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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1833,
1933,
1933
],
"destroyed": [
2086,
2090,
2091,
2092,
2094,
2096,
2097,
2099,
2105,
2106,
2107,
2109
],
"constructed": [],
"createdCount": 76,
"destroyedCount": 12
},
{
"icon": "icons/races/templar/upgrades/lettre_de_change",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 9000053,
"finished": [
1832
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "https://data.aoe4world.com/images/buildings/monastery-3.png",
"name": "Monastery",
"type": "Building",
"costs": {
"food": 0,
"gold": 0,
"wood": 200,
"stone": 0,
"total": 200
},
"pbgid": 5000235,
"finished": [],
"destroyed": [],
"constructed": [
1855
],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "https://data.aoe4world.com/images/buildings/university-4.png",
"name": "University",
"type": "Building",
"costs": {
"food": 0,
"gold": 0,
"wood": 450,
"stone": 0,
"total": 450
},
"pbgid": 5000230,
"finished": [],
"destroyed": [],
"constructed": [
1857
],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/mining3_cupellation",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 171824,
"finished": [
1883
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/templar/upgrades/fanaticism",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 9000054,
"finished": [
1928
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_armor_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188116,
"finished": [
1939
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/ranged_armor_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188266,
"finished": [
1944
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/elite_army_tactics",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 190779,
"finished": [
1957
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_armor_technology_2",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188121,
"finished": [
2002
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/ranged_armor_technology_2",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188267,
"finished": [
2005
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/ranged_armor_technology_3",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188268,
"finished": [
2066
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_armor_technology_3",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 188122,
"finished": [
2067
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
},
{
"icon": "icons/races/common/upgrades/melee_damage_technology_1",
"name": null,
"type": "Upgrade",
"costs": null,
"pbgid": 187694,
"finished": [
2072
],
"destroyed": [],
"constructed": [],
"createdCount": 1,
"destroyedCount": 0
}
],
"performance": {
"rank": 5,
"score": 5.9,
"method": "Value-weighted deterministic score; enemy value is estimated from team losses by military unit-kill share",
"unitValueLost": 8875,
"villagerLosses": 133,
"unitValueCreated": 27195,
"buildingValueLost": 600,
"buildingValueCreated": 14700,
"militaryTradeEfficiency": 0.616,
"estimatedEnemyUnitValueDestroyed": 14231
},
"ageUpTimings": {
"castleAge": 1062,
"feudalAge": 247,
"imperialAge": 1633
},
"civilization": "knights_templar",
"relicsCollected": 0,
"resourceSnapshots": [
{
"total": 0,
"economy": 0,
"society": 0,
"military": 0,
"foodPerMin": 0,
"goldPerMin": 0,
"technology": 0,
"woodPerMin": 0,
"stonePerMin": 0,
"timeSeconds": 0,
"villagerCount": 6
},
{
"total": 193,
"economy": 180,
"society": 0,
"military": 13,
"foodPerMin": 106,
"goldPerMin": 0,
"technology": 0,
"woodPerMin": 253,
"stonePerMin": 180,
"timeSeconds": 240,
"villagerCount": 15
},
{
"total": 773,
"economy": 640,
"society": 120,
"military": 13,
"foodPerMin": 381,
"goldPerMin": 10,
"technology": 0,
"woodPerMin": 207,
