wars", - "7431": "Bogsveigar", - "7432": "Rocketry", - "7435": "Herbal Medicine", - "7438": "Shinkichon", - "7439": "Perfusion", - "7440": "Svan Towers", - "7441": "Aznauri Cavalry", - "7444": "Ballistas", - "7445": "Comitatenses", - "7447": "Counterweights", - "7448": "Detinets", - "7450": "Gambesons", - "7451": "Bimaristan", - "7462": "Devotion", - "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": "Mayans", - "10287": "Huns", - "10288": "Koreans", - "10289": "Italians", - "10290": "Hindustanis", - "10291": "Incas", - "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", - "19052": "Trade Cart", - "21057": "Konnik (Dismounted)", - "21058": "Elite Konnik (Dismounted)", - "21096": "Ratha (Melee)", - "21097": "Elite Ratha (Melee)", - "21104": "Ratha", - "21105": "Elite Ratha", - "26009": "Create Steppe Lancer (‹cost›)
\nLight cavalry unit with increased attack range. Strong in groups. Weak vs. Camel Riders and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Steppe Lancer 900F, 550G (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26010": "Create Elite Steppe Lancer (‹cost›)
\nLight cavalry unit with increased attack range. Strong in groups. Weak vs. Camel Riders and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26033": "Create Composite Bowman (‹cost›)
\nArmenian unique archer unit with attack that ignores armor. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Composite Bowman 600W, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26034": "Create Elite Composite Bowman (‹cost›)
\nArmenian unique archer unit with attack that ignores armor. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26035": "Create Monaspa (‹cost›)
\nGeorgian unique cavalry unit that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Monaspa 1000F, 700G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26036": "Create Elite Monaspa (‹cost›)
\nGeorgian unique cavalry unit that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26037": "Create Warrior Priest (‹cost›)
\nArmenian unique infantry unit which can heal friendly units. Strong vs. infantry. Weak vs. Light Cavalry and ranged units. Can collect Relics and bring them to Monasteries. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); hit points, speed, more resistant to Monks (Monastery).
\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 Monk units can garrison inside for protection. Villagers and Relics provide additional projectiles. Cannot be converted by enemy Monks. Upgrades: line of sight (Town Center); hit points, armor, accuracy (University); attack (Blacksmith).
\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. Upgrades: attack (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26045": "Build Mule Cart (‹cost›)
\nMobile dropsite. Used to deposit wood, stone, gold, and hunted food. Unique building of the Armenians and the Georgians. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26052": "Create Centurion (‹cost›)
\nRoman unique cavalry unit. Increases movement and attack speed of nearby Militia-line units. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Centurion 1100F, 900G (Castle); more resistant to Monks.
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26053": "Create Elite Centurion (‹cost›)
\nRoman unique cavalry unit. Increases movement and attack speed of nearby Militia-line units. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26054": "Create Legionary (‹cost›)
\nRoman unique infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26055": "Build Dromon (‹cost›)
\nAnti-building siege warship with long range and area of effect attack, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. other units. Upgrades: armor, cost, speed (Dock); attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26068": "Create Knight (‹cost›)
\nPowerful all-purpose cavalry. Strong vs. infantry and archers. Weak vs. Pikemen, Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points, to Cavalier 300F, 300G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26070": "Create Cavalier (‹cost›)
\nPowerful all-purpose cavalry. Strong vs. infantry and archers. Weak vs. Pikemen, Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points, to Paladin 1300F, 750G or Savar 1000F, 600G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26078": "Create Spearman (‹cost›)
\nAnti-cavalry infantry unit. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Upgrades: attack, armor (Blacksmith); speed, to Pikeman 160F, 90G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26079": "Create Militia (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Man-at-Arms 100F, 40G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26080": "Create Man-at-Arms (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Long Swordsman 150F, 65G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26081": "Create Long Swordsman (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Two-Handed Swordsman 300F, 100G or Legionary 800F, 400G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26083": "Create Archer (‹cost›)
\nRanged unit. Strong vs. units at long range. Weak vs. Skirmishers and units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Crossbowman 200F, 125G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26084": "Create Crossbowman (‹cost›)
\nRanged unit. Strong vs. units at long range. Weak vs. Elite Skirmishers, Mangonels, and units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Arbalester 450F, 400G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26085": "Create Cavalry Archer (‹cost›)
\nMounted archer. Strong vs. slow units at long range. Weak vs. Elite Skirmishers and units at close range. Upgrades: speed, hit points (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, armor, to Heavy Cavalry Archer 900F, 500G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26086": "Create Hand Cannoneer (‹cost›)
\nGunpowder unit with powerful attack, but inaccurate at long range. Strong vs. infantry. Weak vs. Elite Skirmishers and archers. Upgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26087": "Create Elite Skirmisher (‹cost›)
\nRanged anti-archer unit that cannot attack at close range. Strong vs. archers. Weak vs. units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Imperial Skirmisher 300W, 300G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26088": "Create Skirmisher (‹cost›)
\nRanged anti-archer unit that cannot attack at close range. Strong vs. archers. Weak vs. units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Skirmisher 230W, 130G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: generate more gold (Market); armor, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26090": "Build Fishing Ship (‹cost›)
\nGathers food from fish and Fish Traps. Builds Fish Traps. Upgrades: armor, cost, speed, efficiency (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26091": "Build War Galley (‹cost›)
\nAll-purpose warship with ranged attack. Weak vs. Fire Ships. Upgrades: armor, cost, speed, to Galleon 400F, 315W (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26093": "Build Bombard Cannon (‹cost›)
\nSiege weapon with long range. Strong vs. buildings and siege weapons. Weak vs. melee units. Upgrades: attack, range (University); to Houfnice 1100F, 800G (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26094": "Build Battering Ram (‹cost›)
\nAnti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack. Upgrades: attack (University); to Capped Ram 300F (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26095": "Build Mangonel (‹cost›)
\nRanged siege weapon with area of effect attack, but cannot attack enemies at close range. Strong vs. tight groups of units. Can attack ground. Upgrades: attack, range (University); to Onager 800F, 500G (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26096": "Build Scorpion (‹cost›)
\nAnti-unit siege weapon. Fires bolts that pierce multiple units, but cannot attack at close range. Strong vs. large groups of units. Weak vs. cavalry and siege weapons. Upgrades: range, attack (University); to Heavy Scorpion 800F, 900W (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26097": "Build Trebuchet (‹cost›)
\nPowerful anti-building siege weapon with long range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\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. Light Cavalry and ranged units. Can collect Relics and bring them to Monasteries. Upgrades: at Monastery.
\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. Upgrades: generate more gold (Market); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26101": "Create Cataphract (‹cost›)
\nByzantine unique cavalry unit. Strong vs. infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Cataphract 1200F, 800G (Castle); more resistant to Monks.
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26102": "Create Chu Ko Nu (‹cost›)
\nChinese unique archer with rapid-fire attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Chu Ko Nu 760F, 760G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26103": "Create Mameluke (‹cost›)
\nSaracen unique camel unit with ranged melee attack. Strong vs. cavalry. Weak vs. archers and Pikemen. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Mameluke 600F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26104": "Create Huskarl (‹cost›)
\nGothic unique infantry unit with high pierce armor. Strong vs. archers and buildings. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Huskarl 1200F, 550G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26105": "Create Janissary (‹cost›)
\nTurkish unique hand cannoneer with longer range and no minimum range. Strong vs. infantry. Weak vs. archers. Upgrades: armor (Blacksmith); creation speed, to Elite Janissary 850F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26106": "Build Longboat (‹cost›)
\nViking unique ship that fires multiple arrows. Strong vs. War Galleys, land units, and buildings. Upgrades: armor, cost, speed, to Elite Longboat 750F, 475G (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26107": "Create Longbowman (‹cost›)
\nBritish unique archer with very long range. Strong vs. infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed, to Elite Longbowman 850F, 850G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26108": "Create Mangudai (‹cost›)
\nMongol unique cavalry archer with fast-firing attack. Strong vs. siege weapons and infantry. Weak vs. Skirmishers, Pikemen, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Mangudai 1100F, 675G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26109": "Create War Elephant (‹cost›)
\nPersian unique unit. Slow and powerful cavalry. Strong vs. buildings and units at close range. Weak vs. Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite War Elephant 1350F, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26110": "Create Samurai (‹cost›)
\nJapanese unique infantry unit with fast attack. Strong vs. unique units and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Samurai 750F, 650G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26111": "Create Throwing Axeman (‹cost›)
\nFrankish unique infantry unit with ranged melee attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Throwing Axeman 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26112": "Create Teutonic Knight (‹cost›)
\nTeutonic unique infantry unit. Slow and powerful. Strong vs. melee units. Weak vs. archers and Scorpions. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Teutonic Knight 950F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26113": "Create Woad Raider (‹cost›)
\nCeltic unique infantry unit. Fast-moving. Strong vs. infantry and siege weapons. Weak vs. archers and cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Woad Raider 1000F, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26114": "Create Condottiero (‹cost›)
\nFast anti-gunpowder infantry. Strong vs. gunpowder units. Weak vs. cavalry and archers. Trainable by Italians and their allies. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26121": "Create Villager (‹cost›)
\nGathers resources. Builds and repairs buildings. Also repairs ships and siege weapons. Upgrades: hit points, 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).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26128": "Build Archery Range (‹cost›)
\nUsed to train and upgrade archer units. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26129": "Create Organ Gun (‹cost›)
\nPortuguese unique siege unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. cavalry and Mangonels. Upgrades: attack, range (University); creation speed, to Elite Organ Gun 1200F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26130": "Create Elite Organ Gun (‹cost›)
\nPortuguese unique siege unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. cavalry and Mangonels. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26132": "Create Caravel (‹cost›)
\nPortuguese unique ship that fires bolts that pierce multiple units. Strong vs. large groups of ships. Weak vs. Fire Ships. Upgrades: armor, cost, speed, to Elite Caravel 700F, 525G (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26133": "Create Elite Caravel (‹cost›)
\nPortuguese unique ship that fires bolts that pierce multiple units. Strong vs. large groups of ships. Weak vs. Fire Ships. Upgrades: armor, speed, cost (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26134": "Create Camel Archer (‹cost›)
\nBerber unique mounted archer. Strong vs. Cavalry Archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Camel Archer 1000W, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26135": "Build Barracks (‹cost›)
\nUsed to train and upgrade infantry units. Required for Archery Range, Stable. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26136": "Create Elite Camel Archer (‹cost›)
\nBerber unique mounted archer. Strong vs. Cavalry Archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26137": "Create Genitour (‹cost›)
\nMounted skirmisher. Strong vs. archers. Weak vs. units at close range. Trainable by Berbers and their allies. Upgrades: speed, hit points (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Genitour 500F, 450W (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26139": "Create Elite Genitour (‹cost›)
\nMounted skirmisher. Strong vs. archers. Weak vs. units at close range. Trainable by Berbers and their allies. Upgrades: speed, hit points (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26140": "Create Gbeto (‹cost›)
\nMalian unique infantry unit with ranged melee attack. Fast-moving. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: armor (Blacksmith); creation speed, to Elite Gbeto 900F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26141": "Create Elite Gbeto (‹cost›)
\nMalian unique infantry unit with ranged melee attack. Fast-moving. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\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 Units and Villagers provide additional projectiles. Provides 20 population. Cannot be converted by enemy Monks. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor, accuracy (University); attack, range (Blacksmith); attack, range (Castle).
\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. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Shotel Warrior 900F, 450G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26144": "Build Dock (‹cost›)
\nUsed to build and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\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. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26146": "Create Ballista Elephant (‹cost›)
\nKhmer unique elephant equipped with a Scorpion. Can destroy trees. Strong vs. infantry and archers. Weak vs. cavalry and siege weapons. Upgrades: armor (Blacksmith); speed, hit points (Stable); attack, range (University); creation speed, to Elite Ballista Elephant 1000F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26147": "Create Elite Ballista Elephant (‹cost›)
\nKhmer unique elephant equipped with a Scorpion. Can destroy trees. Strong vs. infantry and archers. Weak vs. cavalry and siege weapons. Upgrades: armor (Blacksmith); speed, hit points (Stable); attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26148": "Create Karambit Warrior (‹cost›)
\nMalay unique infantry unit. Cheap and only takes half a population unit. Strong in high numbers. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Karambit Warrior 900F, 600G (Castle); more resistant to Monks (Monastery).
\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. Upgrades: food (Mill); hit points (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26150": "Create Elite Karambit Warrior (‹cost›)
\nMalay unique infantry unit. Cheap and only takes half a population unit. Strong in high numbers. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26151": "Create Arambai (‹cost›)
\nBurmese unique cavalry archer with a powerful but inaccurate dart attack. Strong vs. infantry and cavalry. Weak vs. archers. Upgrades: armor (Blacksmith); speed, hit points (Stable); armor (Archery Range); attack, accuracy (University); creation speed, to Elite Arambai 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26152": "Create Elite Arambai (‹cost›)
\nBurmese unique cavalry archer with a powerful but inaccurate dart attack. Strong vs. infantry and cavalry. Weak vs. archers. Upgrades: armor (Blacksmith); speed, hit points (Stable); armor (Archery Range); accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26154": "Build Guard Tower (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Strong vs. archers. Weak vs.units at close range, especially Rams. Upgrades: line of sight (Town Center); attack, range (Blacksmith); attack, hit points, armor, ship attack; to Keep 500F, 350W (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26155": "Build Keep (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Strong vs. archers. Weak vs.units at close range, especially Rams. Upgrades: line of sight (Town Center); attack, range (Blacksmith); attack, hit points, armor, ship attack (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26156": "Build Bombard Tower (‹cost›)
\nGunpowder tower with a powerful ranged attack. Units can garrison inside for protection. Strong vs. ships. Upgrades: line of sight (Town Center); attack, range (Blacksmith); hit points, armor, ship attack (University).
\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 source of food to gather food faster. Required for Farm, Market. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26159": "Build Feitoria (‹cost›)
\nEconomic building. Generates resources without the need for villagers. Unique building of the Portuguese. Requires 20 population. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26160": "Build Fire Galley (‹cost›)
\nWarship that spews fire at close range. Strong vs. Galleys. Weak vs. Demolition Rafts. Upgrades: armor, speed, cost, to Fire Ship 230F, 100G (Dock); more resistant to Monks (Monastery).
\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. Enables you to see the line of sight of your allies. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26162": "Build Demolition Raft (‹cost›)
\nDemolition ship armed with explosives. Strong vs. Fire Galleys and buildings. Self-destructs when used. Upgrades: armor, speed, cost, to Demolition Ship 230F, 100G (Dock); more resistant to Monks (Monastery).
\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 Units and Villagers provide additional projectiles. Provides 5 population. Cannot be converted by enemy Monks. Upgrades: line of sight (Town Center); hit points, armor, accuracy (University); attack (Blacksmith).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26165": "Create Rattan Archer (‹cost›)
\nVietnamese unique archer with high pierce armor. Strong vs. archers and infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Rattan Archer 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26166": "Create Elite Rattan Archer (‹cost›)
\nVietnamese unique archer with high pierce armor. Strong vs. archers and infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26167": "Create Battle Elephant (‹cost›)
\nSlow and heavy cavalry. Strong vs. cavalry, infantry, and archers. Weak vs. Monks and Pikemen. Upgrades: attack, armor (Blacksmith); speed, hit points, to Elite Battle Elephant 1100F, 700G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26168": "Create Elite Battle Elephant (‹cost›)
\nSlow and heavy cavalry. Strong vs. cavalry, infantry, and archers. Weak vs. Monks and Pikemen. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26169": "Build Siege Workshop (‹cost›)
\nUsed to build and upgrade siege weapons. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26171": "Build Stable (‹cost›)
\nUsed to train and upgrade cavalry units. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26176": "Build University (‹cost›)
\nUsed to research technologies to improve units and buildings. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26178": "Build Watch Tower (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Strong vs. archers. Weak vs.units at close range, especially Rams. Upgrades: line of sight (Town Center); attack, range (Blacksmith); attack, hit points, armor, ship attack; to Guard Tower 100F, 250W (University).
\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.‹i› Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26185": "Build Gate (‹cost›)
\nCan be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks. Upgrades: to Fortified Gate 200F, 100W (University).
