AoEwhathappend · Share card
Match #243781873 · Qm 4v4 · Mountain Pass
Match MVP
gtmd DLY
High military score and unit efficiency, destroyed substantial enemy forces.
95.5K
Resources gathered
53.3K
Army value created
55%
Trade efficiency
144
APM
Match #243781873 · AI battle report
A public match resulting in a surrender after prolonged gather and skirmishing phases, with both teams utilizing their unique civilizations effectively.
AoEwhathappend · Share card
Match #243781873 · Qm 4v4 · Mountain Pass
Match MVP
High military score and unit efficiency, destroyed substantial enemy forces.
95.5K
Resources gathered
53.3K
Army value created
55%
Trade efficiency
144
APM
Struggled to control resources and lost momentum in military engagements, leading to a surrender.
走向共和
新夜
喊救自己扛
kyte
Controlled resources effectively, maintained military pressure, and executed strategic unit compositions.
50 APM
gtmd DLY
kab
Quack
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.
Most Valuable Player
High military score and unit efficiency, destroyed substantial enemy forces.
Strongest Variable Player
Effective management of economy and military, supporting team leads.
Team Contributor
Maintained economy while scoring crucial kills, supported military.
Potential Improvement Player
Struggled to convert resources into military value, but experienced pressure.
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
走向共和
3 key events
50 APM
3 key events
gtmd DLY
3 key events
新夜
3 key events
喊救自己扛
3 key events
kab
3 key events
Quack
3 key events
kyte
3 key events
Key age advancements and landmark constructions occurred notably at 0:04:36 for Team 2, while Team 1 faced challenges leading to their eventual surrender.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 6.0 / 10 | 29,712 | 52,555 | 36% | 50 | 171 | 348 | 0.49 | 4:26 | 12:03 | 21:19 | 981 | 2,408 | |
| 7.6 / 10 | 34,094 | 42,415 | 45% | 106 | 249 | 192 | 1.30 | 4:06 | 11:01 | 22:49 | 2,610 | 2,510 | |
| 8.6 / 10 | 39,708 | 32,760 | 55% | 144 | 290 | 190 | 1.53 | 4:39 | 12:04 | 19:03 | 3,164 | 3,243 | |
| 4.5 / 10 | 17,028 | 24,215 | 41% | 82 | 98 | 162 | 0.60 | 3:19 | 10:30 | 15:21 | 970 | 1,955 | |
| 6.6 / 10 | 27,280 | 11,750 | 70% | 202 | 157 | 206 | 0.76 | 4:52 | 15:02 | 21:58 | 2,374 | 1,614 | |
| 6.6 / 10 | 19,580 | 10,175 | 66% | 135 | 143 | 92 | 1.55 | 3:28 | 13:37 | 18:07 | 3,302 | 1,980 | |
| 7.9 / 10 | 36,833 | 26,375 | 58% | 186 | 269 | 183 | 1.47 | 4:56 | 12:00 | 19:44 | 3,382 | 2,418 | |
| 7.2 / 10 | 37,705 | 41,695 | 48% | 143 | 217 | 248 | 0.88 | 4:56 | 11:53 | 15:43 | 2,329 | 2,400 |
Economy
| Player | Gathered | Spent | Food | Wood | Gold | Stone | Olive oil | Units produced | Units lost | Loss rate | Upgrades |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 走向共和 | 97,805 | 95,262 | 40,459 | 24,995 | 30,944 | 1,407 | 0 | 444 | 348 | 78% | 43 |
| 50 APM | 99,646 | 93,733 | 45,017 | 26,157 | 27,985 | 487 | 0 | 375 | 192 | 51% | 46 |
| gtmd DLY | 95,512 | 86,500 | 44,908 | 13,061 | 35,210 | 2,333 | 0 | 402 | 190 | 47% | 31 |
| 新夜 | 61,117 | 58,860 | 29,052 | 11,328 | 16,485 | 4,252 | 0 | 223 | 162 | 73% | 30 |
| 喊救自己扛 | 85,525 | 76,081 | 20,316 | 16,998 | 42,457 | 5,754 | 0 | 401 | 206 | 51% | 38 |
| kab | 74,455 | 59,846 | 24,330 | 9,902 | 34,951 | 5,272 | 0 | 285 | 92 | 32% | 33 |
| Quack | 73,244 | 69,180 | 24,319 | 17,497 | 28,743 | 2,685 | 0 | 373 | 183 | 49% | 38 |
| kyte | 93,487 | 88,039 | 46,695 | 20,918 | 21,678 | 4,196 | 0 | 343 | 248 | 72% | 37 |
Exact replay counts
Every recorded military and economic unit, using complete production and loss totals.
