This is the compacted public telemetry saved with the report. It includes exact scores, resources, actions, landmarks, build-order events, and sampled time-series data.
Copy JSONOpen original AoE4World summary {
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{
"list": [
"Villagers extract Silver from Gold and Stone to research unique technologies.",
"Generate Silver passively on Mining Camps and Town Centers with influence of Varangian Arsenals.",
"Exceed three tiers of technologies with the Varangian Arsenal by spending Silver.",
"Access to Early Varangian Guard in the Feudal Age (II).",
"Produce all unique Varangian units from the Varangian Stronghold.",
"Varangian units have unique abilities to improve their combat effectiveness.",
"Reinforce warriors that fall in battle for free with the Varangian Warcamp.",
"Field units capable of using various forms of Greek Fire.",
"Transport Ships temporarily increase the move speed of units when unloading."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Galena Gathering",
"description": "Villagers discover abundant galena deposits among Gold Veins and Stone Outcroppings and extract Silver as a unique resource when mining from them.\nVillagers extract Silver equal to 40% of Gold or Stone mined."
},
{
"list": [],
"title": "Influence - Silver Minting",
"description": "(translation not found) (undefined)"
},
{
"list": [],
"title": "Varangian Smithing",
"description": "Research unique military technologies at the Varangian Arsenal for Silver. Replaces the Blacksmith and University. Macedonian Dynasty can exceed three tiers of military upgrades per category."
},
{
"list": [],
"title": "Strongholds",
"description": "Fortify the empire with Varangian Strongholds that can produce all Varangian units and defend with arrows."
},
{
"list": [],
"title": "Warcamp",
"description": "Choose reinforcements at the Varangian Warcamp. Once enough warriors fall in battle, free Varangian warriors arrive at the warcamp to bolster missing ranks.\nIf adjacent to water, boats can be selected as reinforcements."
},
{
"list": [],
"title": "Varangian Runestones",
"description": "Carve Runestones to honor past victories in combat. After enough enemies have fallen to Varangians, a Runestone may be created that inspires nearby Varangians with combat bonuses in an area."
},
{
"list": [],
"title": "Greek Fire",
"description": "Cheirosiphons along with upgraded Dromons, Springalds, and Trebuchets fling Greek Fire with their attacks, engulfing the area in flames for damage over time."
},
{
"list": [],
"title": "Mangonel Emplacements",
"description": "Outposts and Keeps can be upgraded with Mangonel Emplacements. Stone Wall Towers come equipped with Mangonel Emplacements instead of Springalds."
},
{
"list": [],
"title": "Unique Units",
"description": "Atgeirmaðr: Spearman replacement. Light melee infantry with a passive ability that increases their attack speed when Varangian units are nearby.\nBogmaðr: Archer replacement. Light ranged infantry with an ability to bypass armor at the cost of move speed. \nEarly Varangian Guard: Man-at-Arms replacement. Use the Berserking ability to increase damage at the cost of armor. Can construct Transport Ships and increase armor of transports when garrisoned.\nRiddari: Knight replacement. Heavy cavalry with an ability to throw axes from range for a period of time.\nCheirosiphon: A ram equipped with a short ranged Greek Fire attack.\nDromon: Springald Ship replacement. Equipped with Greek Fire."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/macedonian.json",
"description": "Emperor Basil II employed Varangians to defend against revolts fomented by Byzantine nobles. Arriving on ships from the north, these foreign-born warriors were not swayed by Byzantine politics and culture, creating an elite shock division protecting emperors for centuries to come. The Macedonian Dynasty mints Silver as a unique resource to spend at Varangian Arsenals, sharpening their blades and honing their skills while they protect the Emperor.",
"civilization": "macedonian_dynasty"
},
{
"name": "Knights Templar",
"classes": "Pilgrims, Commanderies, Knights",
"overview": [
{
"list": [
"Age Up at the Town Center by establishing a Commanderie.",
"Commanderies permanently unlock units and bonuses.",
"Pilgrims generate gold by traveling to Sacred Sites.",
"Build Fortresses in the Feudal Age.",
"Fortresses increase the range of nearby units and health of nearby Stone Walls.",
"Fortresses act as Landmarks, but can be fully destroyed.",
"Lumberjacks deposit wood automatically and gather faster with each Age.",
"Siege Workshops and Siege Engines cost less wood.",
"Trebuchets fire an additional projectile."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Establish Commanderies",
"description": "Age Up at the Town Center by establishing one of three unique Commanderies. Each Commanderie permanently unlocks a unique unit and bonus."
