
In-game, the civilization bonuses are shown in the civilization's technology tree.
A civilization bonus is an innate bonus in that applies to a player's civilization from the start of each game. Civilization bonuses are fixed. Thus, they cannot be lost or changed. They are featured in Age of Empires, Age of Empires II, and Age of Empires IV. Together with a civilization's individual technology tree, these bonuses are what makes every civilization special and determines its nature.
In Full Tech Tree games, all civilization bonuses are lost.
In Age of Mythology, civilizations have starkly different systems of economy, construction, hero acquisition, favor mechanics, and many other traits that are shared between a civilization's major gods. The major gods add on their own bonuses and options of minor gods which further diversify the civilization, so much so that each major god is usually considered a separate civilization.
In Age of Empires III, civilizations distinguish themselves through different sets of units, buildings, improvements, and Home City Cards rather than through individual bonuses.
Every civilization has two to six bonuses affecting only the civilization itself, and one additional team bonus (only in Age of Empires and Age of Empires II) that affects the civilization as well as all allies. A civilization bonus and another civilization's team bonus can stack, e.g. if the Malians are allied with the Vikings, their Docks only cost 109 wood (150 base cost - 15% civilization bonus - 15% Viking team bonus = 109).
The list does not contain unique units, unique technologies, unique buildings, or any technology tree information, all of which can be found at the respective civilization's page.
Age of Empires[]
Assyrians[]
- Villagers move 10% faster.
- Archers fire 11%/22%/33% faster in the Tool/Bronze/Iron Age.
- Siege units upgrades cost -50%.*
- Team bonus: Siege Workshops work 20% faster.
Babylonians[]
- Stone miners work 20% faster and carry +2 stone.
- Market technologies cost -30%.*
- Walls and towers have +60% hit points.
- Priests rejuvenate 30% faster.
- Chariot units have +1 pierce armor.*
- Team bonus: Builders work 10% faster.
Carthaginians[]
- Start the game with +50 of all resources*.
- Academy units and elephant units have +25% hit points, Camel Riders have +15% hit points.
- Fire Galleys have +25% attack.
- Transport ships move 25% faster.
- Nobility free (requires Government Center).*
- Team bonus: Academies work 20% faster.
Choson[]
- Axemen, Short/Broad/Long Swordsmen and Legionaries have +5/+15/+20/+60/+80 hit points.
- Storage Pit technologies cost -40%.*
- Towers have +2 range.
- Priests cost -32%.
- Team bonus: Buildings have +2 Line of Sight.
Egyptians[]
- Farms cost -20%.*
- Gold Miners work 20% faster and carry +2 gold.
- Chariot units have +33% hit points.
- Priests have +2/+3 range in the Bronze/Iron Age.
- Team bonus: Priests have +1 pierce armor.
Greeks[]
- Town Centers work 10% faster starting from Tool Age.*
- Academy units move 30% faster and cost -20%.
- Ships move 20% faster.
- Polytheism and Astrology free (requires Temple).*
- Team bonus: Markets cost -50%.
Hittites[]
- All archers have +1 attack.
- Stone Thrower, Catapult, and Heavy Catapult have +50% hit points.
- War ships (except Fire Galley) have +1/+2/+3 range in the Tool/Bronze/Iron Age.
- Wheel -50% cost and research time.*
- Team bonus: Towers provide +4 population room.
Lac Viet[]
- Foragers work 15% faster.
- Military units are created 25% faster.
- Archery Range units and Ballistae have +2 armor.
- Team bonus: Houses and Farms are built 50% faster.
Macedonians[]
- All non-ranged units have +2 line of sight.
- Academy units have +1 pierce armor in the Bronze Age, +2 in the Iron Age.
- Siege Workshop units cost -25%.
- All units are 4 times more resistant to conversion.
- Team bonus: Houses have +50 hit points.
Minoans[]
- Ships cost -15%/-20%/-25%/-30% in the Stone/Tool/Bronze/Iron Age.
- Improved Bowman-line +1/+2 range in the Bronze/Iron Age.
- Farmers work 10% faster.*
- Team bonus: Docks cost -20%.
Palmyrans[]
- Villagers cost 75 food (+50%), but have armor (+1/+1) and work 25% faster.
- Start the game with +75 food.
- Camel Riders move 25% faster.
- Tributes are not taxed.
- Trade units return +20% gold.*
- Team bonus: Technologies researched 30% faster.
Persians[]
- Hunters work 30% faster and carry +3 food.
- Elephant units move 25% faster.
