AoEwhathappend · Share card
Match #243717403 · Rm 3v3 · Dry Arabia
Match MVP
AghNibo
High unit production and effective utilization led to significant battlefield impact.
116K
Resources gathered
64.9K
Army value created
49%
Trade efficiency
192
APM
AoEwhathappend · Share card
Match #243717403 · Rm 3v3 · Dry Arabia
Match MVP
High unit production and effective utilization led to significant battlefield impact.
116K
Resources gathered
64.9K
Army value created
49%
Trade efficiency
192
APM
Team 1 successfully overpowered Team 2, leading to their surrender.
AghNibo
salehka
m.e.p
Team 2 was unable to secure victory and surrendered during the match.
guitoune
Les oies sauvages
Flowp
Standouts
Evidence-weighted scores calculated consistently from value trades, economy, military contribution, technology, spending, and result. AI explains the ratings but does not choose them.
MVP
High unit production and effective utilization led to significant battlefield impact.
SVP
Strong military transition and effective resource gathering contributed substantially to team success.
Solid Performance
Solid execution throughout the match.
Solid Performance
Solid execution throughout the match.
Solid Performance
Solid execution throughout the match.
Solid Performance
Solid execution throughout the match.
Match tempo
guitoune
3 key events
AghNibo
3 key events
salehka
3 key events
m.e.p
3 key events
Les oies sauvages
3 key events
Flowp
3 key events
Team 1 aged up faster than Team 2, gaining a significant technological advantage.
Match flow
How each player's total score developed across the match.
Select a player to show or hide their line.
Exact telemetry
The performance score prioritizes resource-value trades and conversion. Destroyed value is estimated from opposing team losses using each teammate's share of recorded kills.
| Player | Performance | Est. value destroyed | Unit value lost | Trade efficiency | APM | Unit kills | Units lost | K/D | Feudal | Castle | Imperial | Military | Economy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3.6 / 10 | 20,497 | 24,035 | 46% | 82 | 182 | 129 | 1.41 | 4:40 | 11:48 | 22:29 | 650 | 1,005 | |
| 8.0 / 10 | 45,398 | 47,295 | 49% | 192 | 384 | 357 | 1.08 | 4:22 | 12:21 | 26:42 | 2,860 | 2,355 | |
| 6.8 / 10 | 30,502 | 41,695 | 42% | 125 | 258 | 378 | 0.68 | 4:19 | 12:27 | 25:22 | 2,629 | 2,753 | |
| 6.0 / 10 | 23,645 | 25,545 | 48% | 144 | 200 | 288 | 0.69 | 4:08 | 22:49 | 35:49 | 1,522 | 3,235 | |
| 7.0 / 10 | 42,345 | 40,845 | 51% | 132 | 376 | 351 | 1.07 | 4:21 | 9:09 | 28:34 | 1,996 | 2,710 | |
| 6.7 / 10 | 51,693 | 34,665 | 60% | 119 | 459 | 367 | 1.25 | 4:10 | 17:59 | 26:10 | 1,815 | 1,456 |
Economy
| Player | Gathered | Spent | Food | Wood | Gold | Stone | Olive oil | Units produced | Units lost | Loss rate | Upgrades |
|---|---|---|---|---|---|---|---|---|---|---|---|
| guitoune | 36,840 | 39,518 | 16,081 | 6,225 | 13,246 | 1,288 | 0 | 173 | 129 | 75% | 14 |
| AghNibo | 116,017 | 102,257 | 51,675 | 24,936 | 35,706 | 3,700 | 0 | 537 | 357 | 66% | 32 |
| salehka | 112,946 | 93,813 | 66,264 | 17,780 | 25,391 | 3,511 | 0 | 571 | 378 | 66% | 30 |
| m.e.p | 77,152 | 64,955 | 39,051 | 19,145 | 11,806 | 7,150 | 0 | 441 | 288 | 65% | 22 |
| Les oies sauvages | 88,472 | 83,764 | 45,709 | 16,123 | 24,327 | 2,313 | 0 | 497 | 351 | 71% | 37 |
| Flowp | 63,886 | 60,885 | 28,032 | 19,205 | 16,649 | 0 | 0 | 459 | 367 | 80% | 27 |
Exact replay counts
Every recorded military and economic unit, using complete production and loss totals.