\n‹hp›", - "26186": "Build Palisade Gate (‹cost›)
\nCan be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks.‹i›
\n‹hp›", - "26190": "Create Imperial Skirmisher (‹cost›)
\nRanged anti-archer unit that cannot attack at close range. Strong vs. archers. Weak vs. units at close range. Trainable by Vietnamese and their allies. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\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.‹i›
\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. Upgrades: to Fortified Wall 200F, 100W (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26204": "Build Fortified 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.‹i›
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26249": "Build Harbor (‹cost›)
\nUsed to build and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea. Unique building of the Malay. Automatically attacks enemies within range. Upgrades: attack, range (Blacksmith); line of sight (Town Center); attack, accuracy, hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26287": "Build Cannon Galleon (‹cost›)
\nAnti-building siege warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. other units. Upgrades: armor, cost, speed, to Elite Cannon Galleon 525W, 500G (Dock); attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26288": "Create Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Konnik 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26289": "Build Capped Ram (‹cost›)
\nAnti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack. Upgrades: attack (University); to Siege Ram 1000F (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26290": "Create Elite Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26309": "Build Galleon (‹cost›)
\nAll-purpose warship with ranged attack. Weak vs. Fire Ships. Upgrades: armor, cost, speed (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26313": "Create Keshik (‹cost›)
\nTatar unique cavalry unit that generates gold when fighting other units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Keshik 700F, 900G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26314": "Create Elite Keshik (‹cost›)
\nTatar unique cavalry unit that generates gold when fighting other units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26315": "Create Kipchak (‹cost›)
\nCuman unique cavalry archer with rapid-fire attack. Strong vs. infantry. Weak vs. Skirmishers. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Kipchak 1100F, 1000W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26326": "Create Scout Cavalry (‹cost›)
\nFast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points, to Light Cavalry 150F, 50G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26327": "Create Elite Kipchak (‹cost›)
\nCuman unique cavalry archer with rapid-fire attack. Strong vs. infantry. Weak vs. Skirmishers. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26328": "Create Leitis (‹cost›)
\nLithuanian unique cavalry unit with attack that ignores armor. Strong vs. armored units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Leitis 750F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26329": "Create Elite Leitis (‹cost›)
\nLithuanian unique cavalry unit with attack that ignores armor. Strong vs. armored units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26344": "Build House (‹cost›)
\nProvides 5 population each. Your current/supportable population is shown at the top of the screen. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26349": "Build Krepost (‹cost›)
\nFortification used to train your unique unit. Unique building of the Bulgarians. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Provides 20 population. Cannot be converted by enemy Monks. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor, accuracy (University); attack, range (Blacksmith).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26375": "Create Flaming Camel (‹cost›)
\nIncendiary camel loaded with flammable hay and brush. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Self-destructs when used. Upgrades: attack (University); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26381": "Build Trebuchet (‹cost›)
\nPowerful anti-building siege weapon with long range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26403": "Create Urumi Swordsman (‹cost›)
\nDravidian unique infantry unit which can charge its attack. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Urumi Swordsman 900F, 450G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26408": "Create Pikeman (‹cost›)
\nAnti-cavalry infantry unit. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Upgrades: attack, armor (Blacksmith); speed, to Halberdier 300F, 600G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26409": "Create Halberdier (‹cost›)
\nAnti-cavalry infantry unit. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26411": "Create Two-Handed Swordsman (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Champion 750F, 350G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26412": "Create Heavy Cavalry Archer (‹cost›)
\nMounted archer. Strong vs. slow units at long range. Weak vs. Elite Skirmishers and units at close range. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26413": "Create Elite Urumi Swordsman (‹cost›)
\nDravidian unique infantry unit which can charge its attack. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26416": "Create Camel Rider (‹cost›)
\nFast anti-cavalry unit. Strong vs. cavalry. Weak vs. Spearmen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, to Heavy Camel Rider 325F, 360G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26417": "Create Heavy Camel Rider (‹cost›)
\nFast anti-cavalry unit. Strong vs. cavalry. Weak vs. Pikemen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, hit points, to Imperial Camel Rider 1000F, 500G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26418": "Create Arbalester (‹cost›)
\nRanged unit. Strong vs. units at long range. Weak vs. Elite Skirmishers, Onagers, and units at close range. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26419": "Create Imperial Camel Rider (‹cost›)
\nHindustani unique anti-cavalry unit. Fast-moving. Strong vs. cavalry. Weak vs. Pikemen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26421": "Create Chakram Thrower (‹cost›)
\nGurjara unique infantry unit with ranged melee attack. Throws projectiles that pierce multiple units. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Chakram Thrower 1000F, 650G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26424": "Build Demolition Ship (‹cost›)
\nDemolition ship armed with explosives. Strong vs. Fire Ships and buildings. Self-destructs when used. Upgrades: armor, speed, cost, to Heavy Demolition Ship 200W, 300G (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26425": "Build Heavy Demolition Ship (‹cost›)
\nDemolition ship armed with explosives. Strong vs. Fire Ships and buildings. Self-destructs when used. Upgrades: armor, speed, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26426": "Build Fire Ship (‹cost›)
\nWarship that spews fire at close range. Strong vs. War Galleys. Weak vs. Demolition Ships. Upgrades: armor, speed, cost, to Fast Fire Ship 280W, 250G (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26427": "Create Elite Chakram Thrower (‹cost›)
\nGurjara unique infantry unit with ranged melee attack. Throws projectiles that pierce multiple units. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26428": "Create Armored Elephant (‹cost›)
\nAnti-building cavalry unit. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Upgrades: attack, armor (Blacksmith); attack (University); speed, hit points (Stable); to Siege Elephant 850F (Siege Workshop); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26429": "Build Fast Fire Ship (‹cost›)
\nWarship that spews fire at close range. Strong vs. War Galleys. Weak vs. Demolition Ships. Upgrades: armor, speed, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26430": "Create Siege Elephant (‹cost›)
\nAnti-building cavalry unit. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Upgrades: attack, armor (Blacksmith); attack (University); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26431": "Create Ghulam (‹cost›)
\nHindustani unique infantry unit that thrusts its spear through multiple targets. Strong vs. archers. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Ghulam 950F, 575G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26432": "Create Elite Ghulam (‹cost›)
\nHindustani unique infantry unit that thrusts its spear through multiple targets. Strong vs. archers. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26435": "Build Thirisadai (‹cost›)
\nDravidian unique warship that fires multiple projectiles. Strong vs. warships. Upgrades: armor, speed, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26436": "Build Galley (‹cost›)
\nAll-purpose warship with ranged attack. Weak vs. Fire Galleys. Upgrades: armor, speed, cost, to War Galley 230F, 100G (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26437": "Create Shrivamsha Rider (‹cost›)
\nGurjara unique light cavalry unit which can dodge projectiles. Strong vs. archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points, to Elite Shrivamsha Rider 850F, 500G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26438": "Create Elite Shrivamsha Rider (‹cost›)
\nGurjara unique light cavalry unit which can dodge projectiles. Strong vs. archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26439": "Build Heavy Scorpion (‹cost›)
\nAnti-unit siege weapon. Fires bolts that pierce multiple units, but cannot attack at close range. Strong vs. large groups of units. Weak vs. cavalry and siege weapons. Upgrades: attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26440": "Build Caravanserai (‹cost›)
\nEconomic building. Heals and increases speed of Trade Carts in an 8 tile radius. Unique building of the Hindustanis and the Persians. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26441": "Create Camel Scout (‹cost›)
\nGurjara unique scout unit. Strong vs. cavalry. Weak vs. Pikemen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: armor, speed, cost, capacity (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26444": "Create Light Cavalry (‹cost›)
\nFast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points, to Hussar 500F, 600G or Winged Hussar 600F, 800G (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26445": "Build Siege Tower (‹cost›)
\nQuick land transport used to unload units over enemy walls. Resistant to archer attack. Cannot be used by mounted units. Upgrades: more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26446": "Build Siege Ram (‹cost›)
\nAnti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack. Upgrades: attack (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26447": "Create Boyar (‹cost›)
\nSlavic unique cavalry unit. Resistant to melee attack. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Boyar 1000F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ", - "26448": "Build Onager (‹cost›)
\nRanged siege weapon with area of effect attack, but cannot attack enemies at close range. Strong vs. tight groups of units. Can attack ground and destroy trees. Upgrades: attack, range (University); to Siege Onager 1450F, 1000G (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26449": "Create Elite Boyar (‹cost›)
\nSlavic unique cavalry unit. Resistant to melee attack. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26451": "Create Elite Cataphract (‹cost›)
\nByzantine unique cavalry unit. Strong vs. infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26452": "Create Elite Chu Ko Nu (‹cost›)
\nChinese unique archer with rapid-fire attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26453": "Create Elite Mameluke (‹cost›)
\nSaracen unique camel unit with ranged melee attack. Strong vs. cavalry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26454": "Create Elite Huskarl (‹cost›)
\nGothic unique infantry unit with high pierce armor. Strong vs. archers and buildings. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26455": "Create Elite Janissary (‹cost›)
\nTurkish unique hand cannoneer with longer range and no minimum range. Strong vs. infantry. Weak vs. archers. Upgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26456": "Create Elite Longbowman (‹cost›)
\nBritish unique archer with very long range. Strong vs. infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26457": "Build Elite Longboat (‹cost›)
\nViking unique ship that fires multiple arrows. Strong vs. War Galleys, land units, and buildings. Upgrades: armor, speed, cost (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26458": "Create Elite Mangudai (‹cost›)
\nMongol unique cavalry archer with fast-firing attack. Strong vs. siege weapons and infantry. Weak vs. Skirmishers, Pikemen, and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26459": "Create Elite War Elephant (‹cost›)
\nPersian unique unit. Slow and powerful cavalry. Strong vs. buildings and units at close range. Weak vs. Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26460": "Create Elite Samurai (‹cost›)
\nJapanese unique infantry unit with fast attack. Strong vs. unique units and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26461": "Create Elite Throwing Axeman (‹cost›)
\nFrankish unique infantry unit with ranged melee attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26462": "Create Elite Teutonic Knight (‹cost›)
\nTeutonic unique infantry unit. Slow and powerful. Strong vs. melee units. Weak vs. archers and Scorpions. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26463": "Create Elite Woad Raider (‹cost›)
\nCeltic unique infantry unit. Fast-moving. Strong vs. infantry and siege weapons. Weak vs. archers and cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26469": "Create Champion (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26471": "Create Paladin (‹cost›)
\nPowerful all-purpose cavalry. Strong vs. infantry and archers. Weak vs. Halberdiers, Heavy Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26493": "Build Siege Onager (‹cost›)
\nRanged siege weapon with area of effect attack, but cannot attack enemies at close range. Strong vs. tight groups of units. Can attack ground and destroy trees. Upgrades: attack, range (University); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26504": "Build Outpost (‹cost›)
\nWatch tower with great line-of-sight to discover nearby enemy activity. Does not attack and cannot garrison units inside. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26534": "Create Coustillier (‹cost›)
\nBurgundian unique cavalry unit which can charge its attack. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Coustillier 1000F, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26536": "Create Elite Coustillier (‹cost›)
\nBurgundian unique cavalry unit which can charge its attack. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26538": "Create Serjeant (‹cost›)
\nSicilian unique infantry unit which can construct Donjons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Serjeant 800F, 675G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26540": "Create Elite Serjeant (‹cost›)
\nSicilian unique infantry unit which can construct Donjons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26542": "Create Flemish Militia (‹cost›)
\nBurgundian unique infantry unit. Strong vs. cavalry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26544": "Build Donjon (‹cost›)
\nFortification used to train your unique unit and Spearman-line. Unique building of the Sicilians. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Upgrades: hit points, production speed (Castle); line of sight (Town Center); hit points, armor, accuracy (University); attack, range (Blacksmith).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26558": "Create Obuch (‹cost›)
\nPolish unique infantry unit which can damage the armor of units it is fighting. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Obuch 800F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26559": "Create Elite Obuch (‹cost›)
\nPolish unique infantry unit which can damage the armor of units it is fighting. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26561": "Build Hussite Wagon (‹cost›)
\nBohemian unique siege unit. Units behind it receive 50% less damage from incoming projectiles. Strong vs. archers. Weak vs. siege weapons. Upgrades: attack, range (University); creation speed, to Elite Hussite Wagon 800W, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26563": "Build Elite Hussite Wagon (‹cost›)
\nBohemian unique siege unit. Units behind it receive 50% less damage from incoming projectiles. Strong vs. archers. Weak vs. siege weapons. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26573": "Build Elite Cannon Galleon (‹cost›)
\nAnti-building siege warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. other units. Upgrades: armor, speed, cost (Dock); attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26574": "Create Berserk (‹cost›)
\nViking unique infantry unit that slowly heals itself. Strong vs. infantry and siege weapons. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Berserk 1075F, 475G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26576": "Create Elite Berserk (‹cost›) Viking unique infantry unit that slowly heals itself. Strong vs. infantry and siege weapons. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26577": "Create Winged Hussar (‹cost›)
\nUnique to Poles and Lithuanians. Fast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks and gunpowder units. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26579": "Build Houfnice (‹cost›)
\nBohemian unique siege unit. Siege weapon with long range. Strong vs. buildings and siege weapons. Weak vs. melee units. Upgrades: attack, range (University); more resistant to Monks (Monastery).
\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 8% of food from nearby newly constructed farms. Provides 5 population. Build near forage bushes or other source of food to gather food faster. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", - "26660": "Create Petard (‹cost›)
\nDemolition siege unit armed with explosives. Strong vs. buildings. Weak vs. other units. Self-destructs when used. Upgrades: attack (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26661": "Create Hussar (‹cost›)
\nFast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26667": "Create Jaguar Warrior (‹cost›)
\nAztec unique infantry unit. Strong vs. infantry. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Jaguar Warrior 1000F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26669": "Create Elite Jaguar Warrior (‹cost›)
\nAztec unique infantry unit. Strong vs. infantry. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26671": "Create Eagle Warrior (‹cost›)
\nFast infantry for scouting and raiding. Resistant to conversion. Strong vs. Monks and archers. Weak vs. Long Swordsmen and cavalry. Upgrades: attack, armor (Blacksmith); speed, to Elite Eagle Warrior 800F, 500G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26672": "Create Eagle Scout (‹cost›)
\nFast infantry for scouting and raiding. Resistant to conversion. Strong vs. Monks and archers. Weak vs. Men-at-Arms and cavalry. Upgrades: attack, armor (Blacksmith); speed, to Eagle Warrior 200F, 200G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26673": "Create Elite Eagle Warrior (‹cost›)
\nFast infantry for scouting and raiding. Resistant to conversion. Strong vs. Monks and archers. Weak vs. Long Swordsmen and cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26675": "Create Tarkan (‹cost›)
\nHunnic unique cavalry unit with attack bonus vs. buildings. Strong vs. buildings and archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Tarkan 1000F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26677": "Create Elite Tarkan (‹cost›)
\nHunnic unique cavalry unit with attack bonus vs. buildings. Strong vs. buildings and archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26682": "Create Elephant Archer (‹cost›)
\nSlow and heavy mounted archer. Strong vs. archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, to Elite Elephant Archer 900F, 500G (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26683": "Create Plumed Archer (‹cost›)
\nMayan unique fast-moving archer. Strong vs. archers and infantry. Weak vs. cavalry. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Plumed Archer 700F, 1000W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26684": "Create Elite Elephant Archer (‹cost›)
\nSlow and heavy mounted archer. Strong vs. archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26685": "Create Elite Plumed Archer (‹cost›)
\nMayan unique fast-moving archer. Strong vs. archers and infantry. Weak vs. cavalry. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26686": "Create Kamayuk (‹cost›)
\nInca unique spearman with increased attack range. Strong vs. cavalry and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Kamayuk 900F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26687": "Create Conquistador (‹cost›)
\nSpanish unique mounted hand cannoneer. Strong vs. infantry. Weak vs. Pikemen, Skirmishers, and Monks. Upgrades: armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Conquistador 1200F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26688": "Create Elite Kamayuk (‹cost›)
\nInca unique spearman with increased attack range. Strong vs. cavalry and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26689": "Create Elite Conquistador (‹cost›)
\nSpanish unique mounted hand cannoneer. Strong vs. infantry. Weak vs. Pikemen, Skirmishers, and Monks. Upgrades: armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26690": "Create Slinger (‹cost›)
\nInca unique unit. Ranged anti-infantry unit that cannot attack at close range. Strong vs. infantry. Weak vs. archers and cavalry. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\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. Light Cavalry and ranged units. Cannot collect Relics. Upgrades: at Monastery; speed, hit points (Stable).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26703": "Create Savar (‹cost›)
\nPersian unique cavalry unit. Powerful all-purpose cavalry. Strong vs. archers. Weak vs. Halberdiers, Heavy Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26723": "Create Genoese Crossbowman (‹cost›)
\nItalian unique archer. Strong vs. cavalry and infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Genoese Crossbowman 900F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26725": "Create Elite Genoese Crossbowman (‹cost›)
\nItalian unique archer. Strong vs. cavalry and infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26727": "Create War Wagon (‹cost›)
\nKorean unique cavalry archer unit. Strong vs. infantry and archers. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite War Wagon 1000W, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26728": "Create Magyar Huszar (‹cost›)
\nMagyar unique light cavalry unit. Strong vs. siege weapons. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Magyar Huszar 800F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26729": "Create Elite War Wagon (‹cost›)
\nKorean unique cavalry archer unit. Strong vs. infantry and archers. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26730": "Create Elite Magyar Huszar (‹cost›)
\nMagyar unique light cavalry unit. Strong vs. siege weapons. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26731": "Build Turtle Ship (‹cost›)
\nKorean unique ship. Slow and ironclad. Strong vs. warships and buildings. Upgrades: armor, speed, cost, to Elite Turtle Ship 1000F, 800G (Dock); range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "26732": "Build Elite Turtle Ship (‹cost›)
\nKorean unique ship. Slow and ironclad. Strong vs. warships and buildings. Upgrades: armor, speed, cost (Dock); range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "28008": "Research Town Watch (‹cost›)
\nIncreases the line of sight of all buildings by +4 so they see enemies from a longer distance.", - "28012": "Research Crop Rotation (‹cost›)
\nFarms produce +175 food so they last longer before you must rebuild them.", - "28013": "Research Heavy Plow (‹cost›)