- Scout Ship line fires 18%/25%/33% faster in the Tool/Bronze/Iron Age.
- Walls cost -20%.*
- Team bonus: Stables work 20% faster.
Phoenicians[]
- Woodcutters work 15% faster and carry +2 wood.
- Elephant units cost -25%.
- Catapult Trireme and Juggernaut fire 33% faster.
- Docks have +150 hit points, +4 line of sight.*
- Team bonus: Archers have +2 line of sight.
Romans[]
- Buildings cost -10% (except for towers, walls and Wonders).
- Towers cost -40%.
- Swordsmen attack 50% faster.[note 1]
- Ballistae and Helepolises have +1 range.*
- Team bonus: Priests +50% heal speed.
Shang[]
- Villagers cost 40 food (-20%).
- Start the game with -40 food.
- Walls have +60% hit points.
- Cavalry-line attacks 10% faster.
- Team bonus: Town Centers provide +4 population room.
Sumerians[]
- Villagers have +15 hit points.
- Stone Thrower, Catapult, and Heavy Catapult fire 45% faster.
- Farms provide +125 food.
- Camels have +1 pierce armor.
- Team bonus: Town Centers cost -25%.
Yamato[]
- Fishing Boats work 20% faster.*
- Mounted units cost -15%.
- Ships have +10%/+15%/+20%/+25% hit points in the Stone/Tool/Bronze/Iron Age.
- Stable and Archery Range upgrades cost -30%.*
- Team bonus: Stables and Archery Ranges cost -33% wood.
Age of Empires II[]
Armenians[]
- Mule Carts cost -25%. Mule Carts replace Lumber Camps and Mining Camps.
- Mule Cart technologies are 40% more effective.[note 2]
- Fortified Churches replace Monasteries, and the first one constructed receives a free Relic.
- Long Swordsman and above, and Spearman line[note 3] available one Age earlier.
- Galley-line and Dromons* fire one additional projectile each, which deal 1 attack and advertised attack respectively.
- Team bonus: Infantry have +2 Line of Sight.
Aztecs[]
- Start the game with an Eagle Scout.
- Villagers carry +3 extra resources.
- All military units are created 15% faster.[note 4]
- Monks gain 5 HP for every researched Monastery technology.
- Start with +50 gold.
- Team bonus: Relics generate +33% gold.
Bengalis[]
- Elephant units receive 25% less bonus damage[note 5] and are more resistant to conversion.[note 6]
- All Town Centers spawn 2 Villagers when the next Age is reached.
- Cavalry units +2 attack vs Skirmishers.
- Ships regenerate 15 HP per minute.
- Monks +3/+3 armor.
- Team bonus: Trade units yield 10% food in addition to gold.
Berbers[]
- Villagers move 5% faster in Dark Age, 10% faster starting in Feudal Age.
- Stable units are 15%/20% cheaper in the Castle/Imperial Age.
- Ships move 10% faster.
- Team bonus: Genitours are available at the Archery Range starting in the Castle Age.
Bohemians[]
- Blacksmiths and Universities cost -100 wood.
- Chemistry and Hand Cannoneer available in Castle Age.
- Spearman-line deals +25% bonus damage.[note 7]
- Fervor and Sanctity affect Villagers.
- Mining Camp technologies are free.
- Team bonus: Markets work 80% faster.
Britons[]
- Town Centers cost -50% wood starting in the Castle Age.
- Foot archers (except Skirmishers) have +1/+2 range in the Castle/Imperial Age.
- Shepherds work 25% faster.
- Team bonus: Archery Ranges work 10% faster.
Bulgarians[]
- Militia line units are upgraded for free.[note 8]
- Town Centers cost -50% stone (except starting Town Center).
- Blacksmith and Siege Workshop technologies cost -50% food.
- Team bonus: Blacksmiths work 80% faster.
Burgundians[]
- Economic upgrades (except Coinage and Banking)[note 9] cost -33% food and are available one Age earlier than other civilizations.
- Stable technologies are 50% cheaper. Cavalier upgrade available in the Castle Age.
- Gunpowder units gain +25% attack.[note 10]
- Team bonus: Relics generate 0.5 food/s in addition to gold.
Burmese[]
- Lumber Camp technologies are free.
- Battle Elephants have +1/+1 armor.
- Infantry units have +1/+2/+3 attack in the Feudal/Castle/Imperial Age.
- Monastery technologies are 50% cheaper.
- Team bonus: Relics are visible on the map from the game start.