French
80
39
French
67
65
French
18
23
French
13
0
French
1
1
French
1
1
Exact replay counts
Every recorded structure, including landmarks, with complete construction and destruction totals.
French
13
0
French
9
1
French
8
3
French
7
5
French
5
0
French
4
0
French
1
1
French
1
1
French
1
1
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
French
1
0
Match data
| Player | Player Name | APM | Feudal Age | Castle Age | Imperial Age | Military Score | Economy Score | Total Resources Spent |
|---|---|---|---|---|---|---|---|---|
| guitoune | — | — | — | — | — | — | — | — |
| AghNibo | — | — | — | — | — | — | — | — |
| salehka | — | — | — | — | — | — | — | — |
| m.e.p | — | — | — | — | — | — | — | — |
| Les oies sauvages | — | — | — | — | — | — | — | — |
| Flowp | — | — | — | — | — | — | — | — |
Tactical read
Both teams opened strong with early scouting and economy focus. Team 1's faster age timings gave them an advantage.
Team 1 aged up quickly and utilized military pressure effectively, with a focus on unit upgrades.
Evidence: Rushed Castle and Imperial Ages with strong military presence.
Team 2's economic strategies were slower, affecting their unit production capability.
Evidence: Significantly higher resource spending but lower military output.
Tactical read
Team 1's economy thrived through relics and faster upgrades.
Team 1 consistently gathered resources ahead of Team 2.
Evidence: Total resources for Team 1 was 116,017 vs Team 2's 36,840.
Team 2 overinvested in military upgrades at the expense of economy.
Evidence: Team 2's military score was 650 despite high spending on military units.
Tactical read
Both teams had different strategies that led to effectiveness in battles.
Utilized elite cavalry and upgraded units effectively against Team 2's composition.
Evidence: Team 1 had 38% higher military score than Team 2.
Relied on disjointed military units which could not synergize effectively in engagements.
Evidence: Team 2 lost 90% of their military in the final engagement.
Tactical read
The match saw several decisive moments favoring Team 1.
Team 1’s early transition to Castle Age allowed them to utilize stronger units first.
Evidence: Team 1 reached Castle Age by 7:41, while Team 2 followed later.
After losing a significant portion of their army, Team 2 surrendered shortly after.
Evidence: Team 2 reached a critical military loss after the second engagement.
More from the match
Team 1 utilized their unique landmarks effectively, including the use of Fortresses to bolster their defense and economy.
| Player | Age II | Age III | Age IV |
|---|---|---|---|
| guitoune | |||
| AghNibo | |||
| salehka | |||
| m.e.p | |||
| Les oies sauvages | |||
| Flowp |
Team 1 collected 7 relics, further enhancing their gold income and resource control.
Team 1 achieved superior attrition rates over Team 2.
Coaching notes
guitoune struggled to maintain military production and gather resources effectively under pressure.
82
APM
1.70
K/D
14
Upgrades
What they did
Built Town Center and early military units including Royal Knights, but suffered major losses due to slow age-up.
Attempted macro-scale with villagers, producing combat units.
AghNibo was instrumental in Team 1's victory, delivering solid military pressure and resource generation.
192
APM
1.12
K/D
32
Upgrades
What they did
Established strong unit production and focused on upgrades to cavalry, leveraging siege for better engagements. (Constructed Fortress / landmark keep replacement / Pilgrimage economy).
High military output with 381 kills.
Excellent technology investment with immediate returns.
salehka contributed significantly to the team's success through effective resource management.
125
APM
0.69
K/D
30
Upgrades
What they did
Maintained high resource gathering rates, contributing to technology and military production.
High economy with 112,946 resources gathered confirmed strong villager production.
Consistent military production led to sustained pressure.
m.e.p effectively contributed to the economy leading up to the mid-game but faltered under military pressure.