\nFarms produce +125 food so they last longer before you must rebuild them. Farmers carry +1 food each trip.", - "28014": "Research Horse Collar (‹cost›)
\nFarms produce +75 food so they last longer before you must rebuild them.", - "28015": "Research Guilds (‹cost›)
\nReduces the commodity trading fee to 15%.", - "28017": "Research Banking (‹cost›)
\nTributes 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›)
\nMakes your villagers harder to kill by providing +15 hit points and +1 normal/+2 pierce armor.", - "28023": "Research Coinage (‹cost›)
\nReduces fee for tributes to 20%.", - "28039": "Research Husbandry (‹cost›)
\nCavalry move 10% faster.", - "28045": "Research Faith (‹cost›)
\nUnits are 50% harder for enemy Monks to convert.", - "28047": "Research Chemistry (‹cost›)
\nMissile units (except gunpowder units) have +1 attack strength. Required for
\ngunpowder units (Hand Cannoneer, Cannon Galleon, Bombard Cannon,
\nBombard Tower).
", - "28050": "Research Masonry (‹cost›)
\nStrengthens all buildings by providing 10% more hit points, +1 normal/+1 pierce armor, and +3 building armor.", - "28051": "Research Architecture (‹cost›)
\nStrengthens all buildings by providing 10% more hit points, +1 normal/+1 pierce armor, and +3 building armor.", - "28054": "Research Treadmill Crane (‹cost›)
\nVillagers construct buildings 20% faster.", - "28055": "Research Gold Mining (‹cost›)
\nVillagers mine gold 15% faster.", - "28059": "Research Kataparuto (‹cost›)
\nTrebuchets fire 33% faster and pack/unpack 4X faster.", - "28063": "Upgrade to Keep (‹cost›)
\nUpgrades Guard Towers and lets you build Keeps, which are stronger and have more attack strength.", - "28067": "Research Forging (‹cost›)
\nInfantry and cavalry have +1 attack.", - "28068": "Research Iron Casting (‹cost›)
\nInfantry and cavalry have +1 attack.", - "28074": "Research Scale Mail Armor (‹cost›)
\nInfantry have +1 normal/+1 pierce armor.", - "28075": "Research Blast Furnace (‹cost›)
\nInfantry and cavalry have +2 attack.", - "28076": "Research Chain Mail Armor (‹cost›)
\nInfantry have +1 normal/+1 pierce armor.", - "28077": "Research Plate Mail Armor (‹cost›)
\nInfantry have +1 normal/+2 pierce armor.", - "28080": "Research Plate Barding Armor (‹cost›)
\nCavalry have +1 normal/+2 pierce armor.", - "28081": "Research Scale Barding Armor (‹cost›)
\nCavalry have +1 normal/+1 pierce armor.", - "28082": "Research Chain Barding Armor (‹cost›)
\nCavalry have +1 normal/+1 pierce armor.", - "28090": "Research Tracking (‹cost›)
\nInfantry have +2 line of sight so they see enemy units from a longer distance.", - "28093": "Research Ballistics (‹cost›)
\nArchers, Town Centers, Castles, Galleys, Unique Naval Units, and Mounted Archers 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›)
\nArchers, cavalry archers, galleys, Castles, and towers have +1 attack and +1 range. Town Centers have +1 attack.", - "28151": "Research Bracer (‹cost›)
\nArchers, cavalry archers, galleys, Castles, and towers have +1 attack and +1 range. Town Centers have +1 attack.", - "28163": "Upgrade to Fortified Wall (‹cost›)
\nUpgrades your Stone Walls and lets you build Fortified Walls, which are stronger and harder to breach. Also increases the hit points of your Gates, which makes them harder to destroy.", - "28172": "Research Fletching (‹cost›)
\nArchers, cavalry archers, galleys, Castles, and towers have +1 attack and +1 range. Town Centers have +1 attack.", - "28180": "Research Gold Shaft Mining (‹cost›)
\nVillagers mine gold 15% faster.", - "28186": "Upgrade to Guard Tower (‹cost›)
\nUpgrades your Watch Towers and lets you build Guard Towers, which are stronger and have more attack strength.", - "28189": "Research Double-Bit Axe (‹cost›)
\nVillagers chop wood 20% faster.", - "28190": "Research Bow Saw (‹cost›)
\nVillagers chop wood 20% faster.", - "28208": "Research Padded Archer Armor (‹cost›)
\nArchers and cavalry archers have +1 normal/+1 pierce armor.", - "28209": "Research Leather Archer Armor (‹cost›)
\nArchers and cavalry archers have +1 normal/+1 pierce armor.", - "28210": "Research Squires (‹cost›)
\nInfantry move 10% faster.", - "28211": "Research Wheelbarrow (‹cost›)
\nVillagers work more efficiently by moving 10% faster and carrying 25% more resources.", - "28216": "Research Ring Archer Armor (‹cost›)
\nArchers and cavalry archers have +1 normal/+2 pierce armor.", - "28220": "Research Illumination (‹cost›)
\nMonks regain their faith 50% faster after a successful conversion.", - "28221": "Research Sanctity (‹cost›)
\nMonks have +15 hit points so they are harder to kill.", - "28222": "Research Block Printing (‹cost›)
\nMonks have +3 conversion range.", - "28231": "Research Two-Man Saw (‹cost›)
\nVillagers chop wood 10% faster.", - "28246": "Research Hand Cart (‹cost›)
\nVillagers work more efficiently by moving 10% faster and carrying 50% more resources.", - "28249": "Research Fervor (‹cost›)
\nMonks move 15% faster.", - "28250": "Research Carrack (‹cost›)
\nShips receive +1 normal/+1 pierce armor.", - "28251": "Research Arquebus (‹cost›)
\nBallistics for gunpowder units.", - "28252": "Research Royal Heirs (‹cost›)
\nShotel Warriors and Camel units 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.", - "28255": "Research Farimba (‹cost›)
\nCavalry +5 attack.", - "28256": "Research Kasbah (‹cost›)
\nTeam castles work 25% faster.", - "28257": "Research Maghrebi Camels (‹cost›)
\nCamel units regenerate.", - "28258": "Research Arson (‹cost›)
\nInfantry do more damage vs. buildings.", - "28266": "Research Andean Sling (‹cost›)
\nUpgrades your skirmishers and slingers by removing their minimum range; Slingers receive +1 attack.", - "28267": "Research Fabric Shields (‹cost›)
\nKamayuks, Slingers, Eagles have +1 armor/+2 pierce armor.", - "28269": "Research Druzhina (‹cost›)
\nInfantry damage adjacent units.", - "28270": "Research Grand Trunk Road (‹cost›)
\nAll gold income 10% faster (Trade, mines, relics); reduces the commodity trading fee to 10%.", - "28271": "Research Shatagni (‹cost›)
\nHand cannoneers have +2 range.", - "28272": "Research Pavise (‹cost›)
\nFoot Archers and Condottieri have +1 armor/+1 pierce armor.", - "28273": "Research Silk Road (‹cost›)
\nTrade units cost -50%.", - "28274": "Research Recurve Bow (‹cost›)
\nCavalry archers have +1 range, +1 attack.", - "28275": "Research Corvinian Army (‹cost›)
\nMagyar Huszar gold cost is replaced by additional food cost.", - "28276": "Research Stone Mining (‹cost›)
\nVillagers mine stone 15% faster.", - "28277": "Research Stone Shaft Mining (‹cost›)
\nVillagers mine stone 15% faster.", - "28278": "Research Arrowslits (‹cost›)
\nIncreases the attack of towers and Donjons.", - "28280": "Research Nomads (‹cost›)
\nHouses don't lose their population room when they are destroyed.", - "28281": "Research Kamandaran (‹cost›)
\nArcher-line gold cost is replaced by additional wood cost.", - "28282": "Research Town Patrol (‹cost›)
\nIncreases the line of sight of all buildings by +4 so they see enemies from a longer distance.", - "28283": "Research Ironclad (‹cost›)
\nIncreases the armor of all siege weapons so they're more resistant to melee attack.", - "28285": "Research Sipahi (‹cost›)
\nCavalry archers have +20 hit points.", - "28286": "Research Inquisition (‹cost›)
\nIncreases monk conversion rate; Missionaries receive +1 range.", - "28287": "Research Chivalry (‹cost›)
\nIncreases the production speed of stables by +40%.", - "28291": "Research Tusk Swords (‹cost›)
\nBattle Elephants receive +3 attack", - "28292": "Research Double Crossbows (‹cost›)
\nBallista Elephants and Scorpions fire two projectiles.", - "28293": "Research Thalassocracy (‹cost›)
\nUpgrades your Docks to Harbors, which fire arrows.", - "28294": "Research Forced Levy (‹cost›)
\nMilitia-line gold cost is replaced by additional food cost.", - "28295": "Research Howdah (‹cost›)
\nBattle Elephants receive +1 normal/+1 pierce armor.", - "28296": "Research Manipur Cavalry (‹cost›)
\nCavalry deals +4 bonus attack vs. archers.", - "28297": "Research Chatras (‹cost›)
\nBattle Elephants receive +100 HP.", - "28298": "Research Paper Money (‹cost›)
\nLumberjacks slowly generate gold in addition to wood.", - "28307": "Research Stirrups (‹cost›)
\nCavalry attack 33% faster.", - "28308": "Research Bagains (‹cost›)
\nMilitia-line receives +5 melee armor.", - "28309": "Research Silk Armor (‹cost›)
\nLight Cavalry, Steppe Lancers and Cavalry Archers receive +1 normal/+1 pierce armor.", - "28310": "Research Timurid Siegecraft (‹cost›)
\nTrebuchets receive +2 range. Enables Flaming Camels.", - "28311": "Research Steppe Husbandry (‹cost›)
\nLight Cavalry, Steppe Lancers and Cavalry Archers trained 100% faster.", - "28312": "Research Chieftains (‹cost›)
\nInfantry get attack bonus vs. cavalry and generate gold when killing villagers (5 gold), trade units (20 gold), and monks (20 gold).", - "28313": "Research Greek Fire (‹cost›)
\nFire Ships have +1 range; Dromons and Bombard Towers receive extra blast radius.", - "28314": "Research Gillnets (‹cost›)
\nFishing Ships gather 20% faster.", - "28315": "Research Redemption (‹cost›)
\nMonks can convert enemy buildings (except Town Centers, Castles, Monasteries, Farms, Fish Traps, walls, Gates, and Wonders) and siege weapons. 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 Monks.", - "28318": "Research Logistica (‹cost›)
\nCataphracts cause trample damage.", - "28319": "Research Conscription (‹cost›)
\nMilitary buildings (except Siege Workshops) work 33% faster.", - "28320": "Research Bombard Tower (‹cost›)
\nLets you build Bombard Towers, which are powerful and have extensive line of sight.", - "28321": "Research Murder Holes (‹cost›)
\nEliminates the minimum range of all towers, Castles and Harbors so they can fire at enemies attacking their base.", - "28322": "Research Sappers (‹cost›)
\nVillagers cause +15 damage when attacking buildings and +3 damage when attacking rams.", - "28324": "Research Bearded Axe (‹cost›)
\nThrowing Axemen have +1 range.", - "28325": "Research Supremacy (‹cost›)
\nVillagers have exceptional combat abilities.", - "28326": "Research Atlatl (‹cost›)
\nSkirmishers have +1 attack, +1 range.", - "28327": "Research Warwolf (‹cost›)
\nImproves your Trebuchets by giving them blast damage.", - "28342": "Research Burgundian Vineyards (‹cost›)
\nFarmers slowly generate gold in addition to food.", - "28343": "Research Flemish Revolution (‹cost›)
\nUpgrades all existing Villagers to Flemish Militia and allows Flemish Militia to be created at the Barracks. The total cost is 200F, 150G and +10F, +5G per each villager.", - "28344": "Research First Crusade (‹cost›)
\nEach Town Center (maximum 5) spawns a one-time batch of 5 Serjeants. Units more resistant to conversion.", - "28345": "Research Hauberk (‹cost›)
\nKnights receive +1 normal/+2 pierce armor.", - "28348": "Research Szlachta Privileges (‹cost›)
\nKnights cost -60% gold.", - "28349": "Research Lechitic Legacy (‹cost›)
\nLight Cavalry deals trample damage.", - "28350": "Research Wagenburg Tactics (‹cost›)
\nGunpowder units move 15% faster.", - "28351": "Research Hussite Reforms (‹cost›)
\nMonks and Monastery technologies have their gold cost replaced by food.", - "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% less population space.", - "28361": "Research Kshatriyas (‹cost›)
\nMilitary units cost -25% food.", - "28362": "Research Frontier Guards (‹cost›)
\nCamel Riders and Elephant Archers receive +4 melee armor.", - "28368": "Research Great Wall (‹cost›)
\nMakes your walls and towers stronger by giving them +30% hit points.", - "28369": "Research Stronghold (‹cost›)
\nMakes your castles and towers stronger by making them fire 33% faster; Castles heal allied infantry in a 7 tile radius.", - "28370": "Research Marauders (‹cost›)
\nEnables you to create Tarkans at Stables.", - "28371": "Research Yasama (‹cost›)
\nMakes your towers stronger by making them shoot extra arrows.", - "28372": "Research Careening (‹cost›)
\nMakes ships less vulnerable to missile attack with +1 pierce armor. Transport Ships carry +5 units.", - "28373": "Research Dry Dock (‹cost›)
\nShips move 15% faster. Transport Ships carry +10 units.", - "28374": "Research Heated Shot (‹cost›)
\nTowers cause 125% more damage to ships; Castles cause 25% more damage to ships.", - "28376": "Research Hoardings (‹cost›)
\nStrengthens Castles and Donjons by providing +20% hit points.", - "28377": "Research Shipwright (‹cost›)
\nShips cost 20% less wood; build 35% faster.", - "28378": "Research Siege Engineers (‹cost›)
\nRanged siege weapons and siege warships have +1 range and cause 20% more damage to buildings (40% more for Petards and Flaming Camels).", - "28379": "Research Hul'che Javelineers (‹cost›)
\nImproves your Skirmishers by making them throw a second projectile.", - "28380": "Research Eupseong (‹cost›)
\nWatch Towers, Guard Towers and Keeps have +2 range.", - "28398": "Research Cuman Mercenaries (‹cost›)
\nTeam members can create 5 free Elite Kipchaks per Castle.", - "28399": "Research Hill Forts (‹cost›)
\nTown Centers receive +3 range.", - "28400": "Research Tower Shields (‹cost›)
\nPikemen and Skirmishers receive +2 pierce armor.", - "28403": "Research Supplies (‹cost›)
\nMilitia-line costs -15 food.", - "28406": "Research Fereters (‹cost›)
\nInfantry (except Spearman-line) +30 HP, Warrior Priests +100% heal speed.", - "28407": "Research Cilician Fleet (‹cost›)
\nDemolition Ships +20% blast radius. Galley-line and Dromons receive +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 have +20 hit points.", - "28410": "Research Caravan (‹cost›)
\nTrade Carts and Trade Cogs move 50% faster (so gold accumulates faster).", - "28411": "Research Thumb Ring (‹cost›)
\nArchers fire faster and with 100% accuracy.", - "28412": "Research Heresy (‹cost›)
\nUnits converted by an enemy Monk (or Missionary) die instead of changing to the enemy's color.", - "28415": "Research Parthian Tactics (‹cost›)
\nMounted Archers have +1 normal/+2 pierce armor and +2 attack vs. pikemen.", - "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 have +1 range; towers have +2 attack.", - "28420": "Research El Dorado (‹cost›)
\nEagle Warriors have +40 hit points.", - "28421": "Research Furor Celtica (‹cost›)
\nSiege Workshop units have +40% hit points.", - "28422": "Research Drill (‹cost›)
\nSiege Workshop units move 50% faster.", - "28423": "Research Citadels (‹cost›)
\nCastles fire bullets (+4 attack, +3 vs Rams, +3 vs Infantry), receive -25% bonus damage.", - "28425": "Research Artillery (‹cost›)
\nBombard Towers, Bombard Cannons, and Cannon Galleons have +2 range.", - "28426": "Research Crenellations (‹cost›)
\nCastles have +3 range; garrisoned infantry fire arrows.", - "28427": "Research Anarchy (‹cost›)
\nAllows Huskarls to be created at the Barracks.", - "28428": "Research Atheism (‹cost›)
\nRelic and Wonder victories take +100 years to complete; enemy relics generate -50% resources.", - "28429": "Research Garland Wars (‹cost›)
\nInfantry have +4 attack.", - "28431": "Research Bogsveigar (‹cost›)
\nArcher-line and Longboats receive +1 attack.", - "28432": "Research Rocketry (‹cost›)
\nChu Ko Nu have +2 piercing attack; scorpions have +4 piercing attack.", - "28435": "Research Herbal Medicine (‹cost›)
\nUnits garrisoned in buildings heal 6X faster.", - "28438": "Research Shinkichon (‹cost›)
\nMangonels, Onagers, and Siege Onagers have +1 range.", - "28439": "Research Perfusion (‹cost›)
\nBarracks units are created 100% faster.", - "28440": "Research Svan Towers (‹cost›)
\nDefensive buildings receive +2 attack. Towers fire arrows that pierce multiple units.", - "28441": "Research Aznauri Cavalry (‹cost›)
\nCavalry units take 15% less population space.", - "28444": "Research Ballistas (‹cost›)
\nScorpions fire 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 Castles' and Towers' stone cost with wood.", - "28450": "Research Gambesons (‹cost›)
\nMilitia-line receive +1 pierce armor.", - "28451": "Research Bimaristan (‹cost›)
\nMonks automatically heal multiple nearby units (75 HP per minute in a 5 tile range).", - "28462": "Research Devotion (‹cost›)
\nUnits are 15% harder for enemy Monks to convert.", - "42057": "Create Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Konnik 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "42058": "Create Elite Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "42096": "Create Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Ratha 800F, 800W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "42097": "Create Elite Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "42104": "Create Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Ratha 800F, 800W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "42105": "Create Elite Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", - "120150": "Foot Archer civilization
\n
\n• Town Centers cost -50% wood starting in the Castle Age
\n• Foot archers (except skirmishers) +1 range in Castle and Imperial Age (+2 total)
\n• Shepherds work 25% faster
\n
\nUnique Unit:
\nLongbowman (archer)
\n
\nUnique Techs:
\n• Yeomen (+1 foot archer range; +2 tower attack)
\n• Warwolf (Trebuchets do blast damage)
\n
\nTeam Bonus:
\nArchery Ranges work 10% faster", - "120151": "Cavalry civilization
\n
\n• Castles cost -15% in Castle, -25% in Imperial Age
\n• Cavalry +20% hit points starting in Feudal Age
\n• Mill technologies free
\n• Foragers work 15% faster
\n
\nUnique Unit:
\nThrowing Axeman (infantry)
\n
\nUnique Techs:
\n• Bearded Axe (+1 Throwing Axemen range)
\n• Chivalry (Stables work 40% faster)
\n
\nTeam Bonus:
\nKnights +2 line of sight", - "120152": "Infantry civilization
\n
\n• Infantry cost -20% in Dark, -25% in Feudal, -30% in Castle, -35% in Imperial Age
\n• Infantry +1 attack vs. buildings per age (starting from Feudal Age)
\n• Villagers +5 attack vs. wild boar; hunters carry +15 meat; hunt lasts 20% longer
\n• Loom can be researched instantly
\n• +10 population in Imperial Age
\n
\nUnique Unit:
\nHuskarl (infantry)
\n
\nUnique Techs:
\n• Anarchy (create Huskarls at Barracks)
\n• Perfusion (Barracks work 100% faster)
\n
\nTeam Bonus:
\nBarracks work 20% faster", - "120153": "Infantry civilization
\n
\n• Monks healing range 2x
\n• Towers garrison 2x units
\n• Murder Holes, Herbal Medicine free
\n• Farms cost -40%
\n• Town Center garrison +10
\n• Barracks and Stable units +1 armor in Castle and Imperial Age (+2 total)
\n
\nUnique Unit:
\nTeutonic Knight (infantry)
\n
\nUnique Techs:
\n• Ironclad (siege weapons extra melee armor)
\n• Crenellations (+3 range Castles
\ngarrisoned infantry fire arrows)
\n
\nTeam Bonus:
\nUnits resist conversion", - "120154": "Infantry civilization
\n
\n• Fishing Ships 2x hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age
\n• Mill, Lumber/Mining Camps cost -50%
\n• Infantry attack 33% faster starting in Feudal Age
\n• Cavalry Archers +2 attack vs. Archers
\n
\nUnique Unit:
\nSamurai (infantry)
\n
\nUnique Techs:
\n• Yasama (Towers shoot extra arrows)
\n• Kataparuto (Trebuchets fire, pack faster)
\n
\nTeam Bonus:
\nGalleys +50% line of sight", - "120155": "Archer civilization
\n
\n• Start with +3 villagers, -50 wood, -200 food
\n• Technologies cost -5% Feudal,
\n-10% Castle, -15% Imperial Age
\n• Town Centers support 15 population and +7 LOS
\n• Demolition ships +50% hit points
\n
\nUnique Unit:
\nChu Ko Nu (archer)
\n
\nUnique Techs:
\n• Great Wall (Walls and towers +30% HP)
\n• Rocketry (Chu Ko Nu +2, scorpions +4 attack)
\n
\nTeam Bonus:
\nFarms +10% food", - "120156": "Defensive civilization
\n
\n• Buildings +10% HP Dark, +20% Feudal, +30% Castle, +40% Imperial Age
\n• Camel Riders, Skirmishers, Pikemen, Halberdiers cost -25%
\n• Fire Ships and Dromons attack 25% faster
\n• Advance to Imperial Age costs -33%
\n• Town Watch, Town Patrol free
\n
\nUnique Unit:
\nCataphract (cavalry)
\n
\nUnique Techs:
\n• Greek Fire (Fire Ships +1 range; Dromon and Bombard Tower blast radius increased)
\n• Logistica (Cataphracts cause trample damage)
\n
\nTeam Bonus:
\nMonks +100% heal speed", - "120157": "Cavalry civilization
\n
\n• Start with +50 wood, food
\n• Town Center, Dock 2x hit points; work rate +5% Dark, +10% Feudal, +15% Castle, +20% 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 is replaced by additional wood cost)
\n• Citadels (Castles fire Bullets [+4 attack, +3 vs Rams, +3 vs Infantry], receive -25% bonus damage)
\n
\nTeam Bonus:
\nKnights +2 attack vs. Archers", - "120158": "Camel and Naval civilization
\n
\n• Market trade cost only 5%
\n• Markets cost -100 wood
\n• Transport Ships 2x hit points,
\n2x carry capacity
\n• Galleys attack 25% faster
\n• Camel units +25% hit points
\n
\nUnique Unit:
\nMameluke (camel rider)
\n
\nUnique Techs:
\n• Bimaristan (Monks automatically heal multiple nearby units)
\n• Counterweights (Trebuchets and Mangonel-line +15% attack)
\n
\nTeam Bonus:
\nFoot archers +2 attack vs. buildings", - "120159": "Gunpowder civilization
\n
\n• Gunpowder units +25% hit points; researching gunpowder technologies costs -50%; Chemistry free
\n• Gold miners work 20% faster
\n• Scout Cavalry, Light Cavalry, Hussar +1P armor
\n• Light Cavalry and Hussar upgrades free
\n
\nUnique Unit:
\nJanissary (hand cannoneer)
\n
\nUnique Techs:
\n• Sipahi (Cavalry Archers +20 HP)
\n• Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
\n
\nTeam Bonus:
\nGunpowder units created 25% faster", - "120160": "Infantry and Naval civilization
\n
\n• Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age
\n• Infantry +20% hit points starting in Feudal Age
\n• Wheelbarrow, Hand Cart free
\n
\nUnique Units:
\nBerserk (infantry), Longboat (warship)
\n
\nUnique Techs:
\n• Chieftains (infantry deal bonus damage to cavalry, generate gold when killing villagers, trade units, and monks)
\n• Bogsveigar (Archer-line and Longboats +1 attack)
\n
\nTeam Bonus:
\nDocks cost -15%", - "120161": "Cavalry Archer civilization
\n
\n• Cavalry archers fire 25% faster
\n• Light Cavalry, Hussars, Steppe Lancers +30% hit points
\n• Hunters work 40% faster
\n
\nUnique Unit:
\nMangudai (cavalry archer)
\n
\nUnique Techs:
\n• Nomads (lost houses do not decrease population headroom)
\n• Drill (Siege Workshop units move 50% faster)
\n
\nTeam Bonus:
\nScout Cavalry, Light Cavalry, Hussar +2 line of sight", - "120162": "Infantry and Siege civilization
\n
\n• Infantry move 15% faster (starting in the Feudal Age)
\n• Lumberjacks work 15% faster
\n• Siege weapons fire 25% faster
\n• Can steal sheep, and sheep within one Celt unit's LoS cannot be stolen
\n
\nUnique Unit:
\nWoad Raider (infantry)
\n
\nUnique Techs:
\n• Stronghold (Castles and towers fire 33% faster; Castles heal allied infantry in a 7 tile radius)
\n• Furor Celtica (Siege Workshop units +40% HP)
\n
\nTeam Bonus:
\nSiege Workshops work 20% faster", - "120163": "Gunpowder and Monk civilization
\n
\n• Builders work 30% faster
\n• Blacksmith upgrades don't cost gold
\n• Cannon Galleons benefit from Ballistics (fire faster, more accurately)
\n• Gunpowder units fire 18% faster
\n• Receive +20 gold for each technology researched
\n
\nUnique Units:
\nConquistador (mounted hand cannoneer), Missionary (mounted Monk)
\n
\nUnique Techs:
\n• Inquisition (Monks convert faster; Missionaries +1 range)
\n• Supremacy (Villagers stronger in combat)
\n
\nTeam Bonus:
\nTrade units generate +25% gold", - "120164": "Infantry and Monk civilization
\n
\n• Villagers carry +3
\n• Military units created 11% faster
\n• +5 Monk hit points for each Monastery technology
\n• Start with +50 gold
\n
\nUnique Unit:
\nJaguar Warrior (infantry)
\n
\nUnique Techs:
\n• Atlatl (Skirmishers +1 attack, +1 range)
\n• Garland Wars (+4 infantry 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• Archers cost -10% Feudal, -20% Castle, -30% Imperial Age
\n
\nUnique Unit:
\nPlumed Archer (archer)
\n
\nUnique Techs:
\n• Hul'che Javelineers (Skirmishers throw a second projectile)
\n• El Dorado (Eagle Warriors have +40 hit points)
\n
\nTeam Bonus:
\nWalls cost -50%", - "120166": "Cavalry civilization
\n
\n• Do not need houses, but start with -100 wood
\n• On Nomadic maps, the first Town Center spawns a Hunnic Horse
\n• Cavalry Archers cost -10% Castle, -20% Imperial Age
\n• Trebuchets +30% accuracy
\n
\nUnique Unit:
\nTarkan (cavalry)
\n
\nUnique Techs:
\n• Marauders (Create Tarkans at stables)
\n• Atheism (+100 years Relic, Wonder victories; enemy relics generate -50% resources)