Abbasid Dynasty
183
100
Abbasid Dynasty
73
77
Abbasid Dynasty
61
53
Abbasid Dynasty
32
32
Abbasid Dynasty
28
28
Abbasid Dynasty
12
14
Abbasid Dynasty
7
7
Abbasid Dynasty
5
5
Abbasid Dynasty
3
3
Abbasid Dynasty
2
0
Abbasid Dynasty
1
1
Exact replay counts
Every recorded structure, including landmarks, with complete construction and destruction totals.
Abbasid Dynasty
73
0
Abbasid Dynasty
24
2
Abbasid Dynasty
19
7
Abbasid Dynasty
15
8
Abbasid Dynasty
15
3
Abbasid Dynasty
12
0
Abbasid Dynasty
9
2
Abbasid Dynasty
8
0
Abbasid Dynasty
7
1
Abbasid Dynasty
6
0
Abbasid Dynasty
4
1
Abbasid Dynasty
4
0
Abbasid Dynasty
4
0
Abbasid Dynasty
2
0
Abbasid Dynasty
2
0
Abbasid Dynasty
1
0
Abbasid Dynasty
1
0
Abbasid Dynasty
1
0
Abbasid Dynasty
1
0
Match data
Comparative analysis of players' APM.
| Player | Player Name | APM |
|---|---|---|
| 走向共和 | 50 | — |
| 50 APM | 106 | — |
| gtmd DLY | 144 | — |
| 新夜 | 82 | — |
| 喊救自己扛 | 202 | — |
| kab | 135 | — |
| Quack | 186 | — |
| kyte | 143 | — |
Match data
Overview of total resources gathered by each player.
| Player | Player Name | Total Resources Gathered |
|---|---|---|
| 走向共和 | 97805 | — |
| 50 APM | 99646 | — |
| gtmd DLY | 95512 | — |
| 新夜 | 61117 | — |
| 喊救自己扛 | 85525 | — |
| kab | 74455 | — |
| Quack | 73244 | — |
| kyte | 93487 | — |
Tactical read
Team 2 effectively utilized their unique civilization bonuses to maintain a steady income throughout the match, emphasizing early-game control of resources. In contrast, Team 1 struggled with military and economic transitions, leading to a surrender.
Collected a total of 93,487 resources but suffered from inefficient resource allocation leading to significant villager losses (100 deaths).
Evidence: Total resources gathered: 93,487. Total villager losses: 100.
Achieved a total of 99,646 resources collected, leveraging buildings effectively, especially the Town Centers and Blacksmiths.
Evidence: Total resources gathered: 99,646.
Tactical read
The battle indicated significant military engagement analysis with a stronger output from Team 2.
Sustained 220 military deaths compared to 171 kills, showcasing negative trade efficiency.
Evidence: Military stats: Kills: 171, Deaths: 220.
Executed 214 kills against 156 deaths, highlighting superior military strategy and engagement tactics.
Evidence: Military stats: Kills: 214, Deaths: 156.
Tactical read
Both teams utilized their civilization abilities effectively during their age advances. However, Team 2 achieved significant technological milestones quicker.
Aged to Imperial Age significantly later than Team 2, impacting military upgrades and unit composition.
Evidence: Imperial Age reached at 12:59.
Achieved Imperial Age by 11:57, unlocking key military technologies and transitioning into stronger units.
Evidence: Imperial Age reached at 11:57.