"stonePerMin": 340,
"timeSeconds": 480,
"villagerCount": 32
},
{
"total": 1540,
"economy": 1040,
"society": 300,
"military": 0,
"foodPerMin": 426,
"goldPerMin": 455,
"technology": 200,
"woodPerMin": 255,
"stonePerMin": 687,
"timeSeconds": 720,
"villagerCount": 67
},
{
"total": 3065,
"economy": 1585,
"society": 1200,
"military": 0,
"foodPerMin": 796,
"goldPerMin": 652,
"technology": 280,
"woodPerMin": 154,
"stonePerMin": 1410,
"timeSeconds": 960,
"villagerCount": 101
},
{
"total": 5125,
"economy": 1705,
"society": 2820,
"military": 10,
"foodPerMin": 690,
"goldPerMin": 2288,
"technology": 590,
"woodPerMin": 149,
"stonePerMin": 915,
"timeSeconds": 1200,
"villagerCount": 99
},
{
"total": 4830,
"economy": 1490,
"society": 3180,
"military": -500,
"foodPerMin": 728,
"goldPerMin": 2059,
"technology": 660,
"woodPerMin": 116,
"stonePerMin": 753,
"timeSeconds": 1440,
"villagerCount": 62
},
{
"total": 5435,
"economy": 1860,
"society": 4260,
"military": -1520,
"foodPerMin": 830,
"goldPerMin": 1872,
"technology": 835,
"woodPerMin": 1074,
"stonePerMin": 0,
"timeSeconds": 1680,
"villagerCount": 69
},
{
"total": 8325,
"economy": 3660,
"society": 4980,
"military": -1520,
"foodPerMin": 3616,
"goldPerMin": 2864,
"technology": 1205,
"woodPerMin": 231,
"stonePerMin": 0,
"timeSeconds": 1920,
"villagerCount": 127
},
{
"total": 11184,
"economy": 3810,
"society": 4980,
"military": 244,
"foodPerMin": 3782,
"goldPerMin": 3370,
"technology": 2150,
"woodPerMin": 687,
"stonePerMin": 0,
"timeSeconds": 2120,
"villagerCount": 136
}
],
"totalResourcesSpent": {
"food": 30970,
"gold": 36914,
"wood": 15425,
"stone": 15633,
"total": 98942,
"oliveoil": 0
},
"totalResourcesGathered": {
"food": 36129,
"gold": 41513,
"wood": 16769,
"stone": 15647,
"total": 110058,
"oliveoil": 0
}
}
],
"duration": 2167,
"mapBiome": null,
"startedAt": 1784585431,
"winReason": "Surrender",
"finishedAt": 1784587598,
"leaderboard": "rm_4v4",
"summaryVersion": 16,
"analysisVersion": 1,
"spectatorsCount": 0,
"civilizationContexts": [
{
"name": "Abbasid Dynasty",
"classes": "Technology, Camels, City Planning",
"overview": [
{
"list": [
"Research unique technologies that benefit Camels, Military, Religion, Economy, and Trade.",
"Camel units reduce damage by -20% to nearby enemy horse cavalry.",
"Mills constructed near Berry Bushes create Orchards, increasing Food capacity by +100.",
"Gather from Berry Bushes +25% faster but cannot gather from Boar.",
"Berry carry capacity increased +3.",
"Land Traders are -33% cheaper.",
"Docks are -50% cheaper.",
"Age up without the need for Villagers by upgrading wings on the House of Wisdom.",
"Enter a Golden Age by constructing buildings in the House of Wisdoms influence, increasing resource gather rate, research times, and production speed."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Pursuit of Knowledge",
"description": "Embrace the Abbasids' pursuit of knowledge through researching unique technologies that benefit Camels, Military, Religion, Economy, and Trade.\nAdvance the ages by upgrading up to 4 Wings on the House of Wisdom."
},
{
"list": [],
"title": "Camel Fighters",
"description": "Camels spook enemy horse cavalry with their presence, reducing their damage by -20%."
},
{
"list": [],
"title": "Siege Experts",
"description": "Infantry can construct Rams, Siege Towers, Springalds, and Mangonels without the need for Siege Engineering technology."
},
{
"list": [],
"title": "Grand Orchards",
"description": "Cultivate Berry Bushes into Orchards by building Mills near them, increasing Food capacity by +100.\nVillagers gather Berry Bushes 25% faster but cannot gather from Boar.\nVillagers carry +3 Food from Berry Bushes."
},
{
"list": [],
"title": "Trade Economy",
"description": "Land Traders are 33% cheaper."