\n
\nTeam Bonus:
\nStables work 20% faster", - "120167": "Defensive and Naval civilization
\n
\n• Villagers +3 line of sight
\n• Stone miners work 20% faster
\n• Archer Armor and Tower upgrades free (Bombard Tower requires Chemistry)
\n• Archers and Infantry cost -50% wood
\n• Warships cost -20% wood
\n
\nUnique Units:
\nWar Wagon (cavalry archer), Turtle Ship (war ship)
\n
\nUnique Techs:
\n• Eupseong (Watch Towers, Guard Towers and Keeps +2 range)
\n• Shinkichon (Mangonel-line +1 range)
\n
\nTeam Bonus:
\nMangonel-line minimum range reduced", - "120168": "Archer and Naval civilization
\n
\n• Advancing to the next age costs -15%
\n• Dock and University technologies cost -33%
\n• Fishing Ships cost -15%
\n• Gunpowder units cost -20%
\n
\nUnique Units:
\nGenoese Crossbowman (archer), Condottiero (infantry)
\n
\nUnique Techs:
\n• Pavise (foot archers and Condottieri +1 armor/+1 pierce armor)
\n• Silk Road (trade units cost -50%)
\n
\nTeam Bonus:
\nCondottiero available in the Barracks in Imperial Age", - "120169": "Camel and Gunpowder civilization
\n
\n• Villagers cost -8% Dark, -13% Feudal, -18% Castle, -23% Imperial Age
\n• Camel Riders attack 20% faster
\n• Gunpowder units +1/+1P armor
\n• Can build Caravanserai in Imperial Age
\n
\nUnique Units:
\nGhulam (infantry), Imperial Camel Rider (camel rider)
\n
\nUnique Techs:
\n• Grand Trunk Road (All gold income 10% faster; trading fee reduced to 10%)
\n• Shatagni (Hand Cannoneers +2 range)
\n
\nTeam Bonus:
\nCamel and light cavalry units +2 attack vs. buildings", - "120170": "Infantry civilization
\n
\n• Military units food cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age
\n• Villagers affected by Blacksmith upgrades starting in the Castle Age
\n• Houses support 10 population
\n• Buildings cost -15% stone
\n
\nUnique Units:
\nKamayuk (infantry), Slinger (archer)
\n
\nUnique Techs:
\n• Andean Sling (Skirmishers and Slingers no minimum range; Slingers +1 attack)
\n• Fabric Shields (Kamayuks, Slingers, Eagles +1/+2P armor)
\n
\nTeam Bonus:
\nStart with a free Llama", - "120171": "Cavalry civilization
\n
\n• Villagers kill wolves with 1 strike
\n• Forging, Iron Casting, Blast Furnace free
\n• Scout Cavalry, Light Cavalry, Hussar cost -15%
\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 (Cavalry archers +1 range, +1 attack)
\n
\nTeam Bonus:
\nCavalry Archers created 25% faster", - "120172": "Infantry and Siege civilization
\n
\n• Farmers work 15% faster
\n• Supplies, Gambesons free
\n• Siege Workshop units 15% cheaper
\n• Monks move 20% faster
\n
\nUnique Unit:
\nBoyar (cavalry)
\n
\nUnique Techs:
\n• Detinets (Replaces 40% of Castles' and Towers' stone cost with wood)
\n• Druzhina (Infantry damage adjacent units)
\n
\nTeam Bonus:
\nMilitary buildings provide +5 population room", - "120173": "Naval and Gunpowder civilization
\n
\n• All units cost -20% gold
\n• Foragers generate wood in addition to food
\n• Ships +10% HP
\n• Can build Feitoria in Imperial Age
\n
\nUnique Units:
\nOrgan Gun (siege), Caravel (war ship)
\n
\nUnique Techs:
\n• Carrack (Ships +1/+1 armor)
\n• Arquebus (gunpowder units more accurate)
\n
\nTeam Bonus:
\nTechnologies researched 25% faster", - "120174": "Archer civilization
\n
\n• Archers fire 18% faster
\n• Receive +100 gold, +100 food when advancing to the next age
\n• Pikeman upgrade free
\n
\nUnique Unit:
\nShotel Warrior (infantry)
\n
\nUnique Techs:
\n• Royal Heirs (Shotel Warriors and Camel units receive -3 damage from mounted units)
\n• Torsion Engines (increases blast radius of Siege Workshop units)
\n
\nTeam Bonus:
\nOutposts +3 line of sight and cost no stone", - "120175": "Infantry civilization
\n
\n• Buildings cost -15% wood
\n• Barracks units +1P armor per age (starting from Feudal Age)
\n• Villagers drop off 10% more gold
\n
\nUnique Unit:
\nGbeto (infantry)
\n
\nUnique Techs:
\n• Tigui (Town Centers fire arrows when ungarrisoned)
\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% starting in Feudal Age
\n• Stable units cost -15% in Castle, -20% in Imperial Age
\n• Ships move 10% faster
\n
\nUnique Units:
\nCamel Archer (cavalry archer), Genitour (mounted skirmisher)
\n
\nUnique Techs:
\n• Kasbah (team castles work 25% faster)
\n• Maghrebi Camels (Camel units regenerate)
\n
\nTeam Bonus:
\nGenitour available in the Archery Range starting in the 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/Town Centers to drop off food
\n• Battle Elephants move 10% faster
\n• Villagers can garrison in Houses
\n
\nUnique Unit:
\nBallista Elephant (mounted scorpion)
\n
\nUnique Techs:
\n• Tusk Swords (Battle Elephants +3 attack)
\n• Double Crossbow (Ballista Elephants and Scorpions fire two projectiles)
\n
\nTeam Bonus:
\nScorpions +1 range", - "120178": "Naval civilization
\n
\n• Advancing to the next age 66% faster
\n• Fish Traps cost -33% and provide 3X food
\n• Battle Elephants cost -30% in Castle, -40% in Imperial Age
\n• Infantry armor upgrades free
\n
\nUnique Unit:
\nKarambit Warrior (infantry)
\n
\nUnique Techs:
\n• Thalassocracy (upgrades Docks to Harbors, which fire arrows)
\n• Forced Levy (Militia-line gold cost is replaced by additional food cost)
\n
\nTeam Bonus:
\nDocks +100% line of sight", - "120179": "Monk and Elephant civilization
\n
\n• Lumber Camp technologies free
\n• Infantry +1 attack per age (starting in the Feudal Age)
\n• Battle Elephants +1/+1P armor
\n• Monastery technologies cost -50%
\n
\nUnique Unit:
\nArambai (ranged cavalry)
\n
\nUnique Techs:
\n• Manipur Cavalry (Cavalry +4 attack vs. archers)
\n• Howdah (Battle Elephants +1/+1P armor)
\n
\nTeam Bonus:
\nRelics visible on the map at the start of the game", - "120180": "Archer civilization
\n
\n• Enemy positions are revealed at the start of the game
\n• Economic upgrades cost no wood and research 100% faster
\n• Archery Range units +20% HP
\n• Conscription free
\n
\nUnique Units:
\nRattan Archer (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 the Imperial Age", - "120181": "Infantry and Cavalry civilization
\n
\n• Militia-line upgrades free
\n• Town Centers cost -50% stone
\n• Blacksmith and Siege Workshop technologies cost -50% food
\n• Can build Krepost
\n
\nUnique Unit:
\nKonnik (cavalry)
\n
\nUnique Techs:
\n• Stirrups (Cavalry attack 33% faster)
\n• Bagains (Militia-line gains +5 armor)
\n
\nTeam Bonus:
\nBlacksmiths work 80% faster", - "120182": "Cavalry Archer civilization
\n
\n• Villagers gather +50% food from herdables
\n• New Town Centers spawn 2 Sheep starting in the Castle Age
\n• Units deal +25% damage when fighting from higher elevation
\n• Thumb Ring, Parthian Tactics free
\n
\nUnique Units:
\nKeshik (raiding cavalry), Flaming Camel (petard)
\n
\nUnique Techs:
\n• Silk Armor (Light Cavalry, Steppe Lancers and Cavalry Archers receive +1/+1P armor)
\n• Timurid Siegecraft (Trebuchets +2 range, enables Flaming Camels)
\n
\nTeam Bonus:
\nCavalry Archers +2 line of sight", - "120183": "Cavalry civilization
\n
\n• Additional Town Center can be built in the Feudal Age
\n• Siege Workshop and Battering Ram available in the Feudal Age; Capped Ram upgrade available in Castle Age
\n• Archery Ranges and Stables cost -75 wood
\n• Cavalry 5% faster each age (starting in Feudal Age)
\n
\nUnique Unit:
\nKipchak (cavalry archer)
\n
\nUnique Techs:
\n• Steppe Husbandry (Light Cavalry, Steppe Lancers and Cavalry Archers trained 100% faster)
\n• Cuman Mercenaries (team members can create 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 Skirmishers move 10% faster
\n• Each garrisoned relic gives +1 attack to Knights 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 +2P armor)
\n
\nTeam Bonus:
\nMonasteries work 20% faster", - "120185": "Cavalry civilization
\n
\n• Economic upgrades available one age earlier and cost -33% 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 (Upgrades all existing Villagers to Flemish Militia; create Flemish Militia at Barracks)
\n
\nTeam Bonus:
\nRelics generate both Gold & Food", - "120186": "Infantry and Cavalry civilization
\n
\n• Start with +100 stone
\n• Castles built 50%, Town Centers built 100% faster
\n• Land military units (except siege weapons) receive 33% less bonus damage
\n• Farm upgrades provide +125% additional food
\n• Donjon replaces Watch Tower-line
\n
\nUnique Unit:
\nSerjeant (infantry)
\n
\nUnique Techs:
\n• First Crusade (Each Town Center (maximum 5) spawns a one-time batch of 5 Serjeants; units more resistant to conversion)
\n• Hauberk (Knights +1/+2P armor)
\n
\nTeam Bonus:
\nTransport Ships +5 line of sight and cost -50%", - "120187": "Cavalry civilization
\n
\n• Villagers regenerate 10 HP per minute in Feudal, 15 in Castle, 20 in Imperial Age
\n• Folwark replaces Mill
\n• Stone Miners generate gold in addition to stone
\n
\nUnique Units:
\nObuch (infantry), Winged Hussar (cavalry)
\n
\nUnique Techs:
\n• Szlachta Privileges (Knights cost -60% gold)
\n• Lechitic Legacy (Light Cavalry deals trample damage)
\n
\nTeam Bonus:
\nScout Cavalry, Light Cavalry, Hussar +1 attack vs. Archers", - "120188": "Gunpowder and Monk civilization
\n
\n• Blacksmiths and Universities cost -100 wood
\n• Chemistry and Hand Cannoneer available in Castle Age
\n• Spearman-line deals +25% bonus damage
\n• Fervor and Sanctity affect Villagers
\n• Mining Camp technologies free
\n
\nUnique Units:
\nHussite Wagon (siege weapon), Houfnice (bombard cannon)
\n
\nUnique Techs:
\n• Wagenburg Tactics (Gunpowder units move 15% faster)
\n• Hussite Reforms (Monks and Monastery technologies have their gold cost replaced by food)
\n
\nTeam Bonus:
\nMarkets work 80% faster", - "120189": "Infantry and Naval civilization
\n
\n• Receive +200 wood when advancing to the next age
\n• Fishermen and Fishing Ships carry +15
\n• Barracks technologies cost -50%
\n• Siege weapons cost -33% wood
\n• Skirmishers and Elephant Archers attack 25% faster
\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 room", - "120190": "Elephant and Naval civilization
\n
\n• Elephant units receive 25% less bonus damage and are more resistant to conversion
\n• Town Centers spawn 2 Villagers when the next Age is reached
\n• Cavalry +2 attack vs. Skirmishers
\n• Ships regenerate 15 HP per minute
\n• Monks +3/+3P armor
\n
\nUnique Unit:
\nRatha (cavalry archer/cavalry)
\n
\nUnique Techs:
\n• Paiks (Rathas and elephant units attack 20% faster)
\n• Mahayana (Villagers and Monks take 10% less population space)
\n
\nTeam Bonus:
\nTrade units yield 10% food in addition to gold", - "120191": "Cavalry and Camel civilization
\n
\n• Start with 2 Forage Bushes
\n• Can garrison Mills with livestock to produce food
\n• Mounted units deal +20% bonus damage Feudal, +30% Castle, +40% Imperial Age
\n• Can garrison Docks with Fishing Ships
\n
\nUnique Units:
\nChakram Thrower (infantry), Shrivamsha Rider (cavalry), Camel Scout (camel rider)
\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 created 25% faster", - "120192": "Infantry civilization
\n
\n• Villagers gather, build, and repair 5% faster
\n• Galley-line and Dromons +1/+1P armor
\n• Infantry receives double effect from Blacksmith armor upgrades
\n• Scorpions cost -60% gold and benefit from Ballistics research
\n
\nUnique Unit:
\nCenturion (cavalry), Legionary (infantry)
\n
\nUnique Techs:
\n• Ballistas (Scorpions fire 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:
\nScorpion-line minimum range reduced", - "120193": "Infantry and Naval civilization
\n
\n• Mule Carts cost -25%
\n• Mule Cart technologies are 40% more effective
\n• First Fortified Church receives a free Relic
\n• Non-unique Barracks units (except Men-at-Arms) available one age earlier
\n• Galley-line and Dromons fire an additional projectile
\n
\nUnique Unit:
\nComposite Bowman (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 +100% heal speed)
\n
\nTeam Bonus:
\nInfantry +2 line of sight", - "120194": "Defensive and Cavalry civilization
\n
\n• Start with a Mule Cart, but -50 food
\n• Fortified Churches provide Villagers in an 8 tile radius with +10% work rate
\n• Units and buildings receive -15% damage when fighting from higher elevation
\n• Cavalry regenerates 5 HP per minute in Feudal, 10 in Castle, 15 in Imperial Age
\n
\nUnique Unit:
\nMonaspa (cavalry)
\n
\nUnique Techs:
\n• Svan Towers (Defensive buildings +2 attack; towers fire arrows that pierce multiple units)
\n• Aznauri Cavalry (Cavalry units take 15% less population space)
\n
\nTeam Bonus:
\nBuildings cost 25% fewer resources to repair", - "300081": "Key", - "300082": "Unique Unit", - "300083": "Unit", - "300084": "Building", - "300085": "Technology" -} \ No newline at end of file + "1": "Return of Rome", + "1001": "Age of Empires II", + "4201": "Dark Age", + "4202": "Feudal Age", + "4203": "Castle Age", + "4204": "Imperial Age", + "5009": "Steppe Lancer", + "5010": "Elite Steppe Lancer", + "5033": "Composite Bowman", + "5034": "Elite Composite Bowman", + "5035": "Monaspa", + "5036": "Elite Monaspa", + "5037": "Warrior Priest", + "5038": "Fortified Church", + "5040": "Xolotl Warrior", + "5045": "Mule Cart", + "5052": "Centurion", + "5053": "Elite Centurion", + "5054": "Legionary", + "5055": "Dromon", + "5068": "Knight", + "5070": "Cavalier", + "5078": "Spearman", + "5079": "Militia", + "5080": "Man-at-Arms", + "5081": "Long Swordsman", + "5083": "Archer", + "5084": "Crossbowman", + "5085": "Cavalry Archer", + "5086": "Hand Cannoneer", + "5087": "Elite Skirmisher", + "5088": "Skirmisher", + "5089": "Trade Cog", + "5090": "Fishing Ship", + "5091": "War Galley", + "5093": "Bombard Cannon", + "5094": "Battering Ram", + "5095": "Mangonel", + "5096": "Scorpion", + "5097": "Trebuchet", + "5099": "Monk", + "5101": "Cataphract", + "5102": "Chu Ko Nu", + "5103": "Mameluke", + "5104": "Huskarl", + "5105": "Janissary", + "5106": "Longboat", + "5107": "Longbowman", + "5108": "Mangudai", + "5109": "War Elephant", + "5110": "Samurai", + "5111": "Throwing Axeman", + "5112": "Teutonic Knight", + "5113": "Woad Raider", + "5114": "Condottiero", + "5128": "Archery Range", + "5129": "Organ Gun", + "5130": "Elite Organ Gun", + "5131": "Blacksmith", + "5132": "Caravel", + "5133": "Elite Caravel", + "5134": "Camel Archer", + "5135": "Barracks", + "5136": "Elite Camel Archer", + "5137": "Genitour", + "5138": "Monastery", + "5139": "Elite Genitour", + "5140": "Gbeto", + "5141": "Elite Gbeto", + "5142": "Castle", + "5143": "Shotel Warrior", + "5144": "Dock", + "5145": "Elite Shotel Warrior", + "5146": "Ballista Elephant", + "5147": "Elite Ballista Elephant", + "5148": "Karambit Warrior", + "5149": "Farm", + "5150": "Elite Karambit Warrior", + "5151": "Arambai", + "5152": "Elite Arambai", + "5154": "Guard Tower", + "5155": "Keep", + "5156": "Bombard Tower", + "5157": "Mill", + "5159": "Feitoria", + "5160": "Fire Galley", + "5161": "Market", + "5162": "Demolition Raft", + "5164": "Town Center", + "5165": "Rattan Archer", + "5166": "Elite Rattan Archer", + "5167": "Battle Elephant", + "5168": "Elite Battle Elephant", + "5169": "Siege Workshop", + "5171": "Stable", + "5176": "University", + "5178": "Watch Tower", + "5182": "Wonder", + "5185": "Gate", + "5186": "Palisade Gate", + "5190": "Imperial Skirmisher", + "5202": "Palisade Wall", + "5203": "Stone Wall", + "5204": "Fortified Wall", + "5249": "Harbor", + "5287": "Cannon Galleon", + "5288": "Konnik", + "5289": "Capped Ram", + "5290": "Elite Konnik", + "5309": "Galleon", + "5313": "Keshik", + "5314": "Elite Keshik", + "5315": "Kipchak", + "5326": "Scout Cavalry", + "5327": "Elite Kipchak", + "5328": "Leitis", + "5329": "Elite Leitis", + "5344": "House", + "5349": "Krepost", + "5375": "Flaming Camel", + "5403": "Urumi Swordsman", + "5408": "Pikeman", + "5409": "Halberdier", + "5411": "Two-Handed Swordsman", + "5412": "Heavy Cavalry Archer", + "5413": "Elite Urumi Swordsman", + "5416": "Camel Rider", + "5417": "Heavy Camel Rider", + "5418": "Arbalester", + "5419": "Imperial Camel Rider", + "5421": "Chakram Thrower", + "5424": "Demolition Ship", + "5425": "Heavy Demolition Ship", + "5426": "Fire Ship", + "5427": "Elite Chakram Thrower", + "5428": "Armored Elephant", + "5429": "Fast Fire Ship", + "5430": "Siege Elephant", + "5431": "Ghulam", + "5432": "Elite Ghulam", + "5435": "Thirisadai", + "5436": "Galley", + "5437": "Shrivamsha Rider", + "5438": "Elite Shrivamsha Rider", + "5439": "Heavy Scorpion", + "5440": "Caravanserai", + "5441": "Camel Scout", + "5443": "Transport Ship", + "5444": "Light Cavalry", + "5445": "Siege Tower", + "5446": "Siege Ram", + "5447": "Boyar", + "5448": "Onager", + "5449": "Elite Boyar", + "5451": "Elite Cataphract", + "5452": "Elite Chu Ko Nu", + "5453": "Elite Mameluke", + "5454": "Elite Huskarl", + "5455": "Elite Janissary", + "5456": "Elite Longbowman", + "5457": "Elite Longboat", + "5458": "Elite Mangudai", + "5459": "Elite War Elephant", + "5460": "Elite Samurai", + "5461": "Elite Throwing Axeman", + "5462": "Elite Teutonic Knight", + "5463": "Elite Woad Raider", + "5464": "Lumber Camp", + "5469": "Champion", + "5471": "Paladin", + "5487": "Mining Camp", + "5493": "Siege Onager", + "5495": "Fish Trap", + "5504": "Outpost", + "5534": "Coustillier", + "5536": "Elite Coustillier", + "5538": "Serjeant", + "5540": "Elite Serjeant", + "5542": "Flemish Militia", + "5544": "Donjon", + "5558": "Obuch", + "5559": "Elite Obuch", + "5561": "Hussite Wagon", + "5563": "Elite Hussite Wagon", + "5573": "Elite Cannon Galleon", + "5574": "Berserk", + "5576": "Elite Berserk", + "5577": "Winged Hussar", + "5579": "Houfnice", + "5581": "Folwark", + "5606": "Villager", + "5660": "Petard", + "5661": "Hussar", + "5667": "Jaguar Warrior", + "5669": "Elite Jaguar Warrior", + "5671": "Eagle Warrior", + "5672": "Eagle Scout", + "5673": "Elite Eagle Warrior", + "5675": "Tarkan", + "5677": "Elite Tarkan", + "5682": "Elephant Archer", + "5683": "Plumed Archer", + "5684": "Elite Elephant Archer", + "5685": "Elite Plumed Archer", + "5686": "Kamayuk", + "5687": "Conquistador", + "5688": "Elite Kamayuk", + "5689": "Elite Conquistador", + "5690": "Slinger", + "5691": "Missionary", + "5703": "Savar", + "5723": "Genoese Crossbowman", + "5725": "Elite Genoese Crossbowman", + "5727": "War Wagon", + "5728": "Magyar Huszar", + "5729": "Elite War Wagon", + "5730": "Elite Magyar Huszar", + "5731": "Turtle Ship", + "5732": "Elite Turtle Ship", + "7008": "Town Watch", + "7012": "Crop Rotation", + "7013": "Heavy Plow", + "7014": "Horse Collar", + "7015": "Guilds", + "7017": "Banking", + "7019": "Cartography", + "7022": "Loom", + "7023": "Coinage", + "7039": "Husbandry", + "7045": "Faith", + "7047": "Chemistry", + "7050": "Masonry", + "7051": "Architecture", + "7054": "Treadmill Crane", + "7055": "Gold Mining", + "7059": "Kataparuto", + "7063": "Keep", + "7067": "Forging", + "7068": "Iron Casting", + "7074": "Scale Mail Armor", + "7075": "Blast Furnace", + "7076": "Chain Mail Armor", + "7077": "Plate Mail Armor", + "7080": "Plate Barding Armor", + "7081": "Scale Barding Armor", + "7082": "Chain Barding Armor", + "7090": "Tracking", + "7093": "Ballistics", + "7101": "Feudal Age", + "7102": "Castle Age", + "7103": "Imperial Age", + "7150": "Bodkin Arrow", + "7151": "Bracer", + "7163": "Fortified Wall", + "7172": "Fletching", + "7180": "Gold Shaft Mining", + "7186": "Guard Tower", + "7189": "Double-Bit Axe", + "7190": "Bow Saw", + "7208": "Padded Archer Armor", + "7209": "Leather Archer Armor", + "7210": "Squires", + "7211": "Wheelbarrow", + "7216": "Ring Archer Armor", + "7220": "Illumination", + "7221": "Sanctity", + "7222": "Block Printing", + "7231": "Two-Man Saw", + "7246": "Hand Cart", + "7249": "Fervor", + "7250": "Carrack", + "7251": "Arquebus", + "7252": "Royal Heirs", + "7253": "Torsion Engines", + "7254": "Tigui", + "7255": "Farimba", + "7256": "Kasbah", + "7257": "Maghrebi Camels", + "7258": "Arson", + "7266": "Andean Sling", + "7267": "Fabric Shields", + "7269": "Druzhina", + "7270": "Grand Trunk Road", + "7271": "Shatagni", + "7272": "Pavise", + "7273": "Silk Road", + "7274": "Recurve Bow", + "7275": "Corvinian Army", + "7276": "Stone Mining", + "7277": "Stone Shaft Mining", + "7278": "Arrowslits", + "7280": "Nomads", + "7281": "Kamandaran", + "7282": "Town Patrol", + "7283": "Ironclad", + "7285": "Sipahi", + "7286": "Inquisition", + "7287": "Chivalry", + "7291": "Tusk Swords", + "7292": "Double Crossbow", + "7293": "Thalassocracy", + "7294": "Forced Levy", + "7295": "Howdah", + "7296": "Manipur Cavalry", + "7297": "Chatras", + "7298": "Paper Money", + "7307": "Stirrups", + "7308": "Bagains", + "7309": "Silk Armor", + "7310": "Timurid Siegecraft", + "7311": "Steppe Husbandry", + "7312": "Chieftains", + "7313": "Greek Fire", + "7314": "Gillnets", + "7315": "Redemption", + "7316": "Atonement", + "7318": "Logistica", + "7319": "Conscription", + "7320": "Bombard Tower", + "7321": "Murder Holes", + "7322": "Sappers", + "7324": "Bearded Axe", + "7325": "Supremacy", + "7326": "Atlatl", + "7327": "Warwolf", + "7342": "Burgundian Vineyards", + "7343": "Flemish Revolution", + "7344": "First Crusade", + "7345": "Hauberk", + "7348": "Szlachta Privileges", + "7349": "Lechitic Legacy", + "7350": "Wagenburg Tactics", + "7351": "Hussite Reforms", + "7357": "Medical Corps", + "7358": "Wootz Steel", + "7359": "Paiks", + "7360": "Mahayana", + "7361": "Kshatriyas", + "7362": "Frontier Guards", + "7368": "Great Wall", + "7369": "Stronghold", + "7370": "Marauders", + "7371": "Yasama", + "7372": "Careening", + "7373": "Dry Dock", + "7374": "Heated Shot", + "7376": "Hoardings", + "7377": "Shipwright", + "7378": "Siege Engineers", + "7379": "Hul'che Javelineers", + "7380": "Eupseong", + "7398": "Cuman Mercenaries", + "7399": "Hill Forts", + "7400": "Tower Shields", + "7403": "Supplies", + "7406": "Fereters", + "7407": "Cilician Fleet", + "7408": "Spies/Treason", + "7409": "Bloodlines", + "7410": "Caravan", + "7411": "Thumb Ring", + "7412": "Heresy", + "7415": "Parthian Tactics", + "7416": "Theocracy", + "7419": "Yeomen", + "7420": "El Dorado", + "7421": "Furor Celtica", + "7422": "Drill", + "7423": "Citadels", + "7425": "Artillery", + "7426": "Crenellations", + "7427": "Anarchy", + "7428": "Atheism", + "7429": "Garland Wars", + "7431": "Bogsveigar", + "7432": "Rocketry", + "7435": "Herbal Medicine", + "7438": "Shinkichon", + "7439": "Perfusion", + "7440": "Svan Towers", + "7441": "Aznauri Cavalry", + "7444": "Ballistas", + "7445": "Comitatenses", + "7447": "Counterweights", + "7448": "Detinets", + "7450": "Gambesons", + "7451": "Bimaristan", + "7462": "Devotion", + "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": "Mayans", + "10287": "Huns", + "10288": "Koreans", + "10289": "Italians", + "10290": "Hindustanis", + "10291": "Incas", + "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", + "19052": "Trade Cart", + "21057": "Konnik (Dismounted)", + "21058": "Elite Konnik (Dismounted)", + "21096": "Ratha (Melee)", + "21097": "Elite Ratha (Melee)", + "21104": "Ratha", + "21105": "Elite Ratha", + "26009": "Create Steppe Lancer (‹cost›)
\nLight cavalry unit with increased attack range. Strong in groups. Weak vs. Camel Riders and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Steppe Lancer 900F, 550G (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26010": "Create Elite Steppe Lancer (‹cost›)
\nLight cavalry unit with increased attack range. Strong in groups. Weak vs. Camel Riders and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26033": "Create Composite Bowman (‹cost›)
\nArmenian unique archer unit with attack that ignores armor. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Composite Bowman 600W, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26034": "Create Elite Composite Bowman (‹cost›)
\nArmenian unique archer unit with attack that ignores armor. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26035": "Create Monaspa (‹cost›)
\nGeorgian unique cavalry unit that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Monaspa 1000F, 700G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26036": "Create Elite Monaspa (‹cost›)
\nGeorgian unique cavalry unit that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26037": "Create Warrior Priest (‹cost›)
\nArmenian unique infantry unit which can heal friendly units. Strong vs. infantry. Weak vs. Light Cavalry and ranged units. Can collect Relics and bring them to Monasteries. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); hit points, speed, more resistant to Monks (Monastery).