},
{
"list": [],
"title": "Frankish Defensive Schemes",
"description": "Fortresses replace Keeps and are available in the Feudal Age.\nRanged units positioned near a Fortress have +15% increased attack range, and Stone Walls placed within the influence of a Fortress or the Templar Headquarters have +25% increased health and gain a default arrow.\nFortresses behave as Landmarks but can be fully destroyed."
},
{
"list": [],
"title": "Pilgrimage",
"description": "The Knights Templar cannot train Traders, instead they generate gold from successful pilgrimages. Upon reaching the Feudal Age, the Knights Templar may offer Safe Passage for Pilgrims to travel to a Sacred Site.\nEvery 60 seconds, a group of Pilgrims will travel from the Templar Headquarters to the selected Sacred Site, generating gold upon arrival based on the distance traveled. The size of the group is increased by 1 for each active Fortress up to a maximum of 10.\nSacred Sites and Relics are revealed at the start of the game."
},
{
"list": [],
"title": "Coastal Harbors",
"description": "Build Harbors instead of Docks, which are more expensive but have increased health, a stronger emplacement, more garrison space for fishing ships, and increase the health of nearby ships."
},
{
"list": [],
"title": "Landscape Preservation",
"description": "Villagers automatically deposit wood without a Lumber Camp.\nWood is gathered +20% faster in each Age and 20% of the wood gathered is produced as additional food."
},
{
"list": [],
"title": "Siege Experts",
"description": "Trebuchets fire additional projectiles and can be deployed atop Fortresses with a unique emplacement.\nSiege Workshops and Siege Engines cost -25% less wood."
},
{
"list": [],
"title": "Unique Units",
"description": "Templar Brother: Knight replacement. More expensive than a regular Knight, but has additional health and damage.\nFeudal Age\nKnight Hospitaller Commanderie - Hospitaller Knight: Heavy Melee Infantry that can heal nearby friendly units.\nKingdom of France Commanderie - Chevalier Confrere: Heavy Cavalry that is cheaper than a regular Knight. Gains additional health for each nearby Heavy Cavalry unit.\nPrincipality of Antioch Commanderie - Serjeant: Heavy Infantry with high melee armor. Throws axes which deal melee damage from range.\nCastle Age\nAngevin Empire Commanderie - Heavy Spearman: Armored Spearman that is stronger around Fortresses.\nRepublic of Genoa Commanderie - Genoese Crossbowman: Expensive Crossbowman that deals additional damage to melee infantry.\nKingdom of Castile Commanderie - Genitour: Mounted Javelineer that excels against ranged units.\nImperial Age\nKingdom of Poland Commanderie - Szlachta Cavalry: Elite Cavalry with exceptional ranged armor. Slows the attacks of enemies it damages and deals additional damage to light infantry.\nTeutonic Order Commanderie - Teutonic Knight: Absurdly Powerful Heavy Infantry that gains power for each enemy felled in combat. Reduces the armor of nearby enemies.\nRepublic of Venice Commanderie - Condottiero: Fast infantry that costs only gold. Strong against Gunpowder units.\nVenetian Galley: Large oared vessel with a long range forward mounted Trebuchet.\nVenetian Trader: Expensive but fast moving trader. Max Build limit of 5."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/templar.json",
"description": "Founded to protect the meek and weary, the Knights Templar establish Commanderies throughout Europe to call on their allies. Fielding a spectacular array of heavy troops, the Templars lead the charge into battle with discipline and heart. Fortresses dot the carefully cultivated landscape, providing key defensive positions and safe haven to the pilgrims they protect.",
"civilization": "knights_templar"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}