},
{
"list": [],
"title": "Dockyards",
"description": "Docks can be constructed for -50% Wood."
},
{
"list": [],
"title": "Golden Age",
"description": "Build towards your Golden Age – improving economy and technology.\nBuildings within the House of Wisdom's influence receive +5 fire armor and contribute one point towards the Golden Age. The threshold for unlocks are 10, 30, and 60 buildings.\n• Tier 1: Villager gather rate +15%\n• Tier 2: Research speed +20%\n• Tier 3: Villager gathering rate +20% for all resources. Research speeds +20%. Production speeds +20%."
},
{
"list": [],
"title": "Unique Units",
"description": "Camel Archers: Light ranged cavalry that deals bonus damage to light melee infantry.\nCamel Riders: Light melee cavalry that deals bonus damage to cavalry.\nGhulam: Tough infantry with a double strike attack."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/abbasid.json",
"description": "The Abbasid Dynasty pursues a flourishing Golden Age by concentrating structures around their House of Wisdom, allowing them to unlock significant economic advantages. The House of Wisdom also drives progress through the Ages and grants access to advanced technology. Abbasid camel units are expert at countering enemy cavalry.",
"civilization": "abbasid_dynasty"
},
{
"name": "Sengoku Daimyo",
"classes": "Agriculture, Daimyo, City Planning",
"overview": [
{
"list": [
"Daimyo Estates can be dedicated to a clan to provide bonuses to melee infantry, cavalry or ranged infantry.",
"Farmhouses are Food drop-off sites in addition to providing Population.",
"The Matsuri is a unique early Market that can recruit Yatai which can passively gather food from nearby Food sources.",
"Survival Techniques researched by default.",
"Forges are Gold and Stone drop-off sites in addition to containing military upgrades.",
"Gold deposited by Villagers generates bonus Stone and vice versa.",
"Extra melee damage upgrade accessible in the Dark Age (I).",
"Ikko-ikki are combat monks that can be recruited from Buddhist Monasteries that heal while attacking.",
"Keeps come equipped with Rocket Emplacements and increased health in the Imperial Age (IV).",
"Fishing Boats are cheaper to produce.",
"The location of all Deer and Boar are revealed on the map."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Daimyo Estate",
"description": "Daimyo Estates are unique buildings that can be dedicated to one of three clans. Hojo clan which improves melee infantry, Oda clan which improves ranged infantry, or Takeda clan which improves cavalry. The Daimyo Estate also has an influence that increases production speed of military buildings."
},
{
"list": [],
"title": "Yatai and Matsuri",
"description": "The Matsuri is a unique early Market that can produce Yatai. The Yatai is a unique worker unit that will slowly generate food from Food sources within 2 tiles without killing or consuming them. If the Yatai collects enough Food it will send a Food Trader back to the Matsuri which improves an aura that increases the gather rate of nearby villagers."
},
{
"list": [],
"title": "Farmhouse & Forge",
"description": "The Forge is a Gold and Stone drop-off and replaces the Mining Camp and Blacksmith. Additionally, it provides extra melee damage technology in the Dark Age (I). The Farmhouse both provides population and replaces the Mill as a Food drop-off."
},
{
"list": [],
"title": "Oda's Fortress",
"description": "Access a more powerful Keep in the Imperial Age (IV) that comes with increased health and Rocket Emplacements for a higher cost. Rockets attack quickly and deal massive damage to single targets."
},
{
"list": [],
"title": "Silver Mining",
"description": "When Villagers deposit Gold, 20% extra Stone is also produced and vice versa."
},
{
"list": [],
"title": "Fishing Village",
"description": "Fishing Boats are produced 25% cheaper."
},
{
"list": [],
"title": "Deer and Boar Reveal",
"description": "The location of all Deer and Boar are revealed on the map."