Byzantines[]
- Buildings, Walls/Gates, and Farms have +10%/+20%/+30%/+40% hit points in the Dark/Feudal/Castle/Imperial Age.
- Camel Rider, Skirmisher, and Spearman lines are 25% cheaper.
- Fire Ships and Dromons fire 20% faster.
- Advancing to the Imperial Age is 33% cheaper.
- Town Watch and Town Patrol are free.
- Team bonus: Monks heal 100% faster.
Celts[]
- Infantry units move 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Lumberjacks work 15% faster.
- Siege weapons fire 25% faster.
- Non-Celt[note 11] herdable animals can be converted regardless of units next to them.
- Team bonus: Siege Workshops work 20% faster.
Chinese[]
- Start game with +3 Villagers, but with -200 food, -50 wood.
- Town Centers support 15 population (instead of 5) and have +7 Line of Sight.
- Technologies are 5%/10%/15% cheaper in the Feudal/Castle/Imperial Age, respectively.
- Fire Galley-line and Fire Lancers move 5%/10% faster in the Castle/Imperial Ages, respectively.
- Team bonus: Farms and Pastures contain +10% food.
Cumans[]
- A second Town Center can be built in the Feudal Age.[note 13]
- Archery Ranges and Stables cost -75 wood.
- Siege Workshop and Battering Ram available in Feudal Age; Capped Ram upgrade available in Castle Age.
- Mounted units move 5%/10%/15% faster in the Feudal/Castle/Imperial Age.
- Team bonus: Palisade Walls have +33% hit points.
Dravidians[]
- Receive 200 wood when advancing to the next Age.
- Fishermen, Oyster gatherers, and Fishing Ships carry +15.
- Barracks technologies cost -50%.
- Siege units cost -33% wood.
- Skirmishers and Elephant Archers attack 25% faster.
- Team bonus: Docks provide +5 population space.
Ethiopians[]
- The Archer line fires 18% faster.
- Receive +100 food, +100 gold whenever a new Age is reached.
- The Pikeman upgrade is free.
- Team bonus: Outposts +3 Line of Sight and stone cost removed.
Franks[]
- Farm upgrades are free.
- Castles are 15%/25% cheaper in the Castle/Imperial Age.
- Mounted units have +20% hit points (starting in the Feudal Age).
- Foragers work 15% faster.
- Team bonus: Knights have +2 Line of Sight.
Georgians[]
- Start with a Mule Cart. Mule Carts replace Lumber Camps and Mining Camps.
- Fortified Churches replace Monasteries, and provide +10% work rate to Villagers[note 14] in a 19 tile square.[note 15]
- Units and buildings receive -20% damage (-40% instead of -25%) when fighting from higher elevation.
- Mounted units regenerate 2/8/14 hit points per minute in the Feudal/Castle/Imperial Age.
- Team bonus: Repairing buildings costs -25% resources.
Goths[]
- Infantry are 15%/20%/25%/30% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Infantry have +1/+2/+3 attack bonus against standard buildings in the Feudal/Castle/Imperial Age.
- Hunters have +5 attack against aggressive huntables (Wild Boar, Javelina, Elephant, Rhinoceros) and carry +15 food. Hunt lasts 20% longer.
- Loom is researched instantly.
- +10 population cap in the Imperial Age.
- Team bonus: Barracks work 20% faster.
Gurjaras[]
- Start the game with a Camel Scout.
- Starts with 2 Forage Bushes under the Town Center.
- Can garrison Docks with allied Fishing Ships.[note 16]
- Can garrison Mills with herdable animals to produce food.[note 17]
- Mounted units deal +20%/+30%/+40% bonus damage in the Feudal/Castle/Imperial Age.
- Team bonus: Camel and elephant units are created 25% faster.
Hindustanis[]
- Villagers are 8/13/18/23% cheaper in the Dark/Feudal/Castle/Imperial Age.
- Camel Riders attack 20% faster.
- Gunpowder units have +1/+1 armor.
- Can build Caravanserais in the Imperial Age.
- Team bonus: Camel units and light cavalry units have +2 attack against standard buildings.
Huns[]
- Start the game with -100 wood, but with the population cap at the maximum.
- On Nomadic maps, the first Town Center spawns a Hunnic Horse.
- Mounted archers are 10%/20% cheaper in the Castle/Imperial Age.
- Trebuchets have +35% accuracy against units.[note 19]
- Team bonus: Stables work 20% faster.
Inca[]
- Military units cost -10%/-15%/-20%/-25% food in Dark/Feudal/Castle/Imperial Ages
- Villagers benefit from Blacksmith infantry upgrades starting in the Castle Age.