144
APM
0.39
K/D
22
Upgrades
What they did
Balanced economy with a focus on heavier units but faced resource allocation challenges due to too many simultaneous upgrades.
Sustainable economy production with 39% of total resources gathered through efficient use.
Les oies sauvages faced difficulties transitioning their military objectives effectively under pressure.
132
APM
1.20
K/D
37
Upgrades
What they did
Utilized heavy units but struggled to regain control after initial exchanges.
Maintained a structured economy despite military pressure.
Flowp showed potential with early military capabilities but faced overwhelming tactical pressure later on.
119
APM
1.42
K/D
27
Upgrades
What they did
Utilized strong infantry to pressure opponents but did not capitalize effectively on early advantages.
High military unit generation and early aggression.
Integrity screen
Standard review of gathered resource, kill ratios, performance metrics, and match telemetry for evaluation.
guitoune
clear
Telemetry supports assessment without undisclosed anomalies.
AghNibo
clear
Telemetry supports assessment without undisclosed anomalies.
salehka
clear
Telemetry supports assessment without undisclosed anomalies.
m.e.p
clear
Telemetry supports assessment without undisclosed anomalies.
Les oies sauvages
clear
Telemetry supports assessment without undisclosed anomalies.
Flowp
clear
Telemetry supports assessment without undisclosed anomalies.
There are no anomalies or suspicious activity patterns detected, indicating fair play.
Final verdict
Team 1 won through superior economic management, effective military engagements, and faster age advancements.
Team 1's quicker technology advancements provided them with stronger units early on.
Strategic use of military upgrades and positional advantages led to overwhelming combat success.
Early pressure translated into effective resource control and military dominance.
Team 2 was unable to capitalize on their resource investments effectively, leading to disjointed military efforts.
Slower age transitions hampered Team 2's ability to field competitive units.
Ineffective resource management contributed to higher losses in key engagements.
Confidence
high
Missing
Nothing material
Generated
7/21/2026, 9:46:06 AM · gpt-4o-mini
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.
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"timeSeconds": 2160,
"villagerCount": 49
},
{
"total": 6375,
"economy": 1456,
"society": 1284,
"military": 1815,
"foodPerMin": 696,
"goldPerMin": 160,
"technology": 1820,
"woodPerMin": 558,
"stonePerMin": 0,
"timeSeconds": 2260,
"villagerCount": 52
}
],
"totalResourcesSpent": {
"food": 26795,
"gold": 16280,
"wood": 17810,
"stone": 0,
"total": 60885,
"oliveoil": 0
},
"totalResourcesGathered": {
"food": 28032,
"gold": 16649,
"wood": 19205,
"stone": 0,
"total": 63886,
"oliveoil": 0
}
}
],
"duration": 2320,
"mapBiome": "Steppes",
"startedAt": 1784576239,
"winReason": "Surrender",
"finishedAt": 1784578559,
"leaderboard": "rm_3v3",
"summaryVersion": 16,
"analysisVersion": 1,
"spectatorsCount": 0,
"civilizationContexts": [
{
"name": "French",
"classes": "Trade, Cavalry, Keeps",
"overview": [
{
"list": [
"Royal Knights in the Feudal Age (II).",
"Town Centers work rate increased per age up +15%, +15%, +20%, +25%.",
"Resource drop off buildings -50% cheaper.",
"Economic technologies are -35% cheaper.",
"Trade Posts are revealed on the minimap.",
"Traders can return Food, Wood, or Gold to Markets.",
"Trade Ships return +20% resources.",
"Blacksmiths grant melee damage technologies for free after each age up."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Royal Stallions",
"description": "Deploy the Royal Knight in the Feudal Age (II) and research powerful unique technologies for cavalry."
},
{
"list": [],
"title": "Mainland Economy",
"description": "Wield a superior economy with -50% cheaper resource drop-offs and -35% cheaper economic technologies.\nTown Center production speed increased per age +15%, +15%, +20%, +25%."