},
{
"list": [
"Yatai: Worker unit that will passively collect food from nearby Food sources without killing or consuming them.",
"Yari Cavalry: Fast cavalry effective at raiding, flanking, and countering ranged units. Bonus damage against cavalry.",
"Daimyo: High health and damage melee cavalry that provides an aura that increases attack speed of nearby military units. Effective against melee units. Limited to one per Daimyo Estate built.",
"Yumi Ashigaru: Archer with improved move speed for reduced cost and health.",
"Ikko-ikki Monk: Warrior Monk with strong combat capabilities that heals nearby units when attacking. Does not have a targeted heal ability.",
"Kanabo Samurai: Tough infantry with good damage. Deals bonus damage based on the max health of the enemy.",
"Early Ozutsu: Heavy ranged gunpowder infantry that has a huge handheld cannon with high siege and splash damage."
],
"title": "Unique Units",
"description": null
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/sengoku.json",
"description": "The Sengoku Jidai was an era of shifting alliances and ceaseless warfare. Three rival clans can be supported to gain powerful advantages to your ranged infantry, melee infantry or cavalry. Even in the midst of war there was time for celebration; the Matsuri festival is the heart of commerce and trade providing powerful bonuses to their economy.",
"civilization": "sengoku_daimyo"
},
{
"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": "Ottomans",
"classes": "Imperial Council, Military Schools, Siege",
"overview": [
{
"list": [
"Training units and advancing the ages grant experience towards Vizier Points, the higher cost of the action, the more experience is earned. Gain up to five Vizier Points and spend them to unlock powerful unique Ottoman bonuses.",
"Military Schools can produce units continuously at no cost.",
"Influence from Blacksmiths and Universities provide increased military unit production speeds after each age up.",
"Military and technology buildings are cheaper.",
"Janissary handcannoneer unit available in the Castle Age (III). Able to repair siege engines.",
"Mehter war drummer enhances the attack and defenses of nearby military units.",
"Field the Great Bombard siege engine with longer range and area damage.",
"Produce the Grand Galley ship that can convert into a floating Military School.",
"Movement speed of Trade Ships and Transport Ships increased.",
"Cannot harvest Boar."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Military School Training",
"description": "Construct the Military School building that can produce a specific type of unit continuously at no cost, however they are produced at a slower rate."
},
{
"list": [],
"title": "Imperial Council",
"description": "Training units and advancing through the ages will grant experience towards Vizier Points, the higher cost of the action, the more experience earned. Gain up to five Vizier Points and spend them to unlock powerful unique Ottoman bonuses."
},
{
"list": [],
"title": "Military Inducement",
"description": "Train, upgrade, and assemble an army with cheaper military and technology buildings."
},
{
"list": [],
"title": "Shipping Routes",
"description": "Movement speed of Trade Ships, Fishing Boats, and Transport Ships increased."
},
{
"list": [],
"title": "Influence",
"description": "Military production buildings constructed within the influence of a Blacksmith or University gain increased production speed with each age up."