Tactical read
Team coordination was paramount for Team 2, as they supported each other's economies and military strategies effectively, while Team 1 struggled under pressure.
Team 2 demonstrated strong teamwork in military engagements, leading to superior skirmish outcomes.
Evidence: Overall military score: Team 2: 3,382; Team 1: 970.
More from the match
Team 1 constructed the House of Wisdom and various cultural landmarks but struggled to maintain military production.
| Player | Age II | Age III | Age IV |
|---|---|---|---|
| 走向共和 | |||
| 50 APM | |||
| gtmd DLY | |||
| 新夜 | |||
| 喊救自己扛 | |||
| kab | |||
| Quack | |||
| kyte |
Team 2 captured 6 relics, enhancing their income significantly through religious play.
Team 1 suffered 88 Villager losses compared to Team 2's minimal losses, impacting resource collection and military production.
Coaching notes
As the Abbasid, effective use of House of Wisdom was noted but consequences of high villager losses diminished potential outputs. Future improvements are essential to regain foothold in critical engagements.
50
APM
0.78
K/D
43
Upgrades
What they did
Focused on resource gathering but struggled to transition efficiently into military production, which left them vulnerable during key battles.
Efficient gathering from Berry Bushes.
Use of edge infrastructure like House of Wisdom.
Strong performance contributing to team victory by maintaining efficient military production and active engagement in battles, leveraging bonuses effectively from the House of Wisdom.
106
APM
0.74
K/D
46
Upgrades
What they did
Contributed to military engagements significantly, showcasing economic and military strengths with advancements in technology that supported unit compositions.
Maintained strong military presence throughout the match.
Utilized unique Abbasid mechanics effectively.
Adopted a solid strategy with the Malians, leveraging economic advantages to dominate the battlefield through production efficiency and enhancement of unit types.
144
APM
0.79
K/D
31
Upgrades
What they did
Maximized the use of Pit Mines for gold and resource production while ensuring unit diversity to counteract Team 1's strategies, which led to considerable success in battles.
Effective use of Pit Mines for resource gathering.
Varied unit composition to respond to threats effectively.
Although some strong plays were made, overall performance was inconsistent due to earlier mistakes in military production and resource gathering.
82
APM
1.03
K/D
30
Upgrades
What they did
Built strong infrastructure initially but faced challenges in maintaining a military presence later, which led to an eventual surrender of the team. (Constructed Fortress / landmark keep replacement / Pilgrimage economy).
Good initial resource collection from Berries.
Invested in drop-off points effectively.
Impressive APM but lacked effective military transitions and coordination with the team, leading to a loss of strategic control during fights.
202
APM
1.67
K/D
38
Upgrades
What they did
Focused on resource gathering but failed to support team with critical military upgrades leading to sustained pressure from Team 2.
High APM leading to numerous builds and upgrades.
Good resource management in earlier phases.
Consistently performed well and contributed effectively with units and economy support, leading the team toward victory through key engagements and resource control.
135
APM
1.13
K/D
33
Upgrades
What they did
Focused on coordinating attacks and leveraging advantages against Team 1, utilizing their civilization benefits profitably throughout the match. (Constructed Fortress / landmark keep replacement).
Effective management of military forces leading to successful engagements.
Ideal use of Toll Outpost for extra resource management.
High military presence and effective use of landmarks led to sustaining military pressure and contributing to team victory, showcasing a disciplined understanding of unit management.
186
APM
1.37
K/D
38
Upgrades
What they did
Produced consistent military units and leveraged Ottoman advantages for rapid technological progress, ensuring a persistent strain on Team 1's resources.
Strong military unit production from Military Schools.
Execution of strategic upgrades effectively.
Exhibited strong production capabilities but suffered from heavy losses, indicating poor unit positioning and transition issues between ages.
143
APM
1.25
K/D
37
Upgrades
What they did
Focused heavily on the economic side but struggled to capitalize on power spikes and engage effectively during the late game phases.
Efficient use of unique units for raiding.
Effective transition into higher-age gameplay.
Integrity screen
All players examined for activity consistency and performance metrics without anomalies detected.