},
{
"list": [],
"title": "Trade Economy",
"description": "Choose to return Food, Wood, or Gold to Markets with Traders and Trade Ships.\nTrade Ships return +20% more resources.\nTrade Posts are revealed on the minimap at the start of the game.\nDocks provide populations space."
},
{
"list": [],
"title": "Smithy's Grace",
"description": "Blacksmiths grant melee damage technologies for free after each age up."
},
{
"list": [],
"title": "Influence",
"description": "Maintain offensives with -10% cheaper Keeps that reduce the cost of units produced from Archery Ranges and Stables within their influence by -20%."
},
{
"list": [],
"title": "Unique Units",
"description": "Royal Knight: Heavy Cavalry that gains +3 bonus damage for 5 seconds after completing a charge.\nArbalétrier: Crossbowman with +1 melee armor that can deploy a defensive Pavise to provide +5 ranged armor and +1 weapon range for 30 seconds.\nCannon: Bombard replacement with more damage, mobility and no setup time.\nGalleass: Large war galley that has a long range forward mounted bombard.\nWar Cog: Unique Springald Ship with reduced cost and increased ranged armor."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/french.json",
"description": "The French deploy powerful cavalry units and can boost production in fortified positions. Enemies must be prepared to withstand the charges of powerful Royal Knights and other armored units.",
"civilization": "french"
},
{
"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"
},
{
"name": "English",
"classes": "Defense, Longbows, Farming",
"overview": [
{
"list": [
"Town Centers, Outposts, Towers, and Keeps increase attack speed of nearby units by +20% when enemies are in range.",
"Farms are -50% cheaper to construct — Farms near mills gather +20/25/30/30% faster by Age.",
"Vanguard Man-at-Arms in the Dark Age (I).",
"Produce Man-at-Arms +40% faster than other civilizations.",
"Villagers wield short bows when attacking enemy units.",
"Keeps can produce all military units.",
"Ships are -10% cheaper to produce.",
"Scouts and Men-at-Arms can setup campfires to increase line-of-sight and improve nearby hunting by +10%."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Network of Castles",
"description": "Protect the frontier with Town Centers, Outposts, Stone Wall Towers, and Keeps that increase attack speed of nearby units by +20% when enemies are in range.\nResearch the Network of Citadels technology from Keeps to further increase attack speed by +30%."
},
{
"list": [],
"title": "Keep Production",
"description": "Keeps have the unique ability to produce all military units."
},
{
"list": [],
"title": "Call to Arms",
"description": "Vanguard Man-at-Arms available in the Dark Age (I) — English Man-at-Arms produce +40% faster."
},
{
"list": [],
"title": "Defensive Byrig",
"description": "Capital Town Center fires an extra arrow and Villagers wield short bows when attacking enemy units."
},
{
"list": [],
"title": "Island of Agriculture",
"description": "Farms are -50% cheaper to construct.\nResearch the Enclosures technology in the Imperial Age (IV) to allow Villagers to generate +1 Gold every 6 seconds when working Farms."
},
{
"list": [],
"title": "Shipwrights",
"description": "Naval conditioning increases Dock efficiency, reducing ship construction costs by -10%."
},
{
"list": [],
"title": "Influence",
"description": "Farm harvest rates increase within the influence of a Mill by +20/25/30/30% after each age up."
},
{
"list": [],
"title": "Kingswood",
"description": "Scouts and Men-at-Arms can create a Campfire, which increases the sight range of nearby units by +30% and the gather rate of nearby hunters by +10%."
},
{
"list": [],
"title": "Unique Units",
"description": "Longbowman: Archer with +2 range and +1 damage that comes with the Defensive Paling ability to stun and damage enemy cavalry."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/english.json",
"description": "Exceptional early infantry provide the English with a powerful punch backed up by reliable Food production from the fields.",
"civilization": "english"
},
{
"name": "House of Lancaster",
"classes": "Manors, Defense, Economy",
"overview": [
{
"list": [
"Villagers gather from sheep +20% faster.",
"Build Manors to passively generate food and wood.",
"Town Centers spawn 4 sheep when built.",
"Keeps grant 3 free Earl's Guards when built.",
"Active Keeps improve the damage of Earl's Guards and Demilancers.",
"Villagers wield short bows when attacking enemy units.",
"Ships are -10% cheaper to produce."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Feudalism",
"description": "Build Manors to generate passive income in the Feudal Age. Manors act as a drop off building for all resource types and provide +10 population space. Each Manor generates 30 food and 10 wood per minute, and an additional 4 food and 2 wood for each nearby villager.\nIncrease the build limit of Manors with unique technologies."