- Houses support 10 population.
- Buildings cost -15% stone.
- Team bonus: Start with a free Llama.
Italians[]
- Advancing to the next Age is 15% cheaper.
- Foot archers (except Skirmishers) and Condottieri +1/+1 armor.
- Dock and University technologies are 33% cheaper.
- Fishing Ships are 15% cheaper.
- Gunpowder units are 20% cheaper.
- Team bonus: Condottieri are available at the Barracks.
Japanese[]
- Fishing Ships have double hit points, +2 pierce armor, and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Mills, Lumber Camps and Mining Camps are 50% cheaper.
- Infantry attack 33% faster starting in the Feudal Age.
- Mounted archers +2 attack vs. archers (except Skirmishers).
- Team bonus: Galleys have +4 Line of Sight.
Khmer[]
- No buildings are required to advance to the next age or to unlock other buildings.
- Battle Elephants move 10% faster.
- Farmers don't carry food but rather add it directly to the stockpile without any drop-off, but work 5% slower.
- Villagers (and Kings) can garrison in Houses.
- Team bonus: Scorpions have +1 range.
Koreans[]
- Stone Miners work 20% faster.
- Archer armor and tower upgrades are free (Bombard Tower requires Chemistry).
- Archer and infantry units cost -50% wood.
- Warships cost -20% wood.
- Team bonus: Villagers have +3 Line of Sight.
Lithuanians[]
- Each Town Center (including starting one) provides +100 food.
- Spearman line and Skirmishers move 10% faster.
- Each garrisoned Relic gives +1 attack to Knights and Leitis (maximum +4).
- Team bonus: Monasteries (and Fortified Churches) work 20% faster.
Magyars[]
- Forging, Iron Casting, and Blast Furnace are free.
- Scout Cavalry line is 15% cheaper.
- Villagers kill wild animals in one strike.[note 20]
- Team bonus: Mounted archers are trained 25% faster.
Malay[]
- Advancing in Age is +66% faster.
- Fish Traps are 33% cheaper and provide 3× food.
- Battle Elephants are 25% cheaper in the Castle Age, 35% cheaper in the Imperial Age.
- Infantry armor upgrades are free.
- Team bonus: Docks have +6 Line of Sight.
Malians[]
- Buildings cost -15% wood (except Farms and starting Town Center).
- Barracks units have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
- Villagers drop off +10% gold.[note 21]
- Team bonus: Universities work +80% faster.
Maya[]
- Start the game with an Eagle Scout.
- Start the game with +1 Villager, but with -50 food.
- Resources last 15% longer.[note 22]
- Foot archers (except Skirmishers) are 10%/20%/30% cheaper in the Feudal/Castle/Imperial Age.
- Team bonus: Walls and gates (both Palisade and Stone) are 50% cheaper.
Mongols[]
- Cavalry archers fire 25% faster.
- Scout Cavalry-line and Steppe Lancers +20/30% hit points in the Castle/Imperial Age.[note 23]
- Hunters work 40% faster.
- Team bonus: The Scout Cavalry line has +2 Line of Sight.
Persians[]
- Start the game with +50 food, +50 wood.
- Town Centers and Docks have double hit points and work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Parthian Tactics available in the Castle Age.
- Can build Caravanserais in the Imperial Age.
- Team bonus: Knight line has +2 attack against archers.
Poles[]
- Villagers regenerate 10/15/20 HP per minute in the Feudal/Castle/Imperial Age.
- Stone miners generate 33% gold in addition to stone.
- Bloodlines and Scout Cavalry-line upgrades cost -50% food.
- Team bonus: The Scout Cavalry line has +1 attack vs. archers.
Portuguese[]
- All units cost –20% gold.
- All ships have +10% hit points.
- Foragers generate wood in addition to food (0.33 wood per food).
- Team bonus: All technologies (excluding Age ups) research 25% faster.
Romans[]
- Villagers gather, build, and repair 5% faster.
- Galley-line and Dromon +1/+1 armor.
- Infantry receives double the effect from Blacksmith armor upgrades.
- Scorpions cost -60% gold.
- Team bonus: The Scorpion-line's minimum range is reduced to 1.
Saracens[]
- The commodity trading fee is 5%.
- Markets cost 75 wood.
- Transport Ships have double hit points and +20 carry capacity.
- Galleys attack 25% faster.
- Camel units +25% hit points.
- Team bonus: Foot archers have +3 attack against standard buildings.
