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This article is about the civilizations in Age of Empires IV. For the civilizations in the other games of the series, see Civilization.

There are eight playable civilizations in Age of Empires IV.

Abbasid Dynasty[]


Difficulty: 2/3

750-1517 CE

  • Research, Anti-Cavalry and Golden Age: 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.
  • Cavalry Fighters: Particularly good at countering cavalry-based armies.
  • Golden Age: Build towards your civilization's Golden Age - improving research, production, and gathering speeds.
  • Pursuit of Knowledge: Embrace the Abbasids' pursuit of knowledge through unique technologies located in their House of Wisdom structure.



Difficulty: 3/3

907-1644 CE

  • Dynasties, Gunpowder and Expansion: The Chinese can shift their focus across the ages, deploying many unique units and building rapidly. Enemies must continually adapt if they want to keep up.
  • Great Dynasties: Construct both Landmarks in an age to start Dynasties with unique bonuses, buildings, and units.
  • Fire Medicine: Immediately gain access to gunpowder units and technology in the Imperial Age (IV) without needing to research Chemistry.

Delhi Sultanate[]


Difficulty: 3/3

879-1526 CE

  • Military, Research and Defense: The Delhi Sultanate stays many steps ahead of their enemies with great networks of scholars. Fully realized, they field the intimidating War Elephant and trample those in their path.
  • Scholarly Culture: Research all technology for free. Research can be stopped and resumed but it progresses at a much slower rate without the help of religious scholars.
  • Frontier Fortifications: Establish fortified settlements using military units that can build palisades. Keeps gain access to a free weapon emplacement once constructed.
  • Garden Bounty: Cultivate Berry Bushes into Orchards by building mills near them. Orchards yield a higher amount of Food.

Holy Roman Empire[]


Difficulty: 2/3

936-1517 CE

  • Infantry, Religion and Defense: Prelates enhance the economy of the Holy Roman Empire, while powerful infantry units form the core of its military. Enemies must face an opponent able to rapidly recover from attacks and field strong counterattacks.
  • Army of the Empire: Upgrade infantry with impactful technology and field the sturdy Man-at-Arms earlier than other civilizations.
  • Religious Zeal: Extract additional Gold from Relics and inspire units with Prelates produced from the Town Center.
  • Influence: Buildings constructed within the influence of a Town Center or Keep gain the Emergency Repairs ability which can be activated to repair the building.



Difficulty: 1/3

850-1555 CE

  • Defense, Longbows and Economy: Exceptional early infantry provide the English with a powerful punch backed up by reliable Food production from the fields.
  • Network of Castles: Protect the frontier with Town Centers, Outposts, Towers, and Keeps that increase the attack speed of nearby units when invaders are detected.
  • Island of Agriculture: Build Farms for 50% less Wood and that have increased efficiency within the influence of a Mill.
  • Defensive Byrig: Keep what's yours with the Vanguard Man-at-Arms heavy infantry in the Dark Age (I). Villagers fight with bows rather than farm implements and Town Centers fire twice as many arrows as normal at nearby enemies.



Difficulty 1/3

840-1559 CE

  • Mounted Combat: Battle with improved cavalry units wielding more powerful weaponry and technologies.
  • Mainland economy: Wield a superior economy with cheaper resource drop-offs, economic technologies, and more versatile Traders.
  • Productive Front: Maintain offensives with Keeps that reduce the cost of units produced from Archery Ranges and Stables within their influence.



Difficulty 3/3

1000-1500 CE

  • Aggression, Nomadic and Mobility: 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.
  • Great Dominion: Forgo the need to build houses and begin with maximum population. Traders provide bonus resources when produced in large numbers.
  • Sacred Ovoos: Extract valuable Stone using the Ovoo. Villagers cannot gather stone, nor can it be gained through the market or tribute. The Ovoo provides improved unit production and research to buildings within its influence area.
  • Khanate: Field a singular mighty Khan to provide powerful bonuses to all nearby military units with Signal Arrows. Early cavalry are excellent raiders and all units gain bonus resources by igniting enemy buildings.



Difficulty 2/3

882-1547 CE

  • Woodland Federation: Fortify the countryside with Wooden Fortresses and improved Palisades. Lumber Camps within the influence of Wooden Fortresses gain additional Wood from Villagers dropping off resources.
  • Hunter Princes: Live off the land with more capable Scouts built from special Hunting Cabins. Hunting Cabins provide all the benefits of a standard Mill but with the ability to generate a tidy Gold income.
  • Druzhina Retinue: Field the armored Knight earlier than other civilizations.