\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 Monk units can garrison inside for protection. Villagers and Relics provide additional projectiles. Cannot be converted by enemy Monks. Upgrades: line of sight (Town Center); hit points, armor, accuracy (University); attack (Blacksmith).
\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. Upgrades: attack (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26045": "Build Mule Cart (‹cost›)
\nMobile dropsite. Used to deposit wood, stone, gold, and hunted food. Can be tasked to a resource to remain close to it as it depletes. Unique building of the Armenians and the Georgians. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26052": "Create Centurion (‹cost›)
\nRoman unique cavalry unit. Increases movement and attack speed of nearby Militia-line units. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Centurion 1100F, 900G (Castle); more resistant to Monks.
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26053": "Create Elite Centurion (‹cost›)
\nRoman unique cavalry unit. Increases movement and attack speed of nearby Militia-line units. Strong vs. infantry. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26054": "Create Legionary (‹cost›)
\nRoman unique infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26055": "Build Dromon (‹cost›)
\nAnti-building siege warship with long range and area of effect attack, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. other units. Upgrades: armor, cost, speed (Dock); attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26068": "Create Knight (‹cost›)
\nPowerful all-purpose cavalry. Strong vs. infantry and archers. Weak vs. Pikemen, Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points, to Cavalier 300F, 300G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26070": "Create Cavalier (‹cost›)
\nPowerful all-purpose cavalry. Strong vs. infantry and archers. Weak vs. Pikemen, Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points, to Paladin 1300F, 750G or Savar 1000F, 600G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26078": "Create Spearman (‹cost›)
\nAnti-cavalry infantry unit. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Upgrades: attack, armor (Blacksmith); speed, to Pikeman 160F, 90G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26079": "Create Militia (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Man-at-Arms 100F, 40G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26080": "Create Man-at-Arms (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Long Swordsman 150F, 65G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26081": "Create Long Swordsman (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Two-Handed Swordsman 300F, 100G or Legionary 800F, 400G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26083": "Create Archer (‹cost›)
\nRanged unit. Strong vs. units at long range. Weak vs. Skirmishers and units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Crossbowman 200F, 125G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26084": "Create Crossbowman (‹cost›)
\nRanged unit. Strong vs. units at long range. Weak vs. Elite Skirmishers, Mangonels, and units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Arbalester 450F, 400G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26085": "Create Cavalry Archer (‹cost›)
\nMounted archer. Strong vs. slow units at long range. Weak vs. Elite Skirmishers and units at close range. Upgrades: speed, hit points (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, armor, to Heavy Cavalry Archer 900F, 500G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26086": "Create Hand Cannoneer (‹cost›)
\nGunpowder unit with powerful attack, but inaccurate at long range. Strong vs. infantry. Weak vs. Elite Skirmishers and archers. Upgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26087": "Create Elite Skirmisher (‹cost›)
\nRanged anti-archer unit that cannot attack at close range. Strong vs. archers. Weak vs. units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Imperial Skirmisher 300W, 300G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26088": "Create Skirmisher (‹cost›)
\nRanged anti-archer unit that cannot attack at close range. Strong vs. archers. Weak vs. units at close range. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Skirmisher 230W, 130G (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: generate more gold (Market); armor, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26090": "Build Fishing Ship (‹cost›)
\nGathers food from fish and Fish Traps. Builds Fish Traps. Upgrades: armor, cost, speed, efficiency (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26091": "Build War Galley (‹cost›)
\nAll-purpose warship with ranged attack. Weak vs. Fire Ships. Upgrades: armor, cost, speed, to Galleon 400F, 315W (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26093": "Build Bombard Cannon (‹cost›)
\nSiege weapon with long range. Strong vs. buildings and siege weapons. Weak vs. melee units. Upgrades: attack, range (University); to Houfnice 1100F, 800G (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26094": "Build Battering Ram (‹cost›)
\nAnti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack. Upgrades: attack (University); to Capped Ram 300F (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26095": "Build Mangonel (‹cost›)
\nRanged siege weapon with area of effect attack, but cannot attack enemies at close range. Strong vs. tight groups of units. Can attack ground. Upgrades: attack, range (University); to Onager 800F, 500G (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26096": "Build Scorpion (‹cost›)
\nAnti-unit siege weapon. Fires bolts that pierce multiple units, but cannot attack at close range. Strong vs. large groups of units. Weak vs. cavalry and siege weapons. Upgrades: range, attack (University); to Heavy Scorpion 800F, 750W (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26097": "Build Trebuchet (‹cost›)
\nPowerful anti-building siege weapon with long range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\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. Light Cavalry and ranged units. Can collect Relics and bring them to Monasteries. Upgrades: at Monastery.
\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. Upgrades: generate more gold (Market); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26101": "Create Cataphract (‹cost›)
\nByzantine unique cavalry unit. Strong vs. infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Cataphract 1200F, 800G (Castle); more resistant to Monks.
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26102": "Create Chu Ko Nu (‹cost›)
\nChinese unique archer with rapid-fire attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Chu Ko Nu 760F, 760G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26103": "Create Mameluke (‹cost›)
\nSaracen unique camel unit with ranged melee attack. Strong vs. cavalry. Weak vs. archers and Pikemen. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Mameluke 600F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26104": "Create Huskarl (‹cost›)
\nGothic unique infantry unit with high pierce armor. Strong vs. archers and buildings. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Huskarl 1200F, 550G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26105": "Create Janissary (‹cost›)
\nTurkish unique hand cannoneer with longer range and no minimum range. Strong vs. infantry. Weak vs. archers. Upgrades: armor (Blacksmith); creation speed, to Elite Janissary 850F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26106": "Build Longboat (‹cost›)
\nViking unique ship that fires multiple arrows. Strong vs. War Galleys, land units, and buildings. Upgrades: armor, cost, speed, to Elite Longboat 750F, 475G (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26107": "Create Longbowman (‹cost›)
\nBritish unique archer with very long range. Strong vs. infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed, to Elite Longbowman 850F, 850G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26108": "Create Mangudai (‹cost›)
\nMongol unique cavalry archer with fast-firing attack. Strong vs. siege weapons and infantry. Weak vs. Skirmishers, Pikemen, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Mangudai 1100F, 675G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26109": "Create War Elephant (‹cost›)
\nPersian unique unit. Slow and powerful cavalry. Strong vs. buildings and units at close range. Weak vs. Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite War Elephant 1350F, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26110": "Create Samurai (‹cost›)
\nJapanese unique infantry unit with fast attack. Strong vs. unique units and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Samurai 750F, 650G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26111": "Create Throwing Axeman (‹cost›)
\nFrankish unique infantry unit with ranged melee attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Throwing Axeman 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26112": "Create Teutonic Knight (‹cost›)
\nTeutonic unique infantry unit. Slow and powerful. Strong vs. melee units. Weak vs. archers and Scorpions. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Teutonic Knight 950F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26113": "Create Woad Raider (‹cost›)
\nCeltic unique infantry unit. Fast-moving. Strong vs. infantry and siege weapons. Weak vs. archers and cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Woad Raider 1000F, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26114": "Create Condottiero (‹cost›)
\nFast anti-gunpowder infantry. Strong vs. gunpowder units. Weak vs. cavalry and archers. Trainable by Italians and their allies. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26121": "Create Villager (‹cost›)
\nGathers resources. Builds and repairs buildings. Also repairs ships and siege weapons. Upgrades: hit points, 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).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26128": "Build Archery Range (‹cost›)
\nUsed to train and upgrade archer units. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26129": "Create Organ Gun (‹cost›)
\nPortuguese unique siege unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. cavalry and Mangonels. Upgrades: attack, range (University); creation speed, to Elite Organ Gun 1200F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26130": "Create Elite Organ Gun (‹cost›)
\nPortuguese unique siege unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. cavalry and Mangonels. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26132": "Create Caravel (‹cost›)
\nPortuguese unique ship that fires bolts that pierce multiple units. Strong vs. large groups of ships. Weak vs. Fire Ships. Upgrades: armor, cost, speed, to Elite Caravel 700F, 525G (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26133": "Create Elite Caravel (‹cost›)
\nPortuguese unique ship that fires bolts that pierce multiple units. Strong vs. large groups of ships. Weak vs. Fire Ships. Upgrades: armor, speed, cost (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26134": "Create Camel Archer (‹cost›)
\nBerber unique mounted archer. Strong vs. Cavalry Archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Camel Archer 1000W, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26135": "Build Barracks (‹cost›)
\nUsed to train and upgrade infantry units. Required for Archery Range, Stable. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26136": "Create Elite Camel Archer (‹cost›)
\nBerber unique mounted archer. Strong vs. Cavalry Archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26137": "Create Genitour (‹cost›)
\nMounted skirmisher. Strong vs. archers. Weak vs. units at close range. Trainable by Berbers and their allies. Upgrades: speed, hit points (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy, to Elite Genitour 500F, 450W (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26139": "Create Elite Genitour (‹cost›)
\nMounted skirmisher. Strong vs. archers. Weak vs. units at close range. Trainable by Berbers and their allies. Upgrades: speed, hit points (Stable); attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26140": "Create Gbeto (‹cost›)
\nMalian unique infantry unit with ranged melee attack. Fast-moving. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: armor (Blacksmith); creation speed, to Elite Gbeto 900F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26141": "Create Elite Gbeto (‹cost›)
\nMalian unique infantry unit with ranged melee attack. Fast-moving. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\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 Units and Villagers provide additional projectiles. Provides 20 population. Cannot be converted by enemy Monks. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor, accuracy (University); attack, range (Blacksmith); attack, range (Castle).
\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. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Shotel Warrior 900F, 450G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26144": "Build Dock (‹cost›)
\nUsed to build and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\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. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26146": "Create Ballista Elephant (‹cost›)
\nKhmer unique elephant equipped with a Scorpion. Can destroy trees. Strong vs. infantry and archers. Weak vs. cavalry and siege weapons. Upgrades: armor (Blacksmith); speed, hit points (Stable); attack, range (University); creation speed, to Elite Ballista Elephant 1000F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26147": "Create Elite Ballista Elephant (‹cost›)
\nKhmer unique elephant equipped with a Scorpion. Can destroy trees. Strong vs. infantry and archers. Weak vs. cavalry and siege weapons. Upgrades: armor (Blacksmith); speed, hit points (Stable); attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26148": "Create Karambit Warrior (‹cost›)
\nMalay unique infantry unit. Cheap and only takes half a population unit. Strong in high numbers. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Karambit Warrior 900F, 600G (Castle); more resistant to Monks (Monastery).
\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. Upgrades: food (Mill); hit points (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26150": "Create Elite Karambit Warrior (‹cost›)
\nMalay unique infantry unit. Cheap and only takes half a population unit. Strong in high numbers. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26151": "Create Arambai (‹cost›)
\nBurmese unique cavalry archer with a powerful but inaccurate dart attack. Strong vs. infantry and cavalry. Weak vs. archers. Upgrades: armor (Blacksmith); speed, hit points (Stable); armor (Archery Range); attack, accuracy (University); creation speed, to Elite Arambai 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26152": "Create Elite Arambai (‹cost›)
\nBurmese unique cavalry archer with a powerful but inaccurate dart attack. Strong vs. infantry and cavalry. Weak vs. archers. Upgrades: armor (Blacksmith); speed, hit points (Stable); armor (Archery Range); accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26154": "Build Guard Tower (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Strong vs. archers. Weak vs.units at close range, especially Rams. Upgrades: line of sight (Town Center); attack, range (Blacksmith); attack, hit points, armor, ship attack; to Keep 500F, 350W (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26155": "Build Keep (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Strong vs. archers. Weak vs.units at close range, especially Rams. Upgrades: line of sight (Town Center); attack, range (Blacksmith); attack, hit points, armor, ship attack (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26156": "Build Bombard Tower (‹cost›)
\nGunpowder tower with a powerful ranged attack. Units can garrison inside for protection. Strong vs. ships. Upgrades: line of sight (Town Center); attack, range (Blacksmith); hit points, armor, ship attack (University).
\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 source of food to gather food faster. Required for Farm, Market. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26159": "Build Feitoria (‹cost›)
\nEconomic building. Generates resources without the need for villagers. Unique building of the Portuguese. Requires 20 population. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26160": "Build Fire Galley (‹cost›)
\nWarship that spews fire at close range. Strong vs. Galleys. Weak vs. Demolition Rafts. Upgrades: armor, speed, cost, to Fire Ship 230F, 100G (Dock); more resistant to Monks (Monastery).
\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. Enables you to see the line of sight of your allies. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26162": "Build Demolition Raft (‹cost›)
\nDemolition ship armed with explosives. Strong vs. Fire Galleys and buildings. Self-destructs when used. Upgrades: attack (University); armor, speed, cost, to Demolition Ship 230F, 100G (Dock); more resistant to Monks (Monastery).
\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 Units and Villagers provide additional projectiles. Provides 5 population. Cannot be converted by enemy Monks. Upgrades: line of sight (Town Center); hit points, armor, accuracy (University); attack (Blacksmith).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26165": "Create Rattan Archer (‹cost›)
\nVietnamese unique archer with high pierce armor. Strong vs. archers and infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Rattan Archer 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26166": "Create Elite Rattan Archer (‹cost›)
\nVietnamese unique archer with high pierce armor. Strong vs. archers and infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26167": "Create Battle Elephant (‹cost›)
\nSlow and heavy cavalry. Strong vs. cavalry, infantry, and archers. Weak vs. Monks and Pikemen. Upgrades: attack, armor (Blacksmith); speed, hit points, to Elite Battle Elephant 1100F, 700G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26168": "Create Elite Battle Elephant (‹cost›)
\nSlow and heavy cavalry. Strong vs. cavalry, infantry, and archers. Weak vs. Monks and Pikemen. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26169": "Build Siege Workshop (‹cost›)
\nUsed to build and upgrade siege weapons. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26171": "Build Stable (‹cost›)
\nUsed to train and upgrade cavalry units. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26176": "Build University (‹cost›)
\nUsed to research technologies to improve units and buildings. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26178": "Build Watch Tower (‹cost›)
\nTower with a ranged attack. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Strong vs. archers. Weak vs.units at close range, especially Rams. Upgrades: line of sight (Town Center); attack, range (Blacksmith); attack, hit points, armor, ship attack; to Guard Tower 100F, 250W (University).
\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. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26185": "Build Gate (‹cost›)
\nCan be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks. Upgrades: to Fortified Gate 200F, 100W (University).
\n‹hp›", + "26186": "Build Palisade Gate (‹cost›)
\nCan be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks.
\n‹hp›", + "26190": "Create Imperial Skirmisher (‹cost›)
\nRanged anti-archer unit that cannot attack at close range. Strong vs. archers. Weak vs. units at close range. Trainable by Vietnamese and their allies. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); accuracy (Archery Range); creation speed (Castle); more resistant to Monks (Monastery).
\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.
\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. Upgrades: to Fortified Wall 200F, 100W (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26204": "Build Fortified 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.