Sicilians[]
- Start with +100 stone.[note 25]
- Fortifications built 50%, Town Centers built 100% faster.[note 26]
- Land military units (except siege weapons) receive 33% less bonus damage.[note 27]
- Farm upgrades provide additional +125% food.[note 28]
- Team bonus: Transport Ships have +5 Line of Sight and cost -50%.
Slavs[]
- Farmers work 15% faster.
- Arson and Gambesons are free.
- Siege Workshop units are 15% cheaper.
- Monks move 20% faster.
- Team bonus: Barracks, Archery Ranges, Stables, and Siege Workshops provide +5 population.
Spanish[]
- Builders work 30% faster (20% for Wonders).
- Blacksmith upgrades don't cost gold.
- Cannon Galleon projectiles can track moving targets[note 29] and move faster.[note 30]
- Gunpowder units fire 18% faster.[note 31]
- Receive 20 gold for each technology researched.
- Team bonus: Trade units generate +25% gold.
Tatars[]
- Herdable animals contain +50% food.[note 32]
- Units[note 33] do +20% damage[note 34] when attacking from higher elevations (+50% instead of +25%).
- Parthian Tactics and Thumb Ring are free.
- Two Sheep spawn near newly-constructed Town Centers starting in the Castle Age.
- Team bonus: Mounted archers have +2 Line of Sight.
Teutons[]
- Monks have double healing range.
- Towers garrison twice as many units.
- Murder Holes and Herbal Medicine are free.
- Farms are 40% cheaper.
- Town Centers can garrison +10 units.
- Barracks and Stable units receive +1/+2 melee armor in the Castle/Imperial Age.
- Team bonus: Units and buildings resist conversion (+3/+1 min/max conversion intervals).
Turks[]
- Gunpowder units have +25% hit points.
- Chemistry is free.
- Gunpowder technologies are 50% cheaper.[note 35]
- Gold Miners work 20% faster.
- Light Cavalry and Hussar upgrades are free.
- Scout Cavalry line gain +1 pierce armor.
- Team bonus: Gunpowder units are created 25% faster.
Vietnamese[]
- Archery Range units and Fire Lancers have +20% hit points.
- Reveal enemy initial Town Centers location at the start of the game.
- Conscription is free.
- Economic technologies (except Coinage and Banking) cost no wood and are researched 100% faster.
- Team bonus: Imperial Skirmisher upgrade is available at the Archery Range (requires the Imperial Age and Elite Skirmisher).
Vikings[]
- Wheelbarrow and Hand Cart free.
- Warships cost -15%/-15%/-20% in the Feudal/Castle/Imperial Age.
- Infantry have +20% hit points starting from the Feudal Age.
- Team bonus: Docks are 15% cheaper.
Age of Mythology[]
Major god bonuses are listed on their own as well as the civilization's page. The following only lists civilization bonuses:
Greeks[]
- Worker unit: Villager
- Resource drop-off sites: Granary - food, Storehouse - wood and gold
- Start with four Villagers and a Kataskopos.
- Starting resources: 200 food, 250 wood, 50 gold
- Villagers can pray at a Temple to generate favor.
- Heroes are limited to one per Age and vary with the choice of the major god.
- The choice of major god also determines the unique unit at the Fortress in the Mythic Age.
- Warships have +10% hit points.
Egyptians[]
- Worker unit: Laborer.
- Resource drop-off sites: Granary - food, Lumber Camp - wood, Mining Camp - gold.
- Start with a Pharaoh, a Priest, and three Laborers.
- The Pharaoh is limited to one and can empower buildings, improving construction speed, work rate, and resource collection.
- Start with 200 food, 100 wood, 50 gold.
- Farms are available since the Archaic Age.
- Laborers, Caravans, and Fishing Ships gather resources 10% slower than their Greek counterparts.
- Units of the same type are not upgraded together. Instead, individual units have to be upgraded separately.
- Buildings do not cost wood.
- Resource drop-off sites, Houses, Armories, and Markets are free.
- Other buildings except Temples cost (more) gold instead.
- Wonders cost -100% wood, +50% gold.
- Town Centers and Village Centers cost 550 gold.
- Farms cost 70 gold.
- Docks cost 50 gold.
- Laborers construct buildings 25% slower than their Greek counterparts.
- Can build Monuments to generate favor.
- Watch Tower upgrade free.
- Fishing Ships can construct Obelisks and Lighthouses.
- Warships cost -10%.
Norse[]
- Worker units: Gatherer, Dwarf.