走向共和
clear
Active during the match but inconsistencies in military production noted.
50 APM
clear
Consistent performance contributing significantly to team success.
gtmd DLY
clear
Showed good military engagement with stable resources.
新夜
clear
Had strong potential but inconsistencies in execution.
喊救自己扛
clear
High activity but failed to meet military needs in key moments.
kab
clear
Efficient and well-coordinated presence helped secure victory.
Quack
clear
Stable operation throughout contributing to a strong team performance.
kyte
clear
Showed good resource management ability contrasted with military transitions.
All players had sufficient but varied contributions towards the match outcomes but no distinct irregularities in player behavior went unnoticed.
Final verdict
Team 2's strategic resource control and military pressure led to Team 1's surrender.
Better resource allocation and expansion by Team 2.
Stronger military composition and timely upgrades.
Team 1 struggled with maintaining unit counts and executing military pressure.
Confidence
high
Missing
Nothing material
Generated
7/21/2026, 11:21:47 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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},
{
"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": "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": "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": "Mongols",
"classes": "Aggression, Cavalry, Nomadic",
"overview": [
{
"list": [
"Start with a packed Ger, maximum population limit, and no need for Houses.",
"All buildings can be packed up and redeployed to a new location.",
"Plunder +25 Food and Gold by igniting or destroying enemy buildings under construction.",
"Stables available in the Dark Age (I).",
"Horsemen train +25% faster.",
"Outposts increase move speed of nearby cavalry and Traders by +15%.",
"Double produce units or research advanced versions of technologies using Stone.",
"Silk Road: Traders generate +10% additional Food, Wood and Gold with 5/10/15 active Traders.",
"Transport ships have +50% health and +15% move speed."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Great Dominion",
"description": "All buildings can be packed up and redeployed to a new location.\nForgo the need to build Houses and begin the game with maximum Population.\nRespond to enemy movements quickly with a network of Outposts which provide +15% move speed to nearby cavalry and Traders."
},
{
"list": [],
"title": "Khanate",
"description": "Field the mighty Khan in the Dark Age (I) to provide powerful bonuses to all nearby military units with Signal Arrows.\nKhans and Scouts can deploy the Scouting Falcon ability to keep watch over the surrounding area."
},
{
"list": [],
"title": "Expert Horsemen",
"description": "Construct Stables as early as the Dark Age and field Horsemen +25% faster."
},
{
"list": [],
"title": "Nomadic Harvesters",
"description": "Construct Pastures instead of Farms to raise Sheep for Food — Pastures produce Sheep quicker when within the influence of an Ovoo."
},
{
"list": [],
"title": "Raid Bounty",
"description": "Plunder enemy buildings for +25 Food and Gold when ignited or destroyed under construction."
},
{
"list": [],
"title": "Augmented Transports",
"description": "Transport Ship landings are faster and more durable with +50% health and +15% move speed."
},
{
"list": [],
"title": "Silk Road",
"description": "Explore the Silk Road with Traders that receive extra resources from trades based on your total number of active Traders.\n• 5+ Traders: +10% Food\n• 10+ Traders: +10% Food, Wood\n• 15+ Traders: +10% Food, Wood, Gold"
},
{
"list": [],
"title": "Influence",
"description": "Construct the Ovoo over Stone outcroppings to generate influence and harvest Stone without the need for Villagers. Ovoos harvest +70, 100, 130, 160 Stone per minute after each age up.\nBuildings within the influence of an Ovoo are able to double produce units or research improved versions of technologies using Stone."
