This article is about the Age in Age of Empires II. For other uses, see Imperial Age. |

Moving to Imperial Age.

A civilization in the Imperial Age
The Imperial Age is the fourth and final Age in Age of Empires II. It gives access to gunpowder units (except for the Aztecs, Huns, Incas, Cumans and Mayans) and heavy siege units.
Additionally, once the Imperial Age is reached, a Wonder can be built by any civilization. When playing a random map, Post-Imperial Age can be chosen as the Starting Age, which is the same as the Imperial Age, but with all technologies (available to each civilization) already researched.
The Imperial Age is preceded by the Castle Age.
Note: The list below only shows the units, buildings, and technologies that are activated when a player advances to the Imperial Age.
Available buildings[]
Civilian buildings[]
Wonder - special building that grants victory when constructed and defended for 200 years
Feitoria - generates resources (Portuguese only)
Caravanserai - heals and increases speed of nearby Trade Carts (Hindustanis only)
Defensive structures[]
Keep1 - Tower that attacks enemies on sight
Bombard Tower1 - powerful Tower (requires Chemistry)
- Both the Keep and the Bombard Tower have to be researched at the University.
Available units[]
Only military units that are unlocked in the Imperial Age are shown.
At the Barracks
Two-Handed Swordsman - swordsman unit
Champion - swordsman unit
Halberdier - anti-cavalry unit
Elite Eagle Warrior - scouting unit, also good against archers
Elite Huskarl - Anti-archer infantry (Goths only, after researching Anarchy)
Condottiero - anti-gunpowder unit (Italians and allies only)
At the Archery Range
Arbalester - archer unit
Heavy Cavalry Archer - mounted archer
Elite Elephant Archer - Slow and heavy mounted archer (Bengalis, Dravidians, and Gurjaras only)
Elite Genitour - mounted anti-archer skirmisher (Berbers and allies only)
Hand Cannoneer - light gunpowder unit (requires Chemistry)
Imperial Skirmisher - anti-archer javelineer (Vietnamese and allies only)
At the Stable
Heavy Camel Rider - anti-cavalry unit
Imperial Camel Rider - anti-cavalry unit (Hindustanis only)
Cavalier - heavy cavalry unit
Paladin - heavy cavalry unit
Hussar - light and quick scouting unit
Winged Hussar - light and quick scouting unit (Lithuanians and Poles only)
Elite Battle Elephant - heavy cavalry unit
Elite Steppe Lancer - light cavalry unit
Elite Shrivamsha Rider - light cavalry unit which can dodge projectiles (Gurjaras only)
Elite Tarkan - anti-building cavalry (Huns only, after researching Marauders)
At the Castle
Elite unique unit - a special unit only one civilization can train
Elite Kipchak - cavalry archer with rapid-fire attack (5 per Castle free for Cumans and allies only)
Trebuchet - powerful long-range siege weapon
Flaming Camel - Fast suicide unit (Requires Timurid Siegecraft, Tatars only)
At the Siege Workshop
Onager - ranged siege unit with splash attack
Siege Onager - ranged siege unit with splash attack
Capped Ram - anti-building siege unit with splash damage that is almost immune to missiles
Siege Ram - anti-building siege unit with splash damage that is almost immune to missiles
Siege Elephant - anti-building cavalry & siege unit with high pierce armor (Bengalis, Dravidians, Gurjaras, and Hindustanis only)
Heavy Scorpion - ranged siege unit
Bombard Cannon - siege unit with a long range (requires Chemistry)
Houfnice - siege unit with a long range (requires Chemistry) (Bohemians only)
At the Dock
Galleon - basic war ship
Fast Fire Ship - war ship with a flamethrower
Heavy Demolition Ship - self-destructive vessel
Cannon Galleon - gunpowder ship with a long range (requires Chemistry)
Elite Cannon Galleon - gunpowder ship with a long range (requires Chemistry)
Elite Longboat - fast and light war ship that shoots multiple arrows (Vikings only)
Elite Turtle Ship - heavy armored ship that fires a cannon (Koreans only)
Elite Caravel - war ship that shoots arrows with splash attack (Portuguese only)
Thirisadai - slow and heavy warship that fires multiple projectiles (Dravidians only)
Available technologies[]
Economic technologies[]
At the Mill
Crop Rotation - gives Farms extra food
At the Lumber Camp
Two-Man Saw - increases wood-chopping speed
At the Market
Banking - removes tribute fee (since patch 5.8; moved from Castle Age)
Guilds - reduces commodity trading fee
At the University
Architecture - strengthens buildings
Military technologies[]
At the Archery Range
Parthian Tactics - increases armor and attack against Spearmen of Cavalry Archers
At the Dock
Dry Dock - increases ship speed and Transport Ship capacity
Shipwright - makes ships cheaper and increases their creation speed
At the Castle
Unique technology1 - special technology that only one civilization can research
Hoardings - increases Castle HP
Sappers - increases the attack of Villagers against buildings
Conscription - increases the working rate of Barracks, Archery Ranges, Stables, and Castles
Spies2 - see enemy Line of Sight
Treason3 - see enemy Kings for a short time
- Not all unique technologies are military technologies.
- Spies is not available in Regicide and Deathmatch games.
- Treason is only available in Regicide games.
At the Blacksmith
Ring Archer Armor - increases archer armor
Bracer - improves missiles
Blast Furnace - increases infantry and cavalry attack
Plate Mail Armor - increases infantry armor
Plate Barding Armor - increases cavalry armor
At the University
Chemistry - increases missiles and siege units and allows the creation of gunpowder units
Siege Engineers - increases siege unit range and attack against buildings
Arrowslits - increases Tower attack
Religious technologies[]
At the Monastery
Illumination - Monks regain their faith faster after a successful conversion
Faith - increases conversion resistance of all units
Block Printing increases conversion range
Theocracy - only one Monk must rest after a successful conversion
Civilization bonuses[]
- Byzantines: Advancing to the Imperial Age is 33% cheaper.
- Ethiopians: Receive 100 food and 100 gold when they reach the Imperial Age.
- Italians: Advancing to the Imperial Age is 15% cheaper.
- Khmer: No buildings are required to advance to the Imperial Age.
- Malay: Advancing to the Imperial Age is 66% faster.
- Persians: Advancing to the Imperial Age is 15% faster.
History[]
“ | The rise of great kings and their quest for empire brought about the final segment of the Middle Ages that can be called the Imperial Age. The feudal system was being replaced by kings at the head of nations in England, France, Spain, and Scandinavia. Trade was booming and cities were growing in size and power. The Renaissance was underway in Italy and spreading across Europe. Technology and learning surpassed that of the ancient world. Firearms and other innovations brought an end to the military dominance of knights and castles. This end of the Middle Ages can be marked by several important events, including the Turkish capture of Constantinople, the discovery of the New World, trading contact by sea with Asia, and Martin Luther’s Reformation. | ” |
—Age of Empires II manual |
Ages in Age of Empires II | |
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