- Dwarves gather gold 20% quicker, but food and wood 20% slower. Civilians can be converted into Berserks for a cost.
- Resource drop-off site is Ox Cart, a mobile unit.
- Start with a Berserk, an Ox Cart, and three Gatherers.
- Start with 200 food, 150 wood, 100 gold.
- Civilians can construct and repair only Houses, Farms, and Ox Carts.
- Foot soldiers (infantry and humanoid heroes) construct and repair all other buildings. They can also build and repair Houses.
- Favor is generated by units dealing damage to other units and buildings, and passively from Hersirs and Godis.
- Several buildings are cheaper, but have less hit points (-10% wood cost and hit points).
- Docks are constructed in 25 seconds and Temples in 30 seconds.
- Medium, Heavy, and Champion Cavalry are researched 50% faster due to Great Halls working faster.
Atlanteans[]
- Worker: Citizen.
- Compared to other villagers, Citizens are stronger, do not require drop sites, and can be turned into Heroes, but are also costlier and move slower.
- Start with two Citizens and three Oracles (spawning at the 5, 10, and 15 second mark), and 275 food, 250 wood, 75 gold.
- Oracles and Oracle Heroes generate favor depending on the sum of the areas under their vision.
- Can transform any human unit to its hero counterpart for a price.
- Houses replaced by Manors, which have a lower build limit, but provide more population space and allow two foot units to garrison for safety.
- Economic technologies are researched at the Economic Guild.
- Each Farm costs 150 wood and has +200 hit points.
- Medium Cavalry free, Heavy Cavalry and Champion Cavalry discounted by 25%.
- Docks cost 125 wood.
Chinese (Immortal Pillars)[]
- Worker units: Peasant and Kuafu
- Peasants are 20% cheaper than Greek Villagers, but 15% and 20% less efficient at building and gathering resources respectively.
- Kuafus are very efficient (especially when building, repairing, and gathering wood and gold) and are effective in combat, but more expensive and contribute to the worker and population limits at three times the ratio.
- Resource drop-off site: Silo
- Start with two Peasants, one Kuafu, and a Pioneer.
- Starting resources: 200 food, 200 wood, 100 gold
- Generate favor by extending Favored Land out from the Town Center (or Village Center) by constructing buildings within the influence range. The influence range of each building is:
Town Center: 20
Village Center: 15
Citadel Center: 20
House: 6
Dock: 20
Temple: 12
Sentry Tower: 12
Armory: 12
Market: 12
Wonder: 25
Silo: 6
Machine Workshop: 12
Military Camp: 10
Imperial Academy: 12
Baolei: 25
Peach Blossom Spring: 15
Tent (campaign-exclusive): 6
- Each major god provides:
- Additional bonuses on their Favored Land.
- A Blessing which passively grants additional benefits over the course of the game.
- At least one unique demigod hero with powerful abilities.
- Individual Machine Workshops and Military Camps can be enhanced with a Training Yard or Tower.
Training Yard: Double production speed
Tower: Function like the Watch Tower line, sharing its build limit
- Each Town Center can summon Terracotta Riders for defense exactly once for a limited amount of time.
- Can unlock trading in the Classical Age with the Silk Road technology.
- Medium Cavalry is unavailable in the Classical Age, but is granted for free in the Heroic Age.
- Warships cost 1 less population than usual.
Chinese (Tale of the Dragon)[]
- Worker unit:
Peasant.
- Resource drop-off site: Storage Pit - all.
- Favor can be obtained only through Gardens, which can also be set to produce any other resource.
- Start with two Scout Cavalry and four Peasants.
- Start with 175 food, 300 wood, 100 gold.
Age of Empires IV[]
Civilization bonuses are summarized on the main Age of Empires IV Civilization page.
- Main article: Civilization (Age of Empires IV)
Chronicles[]
Achaemenids[]
- Shipyards work 15% faster (-13.04% time taken).
- Town Centers can be individually upgraded to be more powerful starting in the Civic Age.
- Elite War Chariot takes 35 less seconds to research. Other Stable technologies research 50% faster (-33% time taken).[note 36]
- Team bonus: Houses are built 100% faster (-50% time taken).
Athenians[]
- Policy style can be changed between Economic, Naval, and Military at the Town Center.
- The player starts with the Economic Policy activated (not mentioned in-game).
- Changing Policy becomes progressively more expensive, up to a maximum of 150 gold.
- Lumberjacks generate 1 food for every 9.75 wood.
- Hoplites move 15% faster.