},
{
"list": [],
"title": "Unique Units",
"description": "Khan: Horse archer that scales in strength and unlocks the Signal Arrow abilities after each age up.\n• Maneuver Arrow: Move speed increased +33%.\n• Attack Speed Arrow: Attack speed increased +50%.\n• Armor Arrow: Armor increased +2.\nMangudai: Horse archer that can fire while moving in all directions.\nTraction Trebuchet: Faster move speed, setup time and attack speed.\nKeshik: Heavy Cavalry available in Feudal Age, regenerates Health after every attack."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/mongols.json",
"description": "Masters of mobility and mounted warfare, the Mongols can easily relocate their camps. They gain economic benefits from setting up near Stone Outcroppings and from raiding enemy buildings. Enemies must deal with cavalry attacks from the opening moments of play.",
"civilization": "mongols"
},
{
"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": "Tughlaq Dynasty",
"classes": "Elephants, Forts, Governors",
"overview": [
{
"list": [
"Town Centers, Worker Elephants, and Docks provide bonus resources when Villagers and Fishing Ships drop off.",
"Worker Elephants move freely and act as universal resource drop-offs.",
"All technology is more expensive but research near instantly.",
"Tughlaqabad Forts act as Keeps and are available from the Feudal Age (II).",
"Tughlaqabad Forts can be upgraded to increase defenses and unlocks Governors.",
"Select a Governor at any fort to take the dynasty to new heights.",
"Governors provide economy, tempo, military, research, and religious bonuses.",
"Infantry units are able to construct Palisade Walls.",
"Gather from Berry Bushes +30% faster but cannot gather from Boar.",
"Berry carry capacity increased +3.",
"Fishing Ships can defend themselves with a ranged attack."
],
"title": "Civilization Bonuses",
"description": null
},
{
"list": [],
"title": "Working Companions",
"description": "Take the load off your Villagers back with Worker Elephants. These elephants act as a universal drop-off and can move around freely, saving time and resources for Villagers to focus on working.\nWorker Elephants, Town Centers, and Docks provide bonus resources when Villagers and Fishing Ships drop off."
},
{
"list": [],
"title": "Erudition",
"description": "Seeking knowledge and wisdom the Tughlaq Dynasty funds researching technologies with more resources in favor of near instant research times."
},
{
"list": [],
"title": "Legendary Forts",
"description": "Strike fear into your enemies with the Tughlaqabad Fort. Available from the Feudal Age (II), this defensive building can be upgraded to increase its damage output, health, and unlocks your choice in a Governor."
},
{
"list": [],
"title": "Governor Support",
"description": "Choose between one of any six Governors at the Tughlaqabad Fort to help lead the Tughlaq Dynasty to new heights. Governor strength increases with each Tughlaqabad Fort improvement upgrade. Governors provide economy, tempo, military, research, and religious bonuses. \nOne Governor may be active per fort."
},
{
"list": [],
"title": "Basketry",
"description": "Villagers gather Berry Bushes 30% faster but cannot gather from Boar.\nVillagers carry +3 Food from Berry Bushes."
},
{
"list": [],
"title": "Frontier Fortifications",
"description": "Establish fortified settlements using infantry units that can build Palisade Walls."
},
{
"list": [],
"title": "Defensive Deckhands",
"description": "Fishing Ships can defend themselves with a ranged attack and have 50% additional health."
},
{
"list": [],
"title": "Unique Units",
"description": "Raiding Elephant: Fast elephant effective at raiding, flanking, and countering ranged units. Can trample to bypass any unit to deal damage in an area.\nHealer Elephant: High health and armored melee elephant mounted with two Imams that can heal units individually. Deals more damage for each nearby melee infantry.\nWar Elephant: Heavy melee cavalry mounted with a Spearman that has high health and damage with a strong siege attack.\nBallista Elephant: Ranged elephant mounted with a ballista thats effective against melee units and can pierce multiple targets."
}
],
"sourceUrl": "https://data.aoe4world.com/civilizations/tughlaq.json",
"description": "Ghiyasuddin Tughlaq’s reign as Sultan laid the framework for advancement in arts, architecture, and expansion of the Tughlaq Dynasty. After commanding the construction of the Tughlaqabad Fort, future Sultans, Amirs, and governors expanded their military presence through force and show of power. The Tughlaq Dynasty calls for quick construction of additional forts while governors oversee hard working elephants and villagers.",
"civilization": "tughlaq_dynasty"
}
],
"gameObjectCatalogSource": "https://data.aoe4world.com/units/all.json and /buildings/all.json",
"missingCivilizationContexts": []
}