|This article is about the Age in Age of Empires II. For other uses, see Imperial Age.|
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.
- 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)
- Both the Keep and the Bombard Tower have to be researched at the University.
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 foot archers, siege weapons and Monks
- 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, also good against siege weapons and Monks
- Winged Hussar - light and quick scouting unit, also good against gunpowder units, siege weapons and Monks (Lithuanians and Poles only)
- Elite Battle Elephant - heavy cavalry unit
- Elite Steppe Lancer - light cavalry unit with a long weapon (Cumans, Mongols, and Tatars only)
- 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 (Requires Cuman Mercenaries, 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
- 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)
- Onager - ranged siege unit with splash attack
- Siege Onager - ranged siege unit with splash attack
- Heavy Scorpion - ranged siege unit with pass-through attack along a line
- 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)
At the Mill
At the Lumber Camp
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
At the Archery Range
- Parthian Tactics - increases armor and attack against Spearmen of Cavalry Archers (since The Conquerors)
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
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
- Bengalis: Spawn 2 villagers from every Town Center when they reach the Imperial Age.
- Burgundians: Imperial Age economic technologies are available in the Castle Age.
- Dravidians: Receive 200 wood when they reach the Imperial Age.
- Byzantines: Advancing to the Imperial Age is 33% cheaper, 667 food, 533 gold instead of 1000 food, 800 gold.
- Ethiopians: Receive 100 food and 100 gold when they reach the Imperial Age.
- Italians: Advancing to the Imperial Age is cheaper, 850 food, 680 gold instead of 1000 food, 800 gold.
- Khmer: No buildings are required to advance to the Imperial Age.
- Malay: Advancing to the Imperial Age is faster, 114 seconds instead of 190 seconds,
- Persians: Advancing to the Imperial Age is 15% faster, 161.5 seconds instead of 190 seconds,
|“||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|
|Dark Age · Feudal Age · Castle Age · Imperial Age|