- Team bonus: Shipyard technologies research 50% faster (-33.33% time taken).
Spartans[]
- A Polemarch is spawned for free in both the Civic Age and Classical Age.
- Villagers and Fishing Ships drop off 10% more food.
- The Elite Hoplite upgrade is available in the Classical Age.
- Team bonus: Barracks technologies (except the Paragon upgrade) research 50% faster (-33.33% time taken). Paragon is researched in 61.67 seconds.
Notes[]
- ↑ As of DE CU11, the bonus actually makes every second blow of Short Swordsmen line commence twice as fast, as if the rate of fire (RoF) was 0.75 seconds instead of 1.5 seconds like a generic Short Swordsman; however, every first attack's RoF is set to normal 1.5 sec. It also counts in the attack delay (AD) of a Short Swordsman (0.75 sec., unchanged for Romans), so the first two blows of the initial attack (after the AD) are dealt with RoF of 0.75 sec. Thus, Roman Short Swordsman, after reaching its target (the animation of the attack has just started), deals damage with the following cooldowns (every "→" means the damage is dealt): 0.75 sec. delay because of AD → 0.75 sec. delay due to increased RoF mitigating AD → 0.75 sec. because of increased RoF bonus → 1.5 sec. generic delay → 0.75 sec. → 1.5 sec. → 0.75 sec, which combines for 5.25 sec.; generic civilization would have 8.25 sec. instead. This lead to a slightly higher actual bonus RoF for the first blows.
- ↑ This means that:
Double-Bit Axe and
Bow Saw provide +28% boost instead of +20%.
- All mining upgrades provide +21% boost instead of +15%.
- ↑ Hence, the Militia, Man-at-Arms, and Condottiero are excluded
- ↑ This is internally handled by the units, instead of the buildings. This means that this bonus applies to any buildings converted by the Aztecs, but not any buildings converted from the Aztecs (the opposite of standard behavior).
- ↑ "Bonus damage" is incoming damage of all armor classes except for melee or pierce damage. For more details, see Armor class (Age of Empires II).
- ↑ Minimum conversion interval increased by +3, and maximum conversion interval increased by +1. For more details, see conversion.
- ↑ Essentially, Bohemian spear units deal +25% attack vs mounted units. For more details, see Armor class (Age of Empires II).
- ↑ Man-at-Arms, Long Swordsman, and Two-Handed Swordsman upgrades are free.
- ↑ The affected technologies are:
- ↑ The bonus modifies all existing attack classes of the unit (e.g. Hand Cannoneer receives ×1.25 attack multiplier towards its pierce damage, anti-infantry damage, and anti-spearman damage). For more details, see Armor class (Age of Empires II).
- ↑ While commonly quoted as "enemy", the ability to convert herdable animals also works on allied and neutral players too. The ability does not work on other Celt players irrespective of their diplomatic stance. The ability is called "Dominant Line of Sight" behind the scenes.
- ↑ The bonus is applied after Farm technologies, so a Farm with Horse Collar researched starts with food.
- ↑ For any additional Town Centers built in the Feudal Age, the construction time is increased by 80% (2:30 → 4:30 minutes construction time); this includes the situation where the player has lost their starting Town Center. The debuff is removed instantly upon reaching the Castle Age, even for a Town Center whose foundation was laid in the Feudal Age.
- ↑ Similar to the Roman bonus, it includes constructing and repairing.
- ↑ The influence zone is a square, with the maximum distance being a chess-board distance of 8 tiles measured from all edges of the Fortified Church.
- ↑ The bonus works by allowing Docks to garrison ships. Docks naturally have 10 garrison space to allow newly created units to remain garrisoned by default. Among ships, only Fishing Ships have the permission (see Tasks in Genie Editor) to garrison. Combining all these and the standard rules for garrison, Gurjara Docks can garrison max 10 Fishing Ships of their allies.
- ↑
Cumulative food generation rates for various numbers of Sheep stored in Mills, before and after update 66692
- Food generated per minute , where
- Total Food of livestock stored across all Mills
- Natural Logarithm function
- ↑ The following units are considered light cavalry units: Scout Cavalry line, Magyar Huszar, Steppe Lancer, and Shrivamsha Rider.
- ↑ Their accuracy against units is raised from 15% to 50%.
- ↑ Villagers have +30 attack bonus against the Predator Animal armor class, which ensures that they can kill any 25 HP predator in one strike, even when attacking from downhill.
- ↑ This bonus has three implications:
- Gold miners and Oyster gatherers work 10% faster.