},
{
"list": [],
"title": "Unique Units",
"description": "Sipahi: Horseman replacement. Activate the Fortitude ability to attack faster but receive more damage from melee weapons.\nMehter: Mounted war drummer that provides military enhancements to nearby units when toggling the War Drums ability.\n• Attack Drums: Increased attack speed.\n• Melee Defense Drums: Increased melee armor.\n• Ranged Defense Drums: Increased ranged armor.\nJanissary: Powerful handcannoneer that can repair siege engines and deal bonus damage to cavalry.\nGrand Galley: Large war galley that can convert into a floating Military School.\nGreat Bombard: Largest gunpowder siege engine that can be fielded. Has long range and area damage attack.\nAkinji: Long-ranged cavalry which fires two arrows in quick succession. Must be unlocked through the Imperial Council."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/ottomans.json",
"description": "The Ottoman Army can expand to dominate the battlefield, supported by Military Schools that are able to continuously produce units to swell the ranks of their formations. Supporting those formations, the Mehter war drums signal the highly trained troops to take situational advantage.",
"civilization": "ottomans"
},
{
"name": "Malians",
"classes": "Gold Economy, Infantry, Cattle",
"overview": [
{
"list": [
"Construct Pit Mines on Gold Veins to generate Gold without depleting the deposit.",
"Produce Cattle from Mills in the Dark Age (I). Malian Villagers harvest Food from Cattle faster than other civilizations or they can be garrisoned in a Cattle Ranch for Food over time.",
"Musofadi units can use the Activate Stealth ability to setup ambush attacks.",
"Five unique units with a different take on the counter system.",
"Veteran unit technologies are researched in half the time and cost.",
"Gold collected from Trader routes reduce the research time of future technologies.",
"Traders and Trade Ships that pass by Toll Outposts instantly provide bonus Gold based on the amount of Gold being carried. Does not generate any bonus tax if a toll outpost is built within range of another one.",
"Fishing Boats drop off 10% of their Food as Gold.",
"Movement speed of all ships is increased when near Docks.",
"Transport Ships attack with javelins for each unit garrisoned.",
"Houses construct twice as fast, but are half cost and provide half the amount of Population.",
"Cannot harvest Boar"
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Pit Mines",
"description": "Wield a superior Gold economy and construct the Pit Mine over top of Gold Veins in the Dark Age (I) to generate Gold without depleting it. Villagers can mine Gold while the Pit Mine is active.\nIf the Gold Vein is completely exhausted, the Pit Mine will continue to extract Gold from the deposit."
},
{
"list": [],
"title": "Influence - Mining Communities",
"description": "Each House and Mining Camp constructed within the influence of Pit Mines increases its Gold generation.\nTown Centers cost gold instead of stone to construct."
},
{
"list": [],
"title": "Cattle & Ranches",
"description": "Produce Cattle from Mills in the Dark Age (I). Malian Villagers harvest Food from Cattle faster than other civilizations or they can be garrisoned in a Cattle Ranch for Food over time."
},
{
"list": [],
"title": "Musofadi Pathfinder",
"description": "Musofadi Warrior and Musofadi Gunner unique units can use the Activate Stealth ability to sneak around and create ambush opportunities."
},
{
"list": [],
"title": "Farari's Knowledge",
"description": "Veteran unit technologies unlocked in the Castle Age (III) are researched at half the time and cost."
},
{
"list": [],
"title": "Toll Outposts",
"description": "Traders and Trade Ships that pass by Toll Outposts instantly provide bonus resources based on the current trade targets. Does not generate any bonus tax if a Toll Outpost is built within range of another one."
},
{
"list": [],
"title": "Manuscript Trade",
"description": "Gold collected from completed Trader routes lower the research time of future technologies."
},
{
"list": [],
"title": "Fish Processing",
"description": "Fishing Boats drop off 10% of their Food as Gold."
},
{
"list": [],
"title": "Landing Parties",
"description": "Movement speed of all ships increased when near their Docks.\nTransport Ships attack with javelins for each unit garrisoned."
},
{
"list": [
"Donso: Spearman replacement. Light melee infantry with increased health and melee armor that can periodically throw a javelin.",
"Warrior Scout: Light cavalry that can improve damage, move speed, health, and health regeneration.",
"Musofadi Warrior: Fast, light, anti-armor infantry that can use the Activate Stealth ability.",
"Javelin Thrower: Anti-ranged infantry that throws a javelin from extended range.",
"Sofa: Faster heavy cavalry with reduced cost, health, and armor.",
"Musofadi Gunner: Faster moving handcannoneer that can use the Activate Stealth ability."
],
"title": "Unique Units",
"description": null
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/malians.json",
"description": "The Malian economy booms with options for gold and food production. Claiming gold deposits for their Pit Mines, they leverage that growth to produce unique infantry units that strike from stealth and hurl javelins at enemies.",
"civilization": "malians"
},
{
"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": "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": []
}