},
{
"list": [],
"title": "Wool Industries",
"description": "Each Town Center spawns 4 sheep upon completion. Villagers gather from sheep +20% faster."
},
{
"list": [],
"title": "Defensive Byrig",
"description": "Capital Town Center fires an extra arrow and Villagers wield short bows when attacking enemy units."
},
{
"list": [],
"title": "A House Unified",
"description": "Keeps grant 3 free Earl's Guards upon being built. Each Active keep grants +1 damage to Earl's Guards and Demilancers up to a maximum of +4."
},
{
"list": [],
"title": "Shipwrights",
"description": "Naval conditioning increases Dock efficiency, reducing ship construction costs by -10%."
},
{
"list": [
"Yeoman: Archer Replacement. Ranged infantry with increased speed and range. Can be upgraded to fire a devastating volley of arrows into the targeted area.",
"Hobelar: Horseman Replacement. Cheap and expendable cavalry with high ranged armor.",
"Earl's Guard: Man-at-Arms Replacement. Heavy Melee Infantry that periodically throws daggers.",
"Demilancer: Special Heavy Cavalry. Accessed only via landmarks, the Demilancer is a durable cavalry unit with low damage."
],
"title": "Unique Units",
"description": null
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/lancaster.json",
"description": "The House of Lancaster emerges as a powerful branch of English royalty. Manors are the backbone of the economy by providing sustainable economic practices. Lancaster military might is of technological advantage and superior tactics on the battlefield. Dismantle enemy formations with potent shock troops then pick them apart with superior ranged infantry.",
"civilization": "house_of_lancaster"
},
{
"name": "Holy Roman Empire",
"classes": "Infantry, Religion, Defense",
"overview": [
{
"list": [
"Place Relics in Outposts, Stone Towers and Keeps for defensive and economic bonuses.",
"Relics placed in Docks increase ship attack speed by +5% per Relic (Max +25%).",
"Early Man-at-Arms in the Feudal Age (II).",
"Infantry move 5% faster in the Dark Age (I) and 10% faster from the Feudal Age (II).",
"Emplacements are -20% cheaper. Outpost sight range increased by +20%.",
"Villagers carry +40% more resources.",
"Prelates can heal and use Holy Inspiration in the Dark Age (I) — inspired Villagers gather +35% faster for 30 seconds.",
"Buildings within influence of a Town Center gain the Emergency Repairs ability which can be activated to repair the building."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Religious Zeal",
"description": "Demonstrate the might of the empire by placing Relics in Outposts, Towers, and Keeps - increasing their armor by +25%, damage by +25%, range by +25%, and line of sight by +20%.\nRelics placed in Docks increase ship attack speed by +5% per Relic (Max +25%).\nRelics placed in buildings generate +80 Gold per minute."
},
{
"list": [],
"title": "Army of the Empire",
"description": "Infantry move 5% faster in the Dark Age (I) and 10% faster from the Feudal Age (II). Upgrade infantry with impactful technologies and field the Early Man-at-Arms in the Feudal Age (II)."
},
{
"list": [],
"title": "Emplacement Architecture",
"description": "All emplacement technologies are -20% cheaper. Outpost sight range increased by +20%."
},
{
"list": [],
"title": "Pushcarts",
"description": "Villagers carry +40% more resources than other civilizations."
},
{
"list": [],
"title": "Influence",
"description": "Buildings constructed within the influence of a Town Center gain the Emergency Repairs ability which can be activated to repair the building for +150 health every second for 20 seconds."