- Gold Mines and Oysters have +10% gold.
- Gold miners and Oyster gatherers have +10% carry capacity.
- ↑ Due to the way this bonus works (lowered work rates are multiplied by higher resource gains), farming is ~2.5% / 5.5% / 2.5% slower with no upgrades / Wheelbarrow / Hand Cart, respectively (slightly lower difference with Heavy Plow researched) Source: Reddit – 'Some updated & completed Farming Workrate Values for the tail end of 2017'.
- ↑ The bonus is applied before Bloodlines, so a Mongol Light Cavalry has hit points without Bloodlines and hit points with Bloodlines in the Imperial Age.
- ↑ The Saracen team bonus displays +2 in the technology tree, even though it gives +3 attack against the standard building armor class. This is by design, since the description is meant to tell players about the effect in practice, not the value in the data files. Archers typically do a minimum damage of 1 against buildings. The +3 attack bonus against buildings results in an additional 2 damage being dealt to buildings; hence the +2 in the technology tree.
However, in some cases the extra damage is indeed +3, such as against buildings with low pierce armor (Outposts, palisades, and Gates). For example, a Feudal Age Saracen Archer (4 pierce damage) attacking an Outpost (0 pierce armor) deals 7 damage instead of 4.
The Saracen team bonus affects Skirmishers and Slingers because they are in the same unit class as the Archer-line. It does not affect Hand Cannoneers, because they have their own unit class. - ↑ Requires a Town Center to be built first.
- ↑ Requires a Town Center to be built first, which means it does not apply to the first Town Center on Nomadic starts.
- ↑ "Bonus damage" is incoming damage of all armor classes except for melee or pierce damage. It is also applied to Gaia damage, i.e. reduces the bonus damage of Wild Boars versus cavalry. "Land military units" excludes Monks. The bonus does not apply to hill bonus/cliff damage.
- The bonus is applied to units and is thus preserved for other civilizations upon conversion. Conversely, if a Sicilian Monk converts a non-Sicilian unit, the latter will not receive the bonus damage reduction.
- In practical cases, the bonus applies to (foot and mounted) archers, infantry, and cavalry. Note that while Petards are affected, normal Petards do not take any bonus damage to begin with. The bonus also applies to Flaming Camels and all Hand Cannoneers in scenario editor.
- ↑ For a total of 344 food after Horse Collar, 625 food after Heavy Plow, and 1019 food after Crop Rotation.
- ↑ Ballistics-like effect without the need to research the technology
- ↑ At 7 tiles per second instead of the regular 3.5 (unmentioned in the tech tree).
- ↑ Applies to Hand Cannoneers, Bombard Cannons, and Cannon Galleons. Does not apply to Conquistadors, but they have a base reload time of 2.9, the same as a Spanish Hand Cannoneer.
- ↑ Technically Villagers can extract +57% food assuming no rotting, but considering gathering by five to six Villagers and standard rotting rates, the average food collected is +50% over normal.
- ↑ Buildings are also affected.
- ↑ The bonus only applies to the primary projectiles of projectile units. As such, it does not affect Town Centers and only applies to the first projectile of other defensive structures and Mercenary Kipchaks. In a broader context, it applies to all projectiles of (converted) Organ Guns and Dromons, since all of their projectiles are primary.
- ↑ Since update 47820, the 50% cost reduction only applies to the Bombard Tower technology and the Elite Cannon Galleon upgrade. It also applied to the Cannon Galleon technology before it was removed from the game with update 47820 and to Hand Cannon and the Bombard Cannon technologies before they were removed in The Conquerors. It does not apply to Artillery or the Elite Janissary upgrade.
- ↑ The effect on the Elite War Chariot upgrade is a reduction by 35 seconds resulting in 15 seconds (233.33% faster), rather than the expected reduction by 16.5 seconds which would have resulted in 33.5 seconds (50% faster). Due to not being described in the in-game civilization bonus as such, this is likely a bug.
- ↑
- The effect on the Paragon upgrade is a reduction by 23.33 seconds resulting in 61.67 seconds (37.83% faster), rather than the expected reduction by 28.33 seconds which would have resulted in 56.67 seconds (50% faster). Due to not being described in the in-game team bonus as such, this is likely a bug.
- The interaction of this team bonus with the bonuses of civilizations such as Bulgarians, Slavs, etc. which grant certain Barracks technologies or upgrades for free is buggy. Those technologies are still free, but no longer instantly researched upon attaining the requisite Age. The player needs to research them manually at the Barracks and they require the default research time.