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26249": "Build Harbor (‹cost›)
\nUsed to build and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea. Unique building of the Malay. Automatically attacks enemies within range. Upgrades: attack, range (Blacksmith); line of sight (Town Center); attack, accuracy, hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26287": "Build Cannon Galleon (‹cost›)
\nAnti-building siege warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. other units. Upgrades: armor, cost, speed, to Elite Cannon Galleon 525W, 500G (Dock); attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26288": "Create Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Konnik 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26289": "Build Capped Ram (‹cost›)
\nAnti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack. Upgrades: attack (University); to Siege Ram 1000F (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26290": "Create Elite Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26309": "Build Galleon (‹cost›)
\nAll-purpose warship with ranged attack. Weak vs. Fire Ships. Upgrades: armor, cost, speed (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26313": "Create Keshik (‹cost›)
\nTatar unique cavalry unit that generates gold when fighting other units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Keshik 700F, 900G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26314": "Create Elite Keshik (‹cost›)
\nTatar unique cavalry unit that generates gold when fighting other units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26315": "Create Kipchak (‹cost›)
\nCuman unique cavalry archer with rapid-fire attack. Strong vs. infantry. Weak vs. Skirmishers. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed, to Elite Kipchak 1100F, 1000W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26326": "Create Scout Cavalry (‹cost›)
\nFast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points, to Light Cavalry 150F, 50G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26327": "Create Elite Kipchak (‹cost›)
\nCuman unique cavalry archer with rapid-fire attack. Strong vs. infantry. Weak vs. Skirmishers. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26328": "Create Leitis (‹cost›)
\nLithuanian unique cavalry unit with attack that ignores armor. Strong vs. armored units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Leitis 750F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26329": "Create Elite Leitis (‹cost›)
\nLithuanian unique cavalry unit with attack that ignores armor. Strong vs. armored units. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26344": "Build House (‹cost›)
\nProvides 5 population each. Your current/supportable population is shown at the top of the screen. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26349": "Build Krepost (‹cost›)
\nFortification used to train your unique unit. Unique building of the Bulgarians. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Provides 20 population. Cannot be converted by enemy Monks. Upgrades: production speed (Castle); line of sight (Town Center); hit points, armor, accuracy (University); attack, range (Blacksmith).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26375": "Create Flaming Camel (‹cost›)
\nTatar unique unit. Incendiary camel loaded with flammable hay and brush. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Self-destructs when used. Upgrades: attack (University); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26381": "Build Trebuchet (‹cost›)
\nPowerful anti-building siege weapon with long range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26403": "Create Urumi Swordsman (‹cost›)
\nDravidian unique infantry unit which can charge its attack. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Urumi Swordsman 900F, 450G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26408": "Create Pikeman (‹cost›)
\nAnti-cavalry infantry unit. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Upgrades: attack, armor (Blacksmith); speed, to Halberdier 300F, 600G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26409": "Create Halberdier (‹cost›)
\nAnti-cavalry infantry unit. Strong vs. mounted units, especially elephants. Weak vs. archers and infantry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26411": "Create Two-Handed Swordsman (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed, to Champion 750F, 350G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26412": "Create Heavy Cavalry Archer (‹cost›)
\nMounted archer. Strong vs. slow units at long range. Weak vs. Elite Skirmishers and units at close range. Upgrades: attack, range, armor (Blacksmith); accuracy, armor (Archery Range); attack, accuracy (University); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26413": "Create Elite Urumi Swordsman (‹cost›)
\nDravidian unique infantry unit which can charge its attack. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26416": "Create Camel Rider (‹cost›)
\nFast anti-cavalry unit. Strong vs. cavalry. Weak vs. Spearmen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, to Heavy Camel Rider 325F, 360G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26417": "Create Heavy Camel Rider (‹cost›)
\nFast anti-cavalry unit. Strong vs. cavalry. Weak vs. Pikemen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, hit points, to Imperial Camel Rider 1000F, 500G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26418": "Create Arbalester (‹cost›)
\nRanged unit. Strong vs. units at long range. Weak vs. Elite Skirmishers, Onagers, and units at close range. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26419": "Create Imperial Camel Rider (‹cost›)
\nHindustani unique anti-cavalry unit. Fast-moving. Strong vs. cavalry. Weak vs. Pikemen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26421": "Create Chakram Thrower (‹cost›)
\nGurjara unique infantry unit with ranged melee attack. Throws projectiles that pierce multiple units. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Chakram Thrower 1000F, 650G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26424": "Build Demolition Ship (‹cost›)
\nDemolition ship armed with explosives. Strong vs. Fire Ships and buildings. Self-destructs when used. Upgrades: attack (University); armor, speed, cost, to Heavy Demolition Ship 200W, 300G (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26425": "Build Heavy Demolition Ship (‹cost›)
\nDemolition ship armed with explosives. Strong vs. Fire Ships and buildings. Self-destructs when used. Upgrades: attack (University); armor, speed, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26426": "Build Fire Ship (‹cost›)
\nWarship that spews fire at close range. Strong vs. War Galleys. Weak vs. Demolition Ships. Upgrades: armor, speed, cost, to Fast Fire Ship 280W, 250G (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26427": "Create Elite Chakram Thrower (‹cost›)
\nGurjara unique infantry unit with ranged melee attack. Throws projectiles that pierce multiple units. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26428": "Create Armored Elephant (‹cost›)
\nAnti-building cavalry unit. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Upgrades: attack, armor (Blacksmith); attack (University); speed, hit points (Stable); to Siege Elephant 850F (Siege Workshop); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26429": "Build Fast Fire Ship (‹cost›)
\nWarship that spews fire at close range. Strong vs. War Galleys. Weak vs. Demolition Ships. Upgrades: armor, speed, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26430": "Create Siege Elephant (‹cost›)
\nAnti-building cavalry unit. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Upgrades: attack, armor (Blacksmith); attack (University); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26431": "Create Ghulam (‹cost›)
\nHindustani unique infantry unit that thrusts its spear through multiple targets. Strong vs. archers. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Ghulam 950F, 575G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26432": "Create Elite Ghulam (‹cost›)
\nHindustani unique infantry unit that thrusts its spear through multiple targets. Strong vs. archers. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26435": "Build Thirisadai (‹cost›)
\nDravidian unique warship that fires multiple projectiles. Strong vs. warships. Upgrades: armor, speed, cost (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26436": "Build Galley (‹cost›)
\nAll-purpose warship with ranged attack. Weak vs. Fire Galleys. Upgrades: armor, speed, cost, to War Galley 230F, 100G (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26437": "Create Shrivamsha Rider (‹cost›)
\nGurjara unique light cavalry unit which can dodge projectiles. Strong vs. archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points, to Elite Shrivamsha Rider 850F, 500G (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26438": "Create Elite Shrivamsha Rider (‹cost›)
\nGurjara unique light cavalry unit which can dodge projectiles. Strong vs. archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26439": "Build Heavy Scorpion (‹cost›)
\nAnti-unit siege weapon. Fires bolts that pierce multiple units, but cannot attack at close range. Strong vs. large groups of units. Weak vs. cavalry and siege weapons. Upgrades: attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26440": "Build Caravanserai (‹cost›)
\nEconomic building. Heals and increases speed of Trade Carts in an 8 tile radius. Unique building of the Hindustanis and the Persians. Upgrades: line of sight (Town Center); hit points, armor (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26441": "Create Camel Scout (‹cost›)
\nGurjara unique scout unit. Strong vs. cavalry. Weak vs. Pikemen, Monks, and archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: armor, speed, cost, capacity (Dock); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26444": "Create Light Cavalry (‹cost›)
\nFast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points, to Hussar 500F, 600G or Winged Hussar 600F, 800G (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26445": "Build Siege Tower (‹cost›)
\nQuick land transport used to unload units over enemy walls. Resistant to archer attack. Cannot be used by mounted units. Upgrades: more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26446": "Build Siege Ram (‹cost›)
\nAnti-building siege weapon. Resistant to most ranged attacks. Garrisoned infantry increase speed and attack. Upgrades: attack (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26447": "Create Boyar (‹cost›)
\nSlavic unique cavalry unit. Resistant to melee attack. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Boyar 1000F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ", + "26448": "Build Onager (‹cost›)
\nRanged siege weapon with area of effect attack, but cannot attack enemies at close range. Strong vs. tight groups of units. Can attack ground and destroy trees. Upgrades: attack, range (University); to Siege Onager 1450F, 1000G (Siege Workshop); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26449": "Create Elite Boyar (‹cost›)
\nSlavic unique cavalry unit. Resistant to melee attack. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26451": "Create Elite Cataphract (‹cost›)
\nByzantine unique cavalry unit. Strong vs. infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26452": "Create Elite Chu Ko Nu (‹cost›)
\nChinese unique archer with rapid-fire attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26453": "Create Elite Mameluke (‹cost›)
\nSaracen unique camel unit with ranged melee attack. Strong vs. cavalry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26454": "Create Elite Huskarl (‹cost›)
\nGothic unique infantry unit with high pierce armor. Strong vs. archers and buildings. Weak vs. cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26455": "Create Elite Janissary (‹cost›)
\nTurkish unique hand cannoneer with longer range and no minimum range. Strong vs. infantry. Weak vs. archers. Upgrades: armor (Blacksmith); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26456": "Create Elite Longbowman (‹cost›)
\nBritish unique archer with very long range. Strong vs. infantry. Weak vs. cavalry and Skirmishers. Upgrades: attack, range, armor (Blacksmith); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26457": "Build Elite Longboat (‹cost›)
\nViking unique ship that fires multiple arrows. Strong vs. War Galleys, land units, and buildings. Upgrades: armor, speed, cost (Dock); attack, range (Blacksmith); attack, accuracy (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26458": "Create Elite Mangudai (‹cost›)
\nMongol unique cavalry archer with fast-firing attack. Strong vs. siege weapons and infantry. Weak vs. Skirmishers, Pikemen, and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); accuracy, armor (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26459": "Create Elite War Elephant (‹cost›)
\nPersian unique unit. Slow and powerful cavalry. Strong vs. buildings and units at close range. Weak vs. Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26460": "Create Elite Samurai (‹cost›)
\nJapanese unique infantry unit with fast attack. Strong vs. unique units and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26461": "Create Elite Throwing Axeman (‹cost›)
\nFrankish unique infantry unit with ranged melee attack. Strong vs. infantry. Weak vs. archers and siege weapons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26462": "Create Elite Teutonic Knight (‹cost›)
\nTeutonic unique infantry unit. Slow and powerful. Strong vs. melee units. Weak vs. archers and Scorpions. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26463": "Create Elite Woad Raider (‹cost›)
\nCeltic unique infantry unit. Fast-moving. Strong vs. infantry and siege weapons. Weak vs. archers and cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26469": "Create Champion (‹cost›)
\nAll-purpose infantry unit. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); cost, speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26471": "Create Paladin (‹cost›)
\nPowerful all-purpose cavalry. Strong vs. infantry and archers. Weak vs. Halberdiers, Heavy Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26493": "Build Siege Onager (‹cost›)
\nRanged siege weapon with area of effect attack, but cannot attack enemies at close range. Strong vs. tight groups of units. Can attack ground and destroy trees. Upgrades: attack, range (University); more resistant to Monks (Monastery).
\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. Upgrades: line of sight (Town Center); hit points (University).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26504": "Build Outpost (‹cost›)
\nWatch tower with great line-of-sight to discover nearby enemy activity. Does not attack and cannot garrison units inside. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26534": "Create Coustillier (‹cost›)
\nBurgundian unique cavalry unit which can charge its attack. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Coustillier 1000F, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26536": "Create Elite Coustillier (‹cost›)
\nBurgundian unique cavalry unit which can charge its attack. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26538": "Create Serjeant (‹cost›)
\nSicilian unique infantry unit which can construct Donjons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Serjeant 800F, 675G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26540": "Create Elite Serjeant (‹cost›)
\nSicilian unique infantry unit which can construct Donjons. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26542": "Create Flemish Militia (‹cost›)
\nBurgundian unique infantry unit. Strong vs. cavalry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26544": "Build Donjon (‹cost›)
\nFortification used to train your unique unit and Spearman-line. Unique building of the Sicilians. Units can garrison inside for protection. Ranged Units and Villagers shoot additional projectiles. Upgrades: hit points, production speed (Castle); line of sight (Town Center); hit points, armor, accuracy (University); attack, range (Blacksmith).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26558": "Create Obuch (‹cost›)
\nPolish unique infantry unit which can damage the armor of units it is fighting. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Obuch 800F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26559": "Create Elite Obuch (‹cost›)
\nPolish unique infantry unit which can damage the armor of units it is fighting. Strong vs. buildings and infantry. Weak vs. archers at long range. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26561": "Build Hussite Wagon (‹cost›)
\nBohemian unique siege unit. Units behind it receive 50% less damage from incoming projectiles. Strong vs. archers. Weak vs. siege weapons. Upgrades: attack, range (University); creation speed, to Elite Hussite Wagon 800W, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26563": "Build Elite Hussite Wagon (‹cost›)
\nBohemian unique siege unit. Units behind it receive 50% less damage from incoming projectiles. Strong vs. archers. Weak vs. siege weapons. Upgrades: attack, range (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26573": "Build Elite Cannon Galleon (‹cost›)
\nAnti-building siege warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. other units. Upgrades: armor, speed, cost (Dock); attack, range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26574": "Create Berserk (‹cost›)
\nViking unique infantry unit that slowly heals itself. Strong vs. infantry and siege weapons. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Berserk 1075F, 475G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26576": "Create Elite Berserk (‹cost›) Viking unique infantry unit that slowly heals itself. Strong vs. infantry and siege weapons. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26577": "Create Winged Hussar (‹cost›)
\nUnique to Poles and Lithuanians. Fast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks and gunpowder units. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26579": "Build Houfnice (‹cost›)
\nBohemian unique siege unit. Siege weapon with long range. Strong vs. buildings and siege weapons. Weak vs. melee units. Upgrades: attack, range (University); more resistant to Monks (Monastery).
\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 8% of food from nearby newly constructed farms. Provides 5 population. Build near forage bushes or other source of food to gather food faster. Upgrades: line of sight (Town Center); hit points, armor (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range› ‹garrison›", + "26660": "Create Petard (‹cost›)
\nDemolition siege unit armed with explosives. Strong vs. buildings. Weak vs. other units. Self-destructs when used. Upgrades: attack (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26661": "Create Hussar (‹cost›)
\nFast cavalry for scouting and raiding. Resistant to conversion. Strong vs. Monks. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26667": "Create Jaguar Warrior (‹cost›)
\nAztec unique infantry unit. Strong vs. infantry. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Jaguar Warrior 1000F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26669": "Create Elite Jaguar Warrior (‹cost›)
\nAztec unique infantry unit. Strong vs. infantry. Weak vs. cavalry and archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26671": "Create Eagle Warrior (‹cost›)
\nFast infantry for scouting and raiding. Resistant to conversion. Strong vs. Monks and archers. Weak vs. Long Swordsmen and cavalry. Upgrades: attack, armor (Blacksmith); speed, to Elite Eagle Warrior 800F, 500G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26672": "Create Eagle Scout (‹cost›)
\nFast infantry for scouting and raiding. Resistant to conversion. Strong vs. Monks and archers. Weak vs. Men-at-Arms and cavalry. Upgrades: attack, armor (Blacksmith); speed, to Eagle Warrior 200F, 200G (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26673": "Create Elite Eagle Warrior (‹cost›)
\nFast infantry for scouting and raiding. Resistant to conversion. Strong vs. Monks and archers. Weak vs. Long Swordsmen and cavalry. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26675": "Create Tarkan (‹cost›)
\nHunnic unique cavalry unit with attack bonus vs. buildings. Strong vs. buildings and archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Tarkan 1000F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26677": "Create Elite Tarkan (‹cost›)
\nHunnic unique cavalry unit with attack bonus vs. buildings. Strong vs. buildings and archers. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26682": "Create Elephant Archer (‹cost›)
\nSlow and heavy mounted archer. Strong vs. archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy, to Elite Elephant Archer 900F, 500G (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26683": "Create Plumed Archer (‹cost›)
\nMayan unique fast-moving archer. Strong vs. archers and infantry. Weak vs. cavalry. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Plumed Archer 700F, 1000W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26684": "Create Elite Elephant Archer (‹cost›)
\nSlow and heavy mounted archer. Strong vs. archers and infantry. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed, hit points (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26685": "Create Elite Plumed Archer (‹cost›)
\nMayan unique fast-moving archer. Strong vs. archers and infantry. Weak vs. cavalry. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26686": "Create Kamayuk (‹cost›)
\nInca unique spearman with increased attack range. Strong vs. cavalry and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed, to Elite Kamayuk 900F, 500G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26687": "Create Conquistador (‹cost›)
\nSpanish unique mounted hand cannoneer. Strong vs. infantry. Weak vs. Pikemen, Skirmishers, and Monks. Upgrades: armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Conquistador 1200F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26688": "Create Elite Kamayuk (‹cost›)
\nInca unique spearman with increased attack range. Strong vs. cavalry and infantry. Weak vs. archers. Upgrades: attack, armor (Blacksmith); speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26689": "Create Elite Conquistador (‹cost›)
\nSpanish unique mounted hand cannoneer. Strong vs. infantry. Weak vs. Pikemen, Skirmishers, and Monks. Upgrades: armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26690": "Create Slinger (‹cost›)
\nInca unique unit. Ranged anti-infantry unit that cannot attack at close range. Strong vs. infantry. Weak vs. archers and cavalry. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\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. Light Cavalry and ranged units. Cannot collect Relics. Upgrades: at Monastery; speed, hit points (Stable).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26703": "Create Savar (‹cost›)
\nPersian unique cavalry unit. Powerful all-purpose cavalry. Strong vs. archers. Weak vs. Halberdiers, Heavy Camel Riders, and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26723": "Create Genoese Crossbowman (‹cost›)
\nItalian unique archer. Strong vs. cavalry and infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite Genoese Crossbowman 900F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26725": "Create Elite Genoese Crossbowman (‹cost›)
\nItalian unique archer. Strong vs. cavalry and infantry. Weak vs. archers and siege weapons. Upgrades: attack, range, armor (Blacksmith); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26727": "Create War Wagon (‹cost›)
\nKorean unique cavalry archer unit. Strong vs. infantry and archers. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed, to Elite War Wagon 1000W, 800G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26728": "Create Magyar Huszar (‹cost›)
\nMagyar unique light cavalry unit. Strong vs. siege weapons. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Magyar Huszar 800F, 600G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26729": "Create Elite War Wagon (‹cost›)
\nKorean unique cavalry archer unit. Strong vs. infantry and archers. Weak vs. Pikemen, Skirmishers, and Camel Riders. Upgrades: attack, range, armor (Blacksmith); speed (Stable); accuracy (Archery Range); attack, accuracy (University); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26730": "Create Elite Magyar Huszar (‹cost›)
\nMagyar unique light cavalry unit. Strong vs. siege weapons. Weak vs. Pikemen and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26731": "Build Turtle Ship (‹cost›)
\nKorean unique ship. Slow and ironclad. Strong vs. warships and buildings. Upgrades: armor, speed, cost, to Elite Turtle Ship 1000F, 800G (Dock); range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "26732": "Build Elite Turtle Ship (‹cost›)
\nKorean unique ship. Slow and ironclad. Strong vs. warships and buildings. Upgrades: armor, speed, cost (Dock); range (University); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "28008": "Research Town Watch (‹cost›)
\nIncreases the line of sight of all buildings by +4 so they see enemies from a longer distance.", + "28012": "Research Crop Rotation (‹cost›)
\nFarms produce +175 food so they last longer before you must rebuild them.", + "28013": "Research Heavy Plow (‹cost›)
\nFarms produce +125 food so they last longer before you must rebuild them. Farmers carry +1 food each trip.", + "28014": "Research Horse Collar (‹cost›)
\nFarms produce +75 food so they last longer before you must rebuild them.", + "28015": "Research Guilds (‹cost›)
\nReduces the commodity trading fee to 15%.", + "28017": "Research Banking (‹cost›)
\nTributes 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›)
\nMakes your villagers harder to kill by providing +15 hit points and +1 normal/+2 pierce armor.", + "28023": "Research Coinage (‹cost›)
\nReduces fee for tributes to 20%.", + "28039": "Research Husbandry (‹cost›)
\nCavalry move 10% faster.", + "28045": "Research Faith (‹cost›)
\nUnits are 50% harder for enemy Monks to convert.", + "28047": "Research Chemistry (‹cost›)
\nMissile units (except gunpowder units) have +1 attack strength. Required for
\ngunpowder units (Hand Cannoneer, Cannon Galleon, Bombard Cannon,
\nBombard Tower).