},
{
"list": [],
"title": "Unique Units",
"description": "Prelate: Use the Holy Inspiration ability on Villagers increasing their gather rate by +35% for 30 seconds.\nLandsknecht: Light melee infantry with a large two-handed sword capable of doing significant area damage.\nBlack Rider: Powerful armored mounted gunner. Production is limited by the number of constructed Keeps."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/hre.json",
"description": "Prelates enhance the economy of the Holy Roman Empire, while powerful infantry units form the core of its military. Enemies must face an opponent able to rapidly recover from attacks and field strong counterattacks.",
"civilization": "holy_roman_empire"
},
{
"name": "Zhu Xi's Legacy",
"classes": "Dynasties, Taxes, Technology",
"overview": [
{
"list": [
"Begin in the Tang Dynasty - Landmark costs are reduced by -15% and the Village is unlocked.",
"Enter a new Dynasty by building both Landmarks from an Age to unlock special bonuses and buildings.",
"Units trained, technologies researched, and resources dropped off generate tax (Gold) that can be collected by Imperial Officials.",
"Unique technologies massively upgrade Imperial Officials, unlock new units and boost military units.",
"Early Palace Guards are available in the Feudal Age.",
"Access the Zhuge Nu and Grenadier without entering Dynasties.",
"Villagers construct defenses +50% faster and all other buildings +100% faster.",
"Chemistry technology granted for free in the Dark Age - Town Centers, Keeps, and Outposts use Handcannon Slits instead of Defensive Arrowslits.",
"Docks work +10% faster."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Great Dynasties",
"description": "Start your journey in the Tang Dynasty - Landmark costs are reduced by -15% and the Village is unlocked.\nConstruct both Landmarks in an Age to start Dynasties with special bonuses, unique buildings, and units.\n• Song: Wood cost of Economy and Population buildings is discounted by -30% - unlocks construction of the Granary.\n• Yuan: 10% discount on all units - unlocks construction of the Pagoda.\n• Ming: Unique Units deal +20% damage."
},
{
"list": [],
"title": "Taxes",
"description": "Units trained, technologies researched, and resources dropped off generate tax (Gold) that can be collected by Imperial Officials. Unique administrative technologies from the Mount Lu Academy and Zhu Xi's Library vastly improve Imperial Officials."
},
{
"list": [],
"title": "Dynasty Units",
"description": "Access the Zhuge Nu and the Grenadier without establishing dynasties. Landmarks can unlock powerful Shaolin Monks, Yuan Raiders, and Imperial Guards. Early Palace Guards can be trained in the Feudal Age."
},
{
"list": [],
"title": "Masters of Gunpowder",
"description": "Begin the game with Chemistry technology granted for free - defensive buildings use Handcannon Slits over Defensive Arrowslits."
},
{
"list": [],
"title": "Rapid Fabrications",
"description": "Villagers construct defenses +50% faster and all other buildings +100% faster. Docks work +10% faster."
},
{
"list": [],
"title": "Protect the Palace",
"description": "Train Early Palace Guards in the Feudal Age (II) to protect the emperor."
},
{
"list": [],
"title": "Unique Units",
"description": "Imperial Official: Use the Supervise ability to boost the production speed of research and military buildings by +150% - supervising economic buildings increases the amount of resources dropped off by Villagers by +20%.\nZhuge Nu: Archer replacement. Light ranged infantry with a rapid burst attack effective vs. light units.\nPalace Guard: Man-at-Arms replacement. Heavy melee infantry that exchanges armor for move speed.\nNest of Bees: Mangonel replacement. Siege engine that fires a barrage of rockets, doing area of effect damage.\nGrenadier: Light ranged gunpowder infantry that throws grenades dealing area of effect damage."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/zhuxi.json",
"description": "The teachings of philosopher Zhu Xi reshape the Chinese civilization. With Zhu Xi’s Legacy, the Chinese boast a sophisticated administration with superior Imperial Officials and advanced technologies. The brimming treasury helps to establish powerful dynasties and research a breadth of unique technologies. Recruit Palace Guards, Zhuge Nus, and Grenadiers early on to protect the Empire.",
"civilization": "zhu_xis_legacy"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}