", + "28050": "Research Masonry (‹cost›)
\nStrengthens all buildings by providing 10% more hit points, +1 normal/+1 pierce armor, and +3 building armor.", + "28051": "Research Architecture (‹cost›)
\nStrengthens all buildings by providing 10% more hit points, +1 normal/+1 pierce armor, and +3 building armor.", + "28054": "Research Treadmill Crane (‹cost›)
\nVillagers construct buildings 20% faster.", + "28055": "Research Gold Mining (‹cost›)
\nVillagers mine gold 15% faster.", + "28059": "Research Kataparuto (‹cost›)
\nTrebuchets fire 33% faster and pack/unpack 4X faster.", + "28063": "Upgrade to Keep (‹cost›)
\nUpgrades Guard Towers and lets you build Keeps, which are stronger and have more attack strength.", + "28067": "Research Forging (‹cost›)
\nInfantry and cavalry have +1 attack.", + "28068": "Research Iron Casting (‹cost›)
\nInfantry and cavalry have +1 attack.", + "28074": "Research Scale Mail Armor (‹cost›)
\nInfantry have +1 normal/+1 pierce armor.", + "28075": "Research Blast Furnace (‹cost›)
\nInfantry and cavalry have +2 attack.", + "28076": "Research Chain Mail Armor (‹cost›)
\nInfantry have +1 normal/+1 pierce armor.", + "28077": "Research Plate Mail Armor (‹cost›)
\nInfantry have +1 normal/+2 pierce armor.", + "28080": "Research Plate Barding Armor (‹cost›)
\nCavalry have +1 normal/+2 pierce armor.", + "28081": "Research Scale Barding Armor (‹cost›)
\nCavalry have +1 normal/+1 pierce armor.", + "28082": "Research Chain Barding Armor (‹cost›)
\nCavalry have +1 normal/+1 pierce armor.", + "28090": "Research Tracking (‹cost›)
\nInfantry have +2 line of sight so they see enemy units from a longer distance.", + "28093": "Research Ballistics (‹cost›)
\nArchers, Town Centers, Castles, Galleys, Unique Naval Units, and Mounted Archers 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›)
\nArchers, cavalry archers, galleys, Castles, and towers have +1 attack and +1 range. Town Centers have +1 attack.", + "28151": "Research Bracer (‹cost›)
\nArchers, cavalry archers, galleys, Castles, and towers have +1 attack and +1 range. Town Centers have +1 attack.", + "28163": "Upgrade to Fortified Wall (‹cost›)
\nUpgrades your Stone Walls and lets you build Fortified Walls, which are stronger and harder to breach. Also increases the hit points of your Gates, which makes them harder to destroy.", + "28172": "Research Fletching (‹cost›)
\nArchers, cavalry archers, galleys, Castles, and towers have +1 attack and +1 range. Town Centers have +1 attack.", + "28180": "Research Gold Shaft Mining (‹cost›)
\nVillagers mine gold 15% faster.", + "28186": "Upgrade to Guard Tower (‹cost›)
\nUpgrades your Watch Towers and lets you build Guard Towers, which are stronger and have more attack strength.", + "28189": "Research Double-Bit Axe (‹cost›)
\nVillagers chop wood 20% faster.", + "28190": "Research Bow Saw (‹cost›)
\nVillagers chop wood 20% faster.", + "28208": "Research Padded Archer Armor (‹cost›)
\nArchers and cavalry archers have +1 normal/+1 pierce armor.", + "28209": "Research Leather Archer Armor (‹cost›)
\nArchers and cavalry archers have +1 normal/+1 pierce armor.", + "28210": "Research Squires (‹cost›)
\nInfantry move 10% faster.", + "28211": "Research Wheelbarrow (‹cost›)
\nVillagers work more efficiently by moving 10% faster and carrying 25% more resources.", + "28216": "Research Ring Archer Armor (‹cost›)
\nArchers and cavalry archers have +1 normal/+2 pierce armor.", + "28220": "Research Illumination (‹cost›)
\nMonks regain their faith 50% faster after a successful conversion.", + "28221": "Research Sanctity (‹cost›)
\nMonks have +15 hit points so they are harder to kill.", + "28222": "Research Block Printing (‹cost›)
\nMonks have +3 conversion range.", + "28231": "Research Two-Man Saw (‹cost›)
\nVillagers chop wood 10% faster.", + "28246": "Research Hand Cart (‹cost›)
\nVillagers work more efficiently by moving 10% faster and carrying 50% more resources.", + "28249": "Research Fervor (‹cost›)
\nMonks move 15% faster.", + "28250": "Research Carrack (‹cost›)
\nShips receive +1 normal/+1 pierce armor.", + "28251": "Research Arquebus (‹cost›)
\nBallistics for gunpowder units.", + "28252": "Research Royal Heirs (‹cost›)
\nShotel Warriors and Camel units 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.", + "28255": "Research Farimba (‹cost›)
\nCavalry +5 attack.", + "28256": "Research Kasbah (‹cost›)
\nTeam castles work 25% faster.", + "28257": "Research Maghrebi Camels (‹cost›)
\nCamel units regenerate.", + "28258": "Research Arson (‹cost›)
\nInfantry do more damage vs. buildings.", + "28266": "Research Andean Sling (‹cost›)
\nUpgrades your skirmishers and slingers by removing their minimum range; Slingers receive +1 attack.", + "28267": "Research Fabric Shields (‹cost›)
\nKamayuks, Slingers, Eagles have +1 armor/+2 pierce armor.", + "28269": "Research Druzhina (‹cost›)
\nInfantry damage adjacent units.", + "28270": "Research Grand Trunk Road (‹cost›)
\nAll gold income 10% faster (Trade, mines, relics); reduces the commodity trading fee to 10%.", + "28271": "Research Shatagni (‹cost›)
\nHand cannoneers have +2 range.", + "28272": "Research Pavise (‹cost›)
\nFoot Archers and Condottieri have +1 armor/+1 pierce armor.", + "28273": "Research Silk Road (‹cost›)
\nTrade units cost -50%.", + "28274": "Research Recurve Bow (‹cost›)
\nCavalry archers have +1 range, +1 attack.", + "28275": "Research Corvinian Army (‹cost›)
\nMagyar Huszar gold cost is replaced by additional food cost.", + "28276": "Research Stone Mining (‹cost›)
\nVillagers mine stone 15% faster.", + "28277": "Research Stone Shaft Mining (‹cost›)
\nVillagers mine stone 15% faster.", + "28278": "Research Arrowslits (‹cost›)
\nIncreases the attack of towers and Donjons.", + "28280": "Research Nomads (‹cost›)
\nHouses don't lose their population room when they are destroyed.", + "28281": "Research Kamandaran (‹cost›)
\nArcher-line gold cost is replaced by additional wood cost.", + "28282": "Research Town Patrol (‹cost›)
\nIncreases the line of sight of all buildings by +4 so they see enemies from a longer distance.", + "28283": "Research Ironclad (‹cost›)
\nIncreases the armor of all siege weapons so they're more resistant to melee attack.", + "28285": "Research Sipahi (‹cost›)
\nCavalry archers have +20 hit points.", + "28286": "Research Inquisition (‹cost›)
\nIncreases monk conversion rate; Missionaries receive +1 range.", + "28287": "Research Chivalry (‹cost›)
\nIncreases the production speed of stables by +40%.", + "28291": "Research Tusk Swords (‹cost›)
\nBattle Elephants receive +3 attack", + "28292": "Research Double Crossbows (‹cost›)
\nBallista Elephants and Scorpions fire two projectiles.", + "28293": "Research Thalassocracy (‹cost›)
\nUpgrades your Docks to Harbors, which fire arrows.", + "28294": "Research Forced Levy (‹cost›)
\nMilitia-line gold cost is replaced by additional food cost.", + "28295": "Research Howdah (‹cost›)
\nBattle Elephants receive +1 normal/+1 pierce armor.", + "28296": "Research Manipur Cavalry (‹cost›)
\nCavalry deals +4 bonus attack vs. archers.", + "28297": "Research Chatras (‹cost›)
\nBattle Elephants receive +100 HP.", + "28298": "Research Paper Money (‹cost›)
\nLumberjacks slowly generate gold in addition to wood.", + "28307": "Research Stirrups (‹cost›)
\nCavalry attack 33% faster.", + "28308": "Research Bagains (‹cost›)
\nMilitia-line receives +5 melee armor.", + "28309": "Research Silk Armor (‹cost›)
\nLight Cavalry, Steppe Lancers and Cavalry Archers receive +1 normal/+1 pierce armor.", + "28310": "Research Timurid Siegecraft (‹cost›)
\nTrebuchets receive +2 range.", + "28311": "Research Steppe Husbandry (‹cost›)
\nLight Cavalry, Steppe Lancers and Cavalry Archers trained 100% faster.", + "28312": "Research Chieftains (‹cost›)
\nInfantry get attack bonus vs. cavalry and generate gold when killing villagers (5 gold), trade units (20 gold), and monks (20 gold).", + "28313": "Research Greek Fire (‹cost›)
\nFire Ships have +1 range; Dromons and Bombard Towers receive extra blast radius.", + "28314": "Research Gillnets (‹cost›)
\nFishing Ships gather 20% faster.", + "28315": "Research Redemption (‹cost›)
\nMonks can convert enemy buildings (except Town Centers, Castles, Monasteries, Farms, Fish Traps, walls, Gates, and Wonders) and siege weapons. 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 Monks.", + "28318": "Research Logistica (‹cost›)
\nCataphracts cause trample damage.", + "28319": "Research Conscription (‹cost›)
\nMilitary buildings (except Siege Workshops) work 33% faster.", + "28320": "Research Bombard Tower (‹cost›)
\nLets you build Bombard Towers, which are powerful and have extensive line of sight.", + "28321": "Research Murder Holes (‹cost›)
\nEliminates the minimum range of all towers, Castles, Harbors, and Fortified Churches so they can fire at enemies attacking their base.", + "28322": "Research Sappers (‹cost›)
\nVillagers cause +15 damage when attacking buildings and +3 damage when attacking rams.", + "28324": "Research Bearded Axe (‹cost›)
\nThrowing Axemen have +1 range.", + "28325": "Research Supremacy (‹cost›)
\nVillagers have exceptional combat abilities.", + "28326": "Research Atlatl (‹cost›)
\nSkirmishers have +1 attack, +1 range.", + "28327": "Research Warwolf (‹cost›)
\nImproves your Trebuchets by giving them blast damage.", + "28342": "Research Burgundian Vineyards (‹cost›)
\nFarmers slowly generate gold in addition to food.", + "28343": "Research Flemish Revolution (‹cost›)
\nUpgrades all existing Villagers to Flemish Militia and allows Flemish Militia to be created at the Barracks. The total cost is 200F, 150G and +10F, +5G per each villager.", + "28344": "Research First Crusade (‹cost›)
\nEach Town Center (maximum 5) spawns a one-time batch of 5 Serjeants. Units more resistant to conversion.", + "28345": "Research Hauberk (‹cost›)
\nKnights receive +1 normal/+2 pierce armor.", + "28348": "Research Szlachta Privileges (‹cost›)
\nKnights cost -60% gold.", + "28349": "Research Lechitic Legacy (‹cost›)
\nLight Cavalry deals trample damage.", + "28350": "Research Wagenburg Tactics (‹cost›)
\nGunpowder units move 15% faster.", + "28351": "Research Hussite Reforms (‹cost›)
\nMonks and Monastery technologies have their gold cost replaced by food.", + "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% less population space.", + "28361": "Research Kshatriyas (‹cost›)
\nMilitary units cost -25% food.", + "28362": "Research Frontier Guards (‹cost›)
\nCamel Riders and Elephant Archers receive +4 melee armor.", + "28368": "Research Great Wall (‹cost›)
\nMakes your walls and towers stronger by giving them +30% hit points.", + "28369": "Research Stronghold (‹cost›)
\nMakes your castles and towers stronger by making them fire 33% faster; Castles heal allied infantry in a 7 tile radius.", + "28370": "Research Marauders (‹cost›)
\nEnables you to create Tarkans at Stables.", + "28371": "Research Yasama (‹cost›)
\nMakes your towers stronger by making them shoot extra arrows.", + "28372": "Research Careening (‹cost›)
\nMakes ships less vulnerable to missile attack with +1 pierce armor. Transport Ships carry +5 units.", + "28373": "Research Dry Dock (‹cost›)
\nShips move 15% faster. Transport Ships carry +10 units.", + "28374": "Research Heated Shot (‹cost›)
\nTowers cause 125% more damage to ships; Castles cause 25% more damage to ships.", + "28376": "Research Hoardings (‹cost›)
\nStrengthens Castles, Kreposts, and Donjons by providing +1,000 hit points.", + "28377": "Research Shipwright (‹cost›)
\nShips cost 20% less wood; build 35% faster.", + "28378": "Research Siege Engineers (‹cost›)
\nRanged siege weapons and siege warships +1 range. Siege weapons and siege warships +20% attack vs buildings, demolition units +40%.", + "28379": "Research Hul'che Javelineers (‹cost›)
\nImproves your Skirmishers by making them throw a second projectile.", + "28380": "Research Eupseong (‹cost›)
\nWatch Towers, Guard Towers and Keeps have +2 range.", + "28398": "Research Cuman Mercenaries (‹cost›)
\nTeam members can create 5 free Elite Kipchaks per Castle.", + "28399": "Research Hill Forts (‹cost›)
\nTown Centers receive +3 range.", + "28400": "Research Tower Shields (‹cost›)
\nPikemen and Skirmishers receive +2 pierce armor.", + "28403": "Research Supplies (‹cost›)
\nMilitia-line costs -15 food.", + "28406": "Research Fereters (‹cost›)
\nInfantry (except Spearman-line) +30 HP, Warrior Priests +100% heal speed.", + "28407": "Research Cilician Fleet (‹cost›)
\nDemolition Ships +20% blast radius. Galley-line and Dromons receive +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 have +20 hit points.", + "28410": "Research Caravan (‹cost›)
\nTrade Carts and Trade Cogs move 50% faster (so gold accumulates faster).", + "28411": "Research Thumb Ring (‹cost›)
\nArchers fire faster and with 100% accuracy.", + "28412": "Research Heresy (‹cost›)
\nUnits converted by an enemy Monk (or Missionary) die instead of changing to the enemy's color.", + "28415": "Research Parthian Tactics (‹cost›)
\nMounted Archers have +1 normal/+2 pierce armor and +2 attack vs. pikemen.", + "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 have +1 range; towers have +2 attack.", + "28420": "Research El Dorado (‹cost›)
\nEagle Warriors have +40 hit points.", + "28421": "Research Furor Celtica (‹cost›)
\nSiege Workshop units have +40% hit points.", + "28422": "Research Drill (‹cost›)
\nSiege Workshop units move 50% faster.", + "28423": "Research Citadels (‹cost›)
\nCastles fire bullets (+4 attack, +3 vs Rams, +3 vs Infantry), receive -25% bonus damage.", + "28425": "Research Artillery (‹cost›)
\nBombard Towers, Bombard Cannons, and Cannon Galleons have +2 range.", + "28426": "Research Crenellations (‹cost›)
\nCastles have +3 range; garrisoned infantry fire arrows.", + "28427": "Research Anarchy (‹cost›)
\nAllows Huskarls to be created at the Barracks.", + "28428": "Research Atheism (‹cost›)
\nRelic and Wonder victories take +100 years to complete; enemy relics generate -50% resources.", + "28429": "Research Garland Wars (‹cost›)
\nInfantry have +4 attack.", + "28431": "Research Bogsveigar (‹cost›)
\nArcher-line and Longboats receive +1 attack.", + "28432": "Research Rocketry (‹cost›)
\nChu Ko Nu have +2 piercing attack; scorpions have +4 piercing attack.", + "28435": "Research Herbal Medicine (‹cost›)
\nUnits garrisoned in buildings heal 6X faster.", + "28438": "Research Shinkichon (‹cost›)
\nMangonels, Onagers, and Siege Onagers have +1 range.", + "28439": "Research Perfusion (‹cost›)
\nBarracks units are created 100% faster.", + "28440": "Research Svan Towers (‹cost›)
\nDefensive buildings receive +2 attack. Towers fire arrows that pierce multiple units.", + "28441": "Research Aznauri Cavalry (‹cost›)
\nCavalry units take 15% less population space.", + "28444": "Research Ballistas (‹cost›)
\nScorpions fire 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 Castles' and Towers' stone cost with wood.", + "28450": "Research Gambesons (‹cost›)
\nMilitia-line receive +1 pierce armor.", + "28451": "Research Bimaristan (‹cost›)
\nMonks automatically heal multiple nearby units (75 HP per minute in a 5 tile range).", + "28462": "Research Devotion (‹cost›)
\nUnits are 15% harder for enemy Monks to convert.", + "42057": "Create Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Konnik 1000F, 750G (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "42058": "Create Elite Konnik (‹cost›)
\nBulgarian unique cavalry unit that fights on as infantry when felled. Strong vs. infantry and archers. Weak vs. Camel Riders and Monks. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "42096": "Create Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Ratha 800F, 800W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "42097": "Create Elite Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "42104": "Create Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed, to Elite Ratha 800F, 800W (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "42105": "Create Elite Ratha (‹cost›)
\nBengali unique chariot that can switch between melee and ranged attacks. Strong vs. infantry. Weak vs. Skirmishers and Camel Riders. Upgrades: attack, armor (Blacksmith); speed, hit points (Stable); creation speed (Castle); more resistant to Monks (Monastery).
\n‹hp› ‹attack› ‹armor› ‹piercearmor› ‹range›", + "120150": "Foot Archer civilization
\n
\n• Town Centers cost -50% wood starting in the Castle Age
\n• Foot archers (except skirmishers) +1 range in Castle and Imperial Age (+2 total)
\n• Shepherds work 25% faster
\n
\nUnique Unit:
\nLongbowman (archer)
\n
\nUnique Techs:
\n• Yeomen (+1 foot archer range; +2 tower attack)
\n• Warwolf (Trebuchets do blast damage)
\n
\nTeam Bonus:
\nArchery Ranges work 10% faster", + "120151": "Cavalry civilization
\n
\n• Castles cost -15% in Castle, -25% in Imperial Age
\n• Cavalry +20% hit points starting in Feudal Age
\n• Mill technologies free
\n• Foragers work 15% faster
\n
\nUnique Unit:
\nThrowing Axeman (infantry)
\n
\nUnique Techs:
\n• Bearded Axe (+1 Throwing Axemen range)
\n• Chivalry (Stables work 40% faster)
\n
\nTeam Bonus:
\nKnights +2 line of sight", + "120152": "Infantry civilization
\n
\n• Infantry cost -20% in Dark, -25% in Feudal, -30% in Castle, -35% in Imperial Age
\n• Infantry +1 attack vs. buildings per age (starting from Feudal Age)
\n• Villagers +5 attack vs. wild boar; hunters carry +15 meat; hunt lasts 20% longer
\n• Loom can be researched instantly
\n• +10 population in Imperial Age
\n
\nUnique Unit:
\nHuskarl (infantry)
\n
\nUnique Techs:
\n• Anarchy (create Huskarls at Barracks)
\n• Perfusion (Barracks work 100% faster)
\n
\nTeam Bonus:
\nBarracks work 20% faster", + "120153": "Infantry civilization
\n
\n• Monks healing range 2x
\n• Towers garrison 2x units
\n• Murder Holes, Herbal Medicine free
\n• Farms cost -40%
\n• Town Center garrison +10
\n• Barracks and Stable units +1 armor in Castle and Imperial Age (+2 total)
\n
\nUnique Unit:
\nTeutonic Knight (infantry)
\n
\nUnique Techs:
\n• Ironclad (siege weapons extra melee armor)
\n• Crenellations (+3 range Castles
\ngarrisoned infantry fire arrows)
\n
\nTeam Bonus:
\nUnits resist conversion", + "120154": "Infantry civilization
\n
\n• Fishing Ships 2x hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age
\n• Mill, Lumber/Mining Camps cost -50%
\n• Infantry attack 33% faster starting in Feudal Age
\n• Cavalry Archers +2 attack vs. Archers
\n
\nUnique Unit:
\nSamurai (infantry)
\n
\nUnique Techs:
\n• Yasama (Towers shoot extra arrows)
\n• Kataparuto (Trebuchets fire, pack faster)
\n
\nTeam Bonus:
\nGalleys +50% line of sight", + "120155": "Archer civilization
\n
\n• Start with +3 villagers, -50 wood, -200 food
\n• Technologies cost -5% Feudal,
\n-10% Castle, -15% Imperial Age
\n• Town Centers support 15 population and +7 LOS
\n• Demolition ships +50% hit points
\n
\nUnique Unit:
\nChu Ko Nu (archer)
\n
\nUnique Techs:
\n• Great Wall (Walls and towers +30% HP)
\n• Rocketry (Chu Ko Nu +2, scorpions +4 attack)
\n
\nTeam Bonus:
\nFarms +10% food", + "120156": "Defensive civilization
\n
\n• Buildings +10% HP Dark, +20% Feudal, +30% Castle, +40% Imperial Age
\n• Camel Riders, Skirmishers, Pikemen, Halberdiers cost -25%
\n• Fire Ships and Dromons attack 25% faster
\n• Advance to Imperial Age costs -33%
\n• Town Watch, Town Patrol free
\n
\nUnique Unit:
\nCataphract (cavalry)
\n
\nUnique Techs:
\n• Greek Fire (Fire Ships +1 range; Dromon and Bombard Tower blast radius increased)
\n• Logistica (Cataphracts cause trample damage)
\n
\nTeam Bonus:
\nMonks +100% heal speed", + "120157": "Cavalry civilization
\n
\n• Start with +50 wood, food
\n• Town Center, Dock 2x hit points; work rate +5% Dark, +10% Feudal, +15% Castle, +20% 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 is replaced by additional wood cost)
\n• Citadels (Castles fire Bullets [+4 attack, +3 vs Rams, +3 vs Infantry], receive -25% bonus damage)
\n
\nTeam Bonus:
\nKnights +2 attack vs. Archers", + "120158": "Camel and Naval civilization
\n
\n• Market trade cost only 5%
\n• Markets cost -100 wood
\n• Transport Ships 2x hit points,
\n2x carry capacity
\n• Galleys attack 25% faster
\n• Camel units +25% hit points
\n
\nUnique Unit:
\nMameluke (camel rider)
\n
\nUnique Techs:
\n• Bimaristan (Monks automatically heal multiple nearby units)
\n• Counterweights (Trebuchets and Mangonel-line +15% attack)
\n
\nTeam Bonus:
\nFoot archers +2 attack vs. buildings", + "120159": "Gunpowder civilization
\n
\n• Gunpowder units +25% hit points; researching gunpowder technologies costs -50%; Chemistry free
\n• Gold miners work 20% faster
\n• Scout Cavalry, Light Cavalry, Hussar +1P armor
\n• Light Cavalry and Hussar upgrades free
\n
\nUnique Unit:
\nJanissary (hand cannoneer)
\n
\nUnique Techs:
\n• Sipahi (Cavalry Archers +20 HP)
\n• Artillery (+2 range Bombard Towers, Bombard Cannons, Cannon Galleons)
\n
\nTeam Bonus:
\nGunpowder units created 25% faster", + "120160": "Infantry and Naval civilization
\n
\n• Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age
\n• Infantry +20% hit points starting in Feudal Age
\n• Wheelbarrow, Hand Cart free
\n
\nUnique Units:
\nBerserk (infantry), Longboat (warship)
\n
\nUnique Techs:
\n• Chieftains (infantry deal bonus damage to cavalry, generate gold when killing villagers, trade units, and monks)
\n• Bogsveigar (Archer-line and Longboats +1 attack)
\n
\nTeam Bonus:
\nDocks cost -15%", + "120161": "Cavalry Archer civilization
\n
\n• Cavalry archers fire 25% faster
\n• Scout-line and Steppe Lancers +20% HP in Castle, +30% in Imperial Age
\n• Hunters work 40% faster
\n
\nUnique Unit:
\nMangudai (cavalry archer)
\n
\nUnique Techs:
\n• Nomads (lost houses do not decrease population headroom)
\n• Drill (Siege Workshop units move 50% faster)
\n
\nTeam Bonus:
\nScout Cavalry, Light Cavalry, Hussar +2 line of sight", + "120162": "Infantry and Siege civilization
\n
\n• Infantry move 15% faster (starting in the Feudal Age)
\n• Lumberjacks work 15% faster
\n• Siege weapons fire 25% faster
\n• Can steal sheep, and sheep within one Celt unit's LoS cannot be stolen
\n
\nUnique Unit:
\nWoad Raider (infantry)
\n
\nUnique Techs:
\n• Stronghold (Castles and towers fire 33% faster; Castles heal allied infantry in a 7 tile radius)
\n• Furor Celtica (Siege Workshop units +40% HP)
\n
\nTeam Bonus:
\nSiege Workshops work 20% faster", + "120163": "Gunpowder and Monk civilization
\n
\n• Builders work 30% faster
\n• Blacksmith upgrades don't cost gold
\n• Cannon Galleons benefit from Ballistics (fire faster, more accurately)
\n• Gunpowder units fire 18% faster
\n• Receive +20 gold for each technology researched
\n
\nUnique Units:
\nConquistador (mounted hand cannoneer), Missionary (mounted Monk)
\n
\nUnique Techs:
\n• Inquisition (Monks convert faster; Missionaries +1 range)
\n• Supremacy (Villagers stronger in combat)
\n
\nTeam Bonus:
\nTrade units generate +25% gold", + "120164": "Infantry and Monk civilization
\n
\n• Villagers carry +3
\n• Military units created 11% faster
\n• +5 Monk hit points for each Monastery technology
\n• Start with +50 gold
\n
\nUnique Unit:
\nJaguar Warrior (infantry)
\n
\nUnique Techs:
\n• Atlatl (Skirmishers +1 attack, +1 range)
\n• Garland Wars (+4 infantry 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• Archers cost -10% Feudal, -20% Castle, -30% Imperial Age
\n
\nUnique Unit:
\nPlumed Archer (archer)
\n
\nUnique Techs:
\n• Hul'che Javelineers (Skirmishers throw a second projectile)
\n• El Dorado (Eagle Warriors have +40 hit points)
\n
\nTeam Bonus:
\nWalls cost -50%", + "120166": "Cavalry civilization
\n
\n• Do not need houses, but start with -100 wood
\n• On Nomadic maps, the first Town Center spawns a Hunnic Horse
\n• Cavalry Archers cost -10% Castle, -20% Imperial Age
\n• Trebuchets +30% accuracy
\n
\nUnique Unit:
\nTarkan (cavalry)
\n
\nUnique Techs:
\n• Marauders (Create Tarkans at stables)
\n• Atheism (+100 years Relic, Wonder victories; enemy relics generate -50% resources)
\n
\nTeam Bonus:
\nStables work 20% faster", + "120167": "Defensive and Naval civilization
\n
\n• Villagers +3 line of sight
\n• Stone miners work 20% faster
\n• Archer Armor and Tower upgrades free (Bombard Tower requires Chemistry)
\n• Archers and Infantry cost -50% wood
\n• Warships cost -20% wood
\n
\nUnique Units:
\nWar Wagon (cavalry archer), Turtle Ship (war ship)
\n
\nUnique Techs:
\n• Eupseong (Watch Towers, Guard Towers and Keeps +2 range)
\n• Shinkichon (Mangonel-line +1 range)
\n
\nTeam Bonus:
\nMangonel-line minimum range reduced", + "120168": "Archer and Naval civilization
\n
\n• Advancing to the next age costs -15%
\n• Dock and University technologies cost -33%
\n• Fishing Ships cost -15%
\n• Gunpowder units cost -20%
\n
\nUnique Units:
\nGenoese Crossbowman (archer), Condottiero (infantry)
\n
\nUnique Techs:
\n• Pavise (foot archers and Condottieri +1 armor/+1 pierce armor)
\n• Silk Road (trade units cost -50%)
\n
\nTeam Bonus:
\nCondottiero available in the Barracks in Imperial Age", + "120169": "Camel and Gunpowder civilization
\n
\n• Villagers cost -8% Dark, -13% Feudal, -18% Castle, -23% Imperial Age
\n• Camel Riders attack 20% faster
\n• Gunpowder units +1/+1P armor
\n• Can build Caravanserai in Imperial Age
\n
\nUnique Units:
\nGhulam (infantry), Imperial Camel Rider (camel rider)
\n
\nUnique Techs:
\n• Grand Trunk Road (All gold income 10% faster; trading fee reduced to 10%)
\n• Shatagni (Hand Cannoneers +2 range)
\n
\nTeam Bonus:
\nCamel and light cavalry units +2 attack vs. buildings", + "120170": "Infantry civilization
\n
\n• Military units food cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age
\n• Villagers affected by Blacksmith upgrades starting in the Castle Age
\n• Houses support 10 population
\n• Buildings cost -15% stone
\n
\nUnique Units:
\nKamayuk (infantry), Slinger (archer)
\n
\nUnique Techs:
\n• Andean Sling (Skirmishers and Slingers no minimum range; Slingers +1 attack)
\n• Fabric Shields (Kamayuks, Slingers, Eagles +1/+2P armor)
\n
\nTeam Bonus:
\nStart with a free Llama", + "120171": "Cavalry civilization
\n
\n• Villagers kill wolves with 1 strike
\n• Forging, Iron Casting, Blast Furnace free
\n• Scout Cavalry, Light Cavalry, Hussar cost -15%
\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 (Cavalry archers +1 range, +1 attack)
\n
\nTeam Bonus:
\nCavalry Archers created 25% faster", + "120172": "Infantry and Siege civilization
\n
\n• Farmers work 15% faster
\n• Supplies, Gambesons free
\n• Siege Workshop units 15% cheaper
\n• Monks move 20% faster
\n
\nUnique Unit:
\nBoyar (cavalry)
\n
\nUnique Techs:
\n• Detinets (Replaces 40% of Castles' and Towers' stone cost with wood)
\n• Druzhina (Infantry damage adjacent units)
\n
\nTeam Bonus:
\nMilitary buildings provide +5 population room", + "120173": "Naval and Gunpowder civilization
\n
\n• All units cost -20% gold
\n• Foragers generate wood in addition to food
\n• Ships +10% HP
\n• Can build Feitoria in Imperial Age
\n
\nUnique Units:
\nOrgan Gun (siege), Caravel (war ship)
\n
\nUnique Techs:
\n• Carrack (Ships +1/+1 armor)
\n• Arquebus (gunpowder units more accurate)
\n
\nTeam Bonus:
\nTechnologies researched 25% faster", + "120174": "Archer civilization
\n
\n• Archers fire 18% faster
\n• Receive +100 gold, +100 food when advancing to the next age
\n• Pikeman upgrade free
\n
\nUnique Unit:
\nShotel Warrior (infantry)
\n
\nUnique Techs:
\n• Royal Heirs (Shotel Warriors and Camel units receive -3 damage from mounted units)
\n• Torsion Engines (increases blast radius of Siege Workshop units)
\n
\nTeam Bonus:
\nOutposts +3 line of sight and cost no stone", + "120175": "Infantry civilization
\n
\n• Buildings cost -15% wood
\n• Barracks units +1P armor per age (starting from Feudal Age)
\n• Villagers drop off 10% more gold
\n
\nUnique Unit:
\nGbeto (infantry)
\n
\nUnique Techs:
\n• Tigui (Town Centers fire arrows when ungarrisoned)
\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% starting in Feudal Age
\n• Stable units cost -15% in Castle, -20% in Imperial Age
\n• Ships move 10% faster
\n
\nUnique Units:
\nCamel Archer (cavalry archer), Genitour (mounted skirmisher)
\n
\nUnique Techs:
\n• Kasbah (team castles work 25% faster)
\n• Maghrebi Camels (Camel units regenerate)
\n
\nTeam Bonus:
\nGenitour available in the Archery Range starting in the 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/Town Centers to drop off food
\n• Battle Elephants move 10% faster
\n• Villagers can garrison in Houses
\n
\nUnique Unit:
\nBallista Elephant (mounted scorpion)
\n
\nUnique Techs:
\n• Tusk Swords (Battle Elephants +3 attack)
\n• Double Crossbow (Ballista Elephants and Scorpions fire two projectiles)
\n
\nTeam Bonus:
\nScorpions +1 range", + "120178": "Naval civilization
\n
\n• Advancing to the next age 66% faster
\n• Fish Traps cost -33% and provide 3X food
\n• Battle Elephants cost -25% in Castle, -35% in Imperial Age
\n• Infantry armor upgrades free
\n
\nUnique Unit:
\nKarambit Warrior (infantry)
\n
\nUnique Techs:
\n• Thalassocracy (upgrades Docks to Harbors, which fire arrows)
\n• Forced Levy (Militia-line gold cost is replaced by additional food cost)
\n
\nTeam Bonus:
\nDocks +100% line of sight", + "120179": "Monk and Elephant civilization
\n
\n• Lumber Camp technologies free
\n• Infantry +1 attack per age (starting in the Feudal Age)
\n• Battle Elephants +1/+1P armor
\n• Monastery technologies cost -50%
\n
\nUnique Unit:
\nArambai (ranged cavalry)
\n
\nUnique Techs:
\n• Manipur Cavalry (Cavalry +4 attack vs. archers)
\n• Howdah (Battle Elephants +1/+1P armor)
\n
\nTeam Bonus:
\nRelics visible on the map at the start of the game", + "120180": "Archer civilization
\n
\n• Enemy positions are revealed at the start of the game
\n• Economic upgrades cost no wood and research 100% faster
\n• Archery Range units +20% HP
\n• Conscription free
\n
\nUnique Units:
\nRattan Archer (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 the Imperial Age", + "120181": "Infantry and Cavalry civilization
\n
\n• Militia-line upgrades free
\n• Town Centers cost -50% stone
\n• Blacksmith and Siege Workshop technologies cost -50% food
\n• Can build Krepost
\n
\nUnique Unit:
\nKonnik (cavalry)
\n
\nUnique Techs:
\n• Stirrups (Cavalry attack 33% faster)
\n• Bagains (Militia-line gains +5 armor)
\n
\nTeam Bonus:
\nBlacksmiths work 80% faster", + "120182": "Cavalry Archer civilization
\n
\n• Villagers gather +50% food from herdables
\n• New Town Centers spawn 2 Sheep starting in the Castle Age
\n• Units deal +25% damage when fighting from higher elevation
\n• Thumb Ring, Parthian Tactics free
\n
\nUnique Units:
\nKeshik (raiding cavalry), Flaming Camel (petard)
\n
\nUnique Techs:
\n• Silk Armor (Light Cavalry, Steppe Lancers and Cavalry Archers receive +1/+1P armor)
\n• Timurid Siegecraft (Trebuchets +2 range)
\n
\nTeam Bonus:
\nCavalry Archers +2 line of sight", + "120183": "Cavalry civilization
\n
\n• Additional Town Center can be built in the Feudal Age
\n• Siege Workshop and Battering Ram available in the Feudal Age; Capped Ram upgrade available in Castle Age
\n• Archery Ranges and Stables cost -75 wood
\n• Cavalry 5% faster each age (starting in Feudal Age)
\n
\nUnique Unit:
\nKipchak (cavalry archer)
\n
\nUnique Techs:
\n• Steppe Husbandry (Light Cavalry, Steppe Lancers and Cavalry Archers trained 100% faster)
\n• Cuman Mercenaries (team members can create 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 Skirmishers move 10% faster
\n• Each garrisoned relic gives +1 attack to Knights 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 +2P armor)
\n
\nTeam Bonus:
\nMonasteries work 20% faster", + "120185": "Cavalry civilization
\n
\n• Economic upgrades available one age earlier and cost -33% 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 (Upgrades all existing Villagers to Flemish Militia; create Flemish Militia at Barracks)
\n
\nTeam Bonus:
\nRelics generate both Gold & Food", + "120186": "Infantry and Cavalry civilization
\n
\n• Start with +100 stone
\n• Fortifications built 50%, Town Centers built 100% faster
\n• Land military units (except siege weapons) receive 33% less bonus damage
\n• Farm upgrades provide +125% additional food
\n• Donjon replaces Watch Tower-line
\n
\nUnique Unit:
\nSerjeant (infantry)
\n
\nUnique Techs:
\n• First Crusade (Each Town Center (maximum 5) spawns a one-time batch of 5 Serjeants; units more resistant to conversion)
\n• Hauberk (Knights +1/+2P armor)
\n
\nTeam Bonus:
\nTransport Ships +5 line of sight and cost -50%", + "120187": "Cavalry civilization
\n
\n• Villagers regenerate 10 HP per minute in Feudal, 15 in Castle, 20 in Imperial Age
\n• Folwark replaces Mill
\n• Stone Miners generate gold in addition to stone
\n
\nUnique Units:
\nObuch (infantry), Winged Hussar (cavalry)
\n
\nUnique Techs:
\n• Szlachta Privileges (Knights cost -60% gold)
\n• Lechitic Legacy (Light Cavalry deals trample damage)
\n
\nTeam Bonus:
\nScout Cavalry, Light Cavalry, Hussar +1 attack vs. Archers", + "120188": "Gunpowder and Monk civilization
\n
\n• Blacksmiths and Universities cost -100 wood
\n• Chemistry and Hand Cannoneer available in Castle Age
\n• Spearman-line deals +25% bonus damage
\n• Fervor and Sanctity affect Villagers
\n• Mining Camp technologies free
\n
\nUnique Units:
\nHussite Wagon (siege weapon), Houfnice (bombard cannon)
\n
\nUnique Techs:
\n• Wagenburg Tactics (Gunpowder units move 15% faster)
\n• Hussite Reforms (Monks and Monastery technologies have their gold cost replaced by food)
\n
\nTeam Bonus:
\nMarkets work 80% faster", + "120189": "Infantry and Naval civilization
\n
\n• Receive +200 wood when advancing to the next age
\n• Fishermen and Fishing Ships carry +15
\n• Barracks technologies cost -50%
\n• Siege weapons cost -33% wood
\n• Skirmishers and Elephant Archers attack 25% faster
\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 room", + "120190": "Elephant and Naval civilization
\n
\n• Elephant units receive 25% less bonus damage and are more resistant to conversion
\n• Town Centers spawn 2 Villagers when the next Age is reached
\n• Cavalry +2 attack vs. Skirmishers
\n• Ships regenerate 15 HP per minute
\n• Monks +3/+3P armor
\n
\nUnique Unit:
\nRatha (cavalry archer/cavalry)
\n
\nUnique Techs:
\n• Paiks (Rathas and elephant units attack 20% faster)
\n• Mahayana (Villagers and Monks take 10% less population space)
\n
\nTeam Bonus:
\nTrade units yield 10% food in addition to gold", + "120191": "Cavalry and Camel civilization
\n
\n• Start with 2 Forage Bushes
\n• Can garrison Mills with livestock to produce food
\n• Mounted units deal +20% bonus damage Feudal, +30% Castle, +40% Imperial Age
\n• Can garrison Docks with Fishing Ships
\n
\nUnique Units:
\nChakram Thrower (infantry), Shrivamsha Rider (cavalry), Camel Scout (camel rider)
\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 created 25% faster", + "120192": "Infantry civilization
\n
\n• Villagers gather, build, and repair 5% faster
\n• Galley-line and Dromons +1/+1P armor
\n• Infantry receives double effect from Blacksmith armor upgrades
\n• Scorpions cost -60% gold and benefit from Ballistics research
\n
\nUnique Unit:
\nCenturion (cavalry), Legionary (infantry)
\n
\nUnique Techs:
\n• Ballistas (Scorpions fire 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:
\nScorpion-line minimum range reduced", + "120193": "Infantry and Naval civilization
\n
\n• Mule Carts cost -25%
\n• Mule Cart technologies are 40% more effective
\n• First Fortified Church receives a free Relic
\n• Non-unique Barracks units (except Men-at-Arms) available one age earlier
\n• Galley-line and Dromons fire an additional projectile
\n
\nUnique Unit:
\nComposite Bowman (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 +100% heal speed)
\n
\nTeam Bonus:
\nInfantry +2 line of sight", + "120194": "Defensive and Cavalry civilization
\n
\n• Start with a Mule Cart
\n• Fortified Churches provide Villagers in an 8 tile radius with +10% work rate
\n• Units and buildings receive -15% damage when fighting from higher elevation
\n• Cavalry regenerates 5 HP per minute in Feudal, 10 in Castle, 15 in Imperial Age
\n
\nUnique Unit:
\nMonaspa (cavalry)
\n
\nUnique Techs:
\n• Svan Towers (Defensive buildings +2 attack; towers fire arrows that pierce multiple units)
\n• Aznauri Cavalry (Cavalry units take 15% less population space)
\n
\nTeam Bonus:
\nBuildings cost 25% fewer resources to repair", + "300081": "Key", + "300082": "Unique Unit", + "300083": "Unit", + "300084": "Building", + "300085": "Technology" +} diff --git a/src/data/json/units_buildings_techs.json b/src/data/json/units_buildings_techs.json index 0953a6c..4eb4263 100644 --- a/src/data/json/units_buildings_techs.json +++ b/src/data/json/units_buildings_techs.json @@ -1,51448 +1,51447 @@ -{"units_buildings": { - "0" : { - "cost": { - "wood": 0, - "food": 0, - "gold": 0, - "stone": 0 - }, - "attack":0, - "melee_armor":0, - "pierce_armor":0, - "base_id":0, - "help_converter":26000, - "language_file_name":21090, - "language_file_help":105000, - "name":"OLD-ACADEMY", - "hit_points":1, - "line_of_sight":2, - "garrison_capacity":0, - "type":70, - "class":11 - }, - "1" : { - "cost": { - "wood": 0, - "food": 60, - "gold": 30, - "stone": 0 - }, - "attack":12, - "melee_armor":2, - "pierce_armor":2, - "base_id":1, - "help_converter":26670, - "language_file_name":5670, - "language_file_help":105670, - 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"language_file_name": 5038, + "language_file_help": 107000, + "name": "C-Bonus, Fortified Church" + }, + "930": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "Fortified Church (Georgians)" + }, + "931": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church + Svan Towers" + }, + "932": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Mule Cart (make avail)" + }, + "933": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Shadow Mule Cart 1" + }, + "934": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Fortified Church area effect" + }, + "935": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "RESERVED" + }, + "936": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Svan Towers + Chemistry" + }, + "937": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Cavalry regeneration age2" + }, + "938": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Cavalry regeneration age3" + }, + "939": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Cavalry regeneration age4" + }, + "940": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Mule Cart (make avail)" + }, + "941": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "Fortified Church (Armenians)" + }, + "942": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church Age4 upgrade" + }, + "943": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church + Fletching" + }, + "944": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church + Bodkin" + }, + "945": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church + Bracer" + }, + "946": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church + Chemistry" + }, + "947": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Fortified Church + Murder Holes" + }, + "948": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "Warrior Priest (make avail)" + }, + "949": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Free Relic" + }, + "950": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Early Barracks techs" + }, + "951": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28338, + "language_file_name": 0, + "language_file_help": 107338, + "name": "Castle Barracks tech requirement" + }, + "952": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28338, + "language_file_name": 0, + "language_file_help": 107338, + "name": "Long Swordsman requirement" + }, + "953": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28338, + "language_file_name": 0, + "language_file_help": 107338, + "name": "Two-Handed Swordsman requirement" + }, + "954": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28338, + "language_file_name": 0, + "language_file_help": 107338, + "name": "Champion requirement" + }, + "955": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28338, + "language_file_name": 0, + "language_file_help": 107338, + "name": "Pikeman requirement" + }, + "956": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28338, + "language_file_name": 0, + "language_file_help": 107338, + "name": "Halberdier requirement" + }, + "957": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Free Relic2" + }, + "958": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Cheaper Mule Cart" + }, + "959": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "C-Bonus, Navy +1 projectile" + }, + "960": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Double-Bit Axe" + }, + "961": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Bow Saw" + }, + "962": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Two-Man Saw" + }, + "963": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Gold Mining" + }, + "964": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Gold Shaft Mining" + }, + "965": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Stone Mining" + }, + "966": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 6000, + "language_file_help": 107000, + "name": "C-Bonus, +% Stone Shaft Mining" + }, + "967": { + "cost": { + "wood": 0, + "food": 850, + "gold": 600, + "stone": 0 + }, + "help_converter": 28449, + "language_file_name": 7449, + "language_file_help": 107449, + "name": "Elite Qizilbash Warrior" + }, + "968": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7452, + "language_file_help": 107000, + "name": "Placeholder 1" + }, + "969": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7453, + "language_file_help": 107000, + "name": "Placeholder 2" + }, + "970": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7454, + "language_file_help": 107000, + "name": "Placeholder 3" + }, + "971": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7455, + "language_file_help": 107000, + "name": "Placeholder 4" + }, + "972": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7456, + "language_file_help": 107000, + "name": "Placeholder 5" + }, + "973": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7457, + "language_file_help": 107000, + "name": "Placeholder 6" + }, + "974": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7458, + "language_file_help": 107000, + "name": "Placeholder 7" + }, + "975": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7459, + "language_file_help": 107000, + "name": "Placeholder 8" + }, + "976": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7460, + "language_file_help": 107000, + "name": "Placeholder 9" + }, + "977": { + "cost": { + "wood": 0, + "food": 100, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7461, + "language_file_help": 107000, + "name": "Placeholder 10" + }, + "978": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "RESERVED" + }, + "979": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "RESERVED" + }, + "980": { + "cost": { + "wood": 0, + "food": 0, + "gold": 0, + "stone": 0 + }, + "help_converter": 28000, + "language_file_name": 7000, + "language_file_help": 107000, + "name": "RESERVED" + } + } } diff --git a/src/data/model.ts b/src/data/model.ts index 5b07fc6..a6ae1e8 100644 --- a/src/data/model.ts +++ b/src/data/model.ts @@ -34,8 +34,7 @@ export const extractUnitDataByID = (unitId: number): IStatisticsUnitData => { }; export const unitHelpByID = (unitId: number): IUnitHelp => { - const about: string = - strings[data.data.units[unitId.toString()].LanguageHelpId] ?? ""; + const about: string = strings[data.data.units[unitId.toString()].LanguageHelpId] ?? ""; return splitAbout(about); }; @@ -242,9 +241,7 @@ export const searchUnits = (like: string): IUnitCivData[] => { // TODO: Turn this into fuzzy search return matchUnits( getAllCivs(), - (u) => - u.statisticsUnitData.name.toLowerCase().indexOf(like) >= 0 || - u.id.toString() == like, + (u) => u.statisticsUnitData.name.toLowerCase().indexOf(like) >= 0 || u.id.toString() == like ); }; @@ -306,17 +303,10 @@ export const getAllCivUnits = (civKey: string): IUnitCivData[] => { return matchUnits([civ_], (_u) => true); }; -export const matchUnits = ( - civs: ICivData[], - match: (unit: IUnitData) => boolean, -): IUnitCivData[] => { +export const matchUnits = (civs: ICivData[], match: (unit: IUnitData) => boolean): IUnitCivData[] => { const result: IUnitCivData[] = []; civs.forEach((c) => { - [ - imperialAgeUniqueUnit(c.key), - castleAgeUniqueUnit(c.key), - ...allUnits(c.key), - ].forEach((u) => { + [imperialAgeUniqueUnit(c.key), castleAgeUniqueUnit(c.key), ...allUnits(c.key)].forEach((u) => { if (match(u)) { const cost = data.data.units[u.id].Cost; result.push({ @@ -327,7 +317,7 @@ export const matchUnits = ( cost["Food"] || 0, cost["Gold"] || 0, 0, // FIXME: Units cost no stone ? Type doesn't appear to have stone. Confirm. - cost["Wood"] || 0, + cost["Wood"] || 0 ), }, }); @@ -343,16 +333,11 @@ export const searchCivs = (like: string): ICivData[] => { // TODO: Turn this into fuzzy search return matchCivs( getAllCivs(), - (u) => - u.value.toLowerCase().indexOf(like) >= 0 || - u.key.toLowerCase().indexOf(like) >= 0, + (u) => u.value.toLowerCase().indexOf(like) >= 0 || u.key.toLowerCase().indexOf(like) >= 0 ); }; -export const matchCivs = ( - civs: ICivData[], - match: (civ: ICivData) => boolean, -): ICivData[] => { +export const matchCivs = (civs: ICivData[], match: (civ: ICivData) => boolean): ICivData[] => { const result: ICivData[] = []; civs.forEach((c) => { if (match(c)) { diff --git a/tasks/download.ts b/tasks/download.ts index b2c8933..4b8c632 100644 --- a/tasks/download.ts +++ b/tasks/download.ts @@ -76,12 +76,6 @@ getAllCivs().forEach((c) => { getAllCivUnits(c.key).forEach((u) => uniqueUnitIDs.add(u)); }); -//await taskGetUnitImgs(); -//await taskRemoveBlackFromUnitImgs(); -//await taskMoveUnitImgs(); -//await taskGetCivsImgs(); -//await taskMoveCivsImgs(); - async function taskGetUnitImgs() { const getUnitImgUrl = (unitId: number) => `https://aoe2techtree.net/img/Units/${unitId}.png`; @@ -207,3 +201,9 @@ function makeDir(dir: string) { fs.mkdirSync(dir); } } + +//await taskGetUnitImgs(); +//await taskRemoveBlackFromUnitImgs(); +//await taskMoveUnitImgs(); +//await taskGetCivsImgs(); +//await taskMoveCivsImgs();