![]() |
This article is about the civilization in Age of Empires IV: Knights of Cross and Rose. For the enemy crusader unit in The Sultans Ascend, see Holy Order Knight. |
“ | The Knights Templar are a variant of Age of Empires IV’s French civilization and are available with the Knights of Cross and Rose expansion. Historically, this order was founded in 1119 to protect Pilgrims in their travels to Jerusalem. In the following centuries, the Knights Templar were recognized for their military might and vast wealth until King Philip IV of France began dismantling the order in 1307. In Age of Empires IV, the Knights Templar establishes commanderies throughout Europe, allowing their allies to fight alongside them. Capable of constructing fearsome fortifications and fielding a diverse selection of units, the Knights Templar fight to defend sacred lands. |
” |
—[1] |
The Knights Templar are a playable civilization introduced in Age of Empires IV: Knights of Cross and Rose. They are based on the French military order founded in 1118 to defend pilgrims on their way to the Holy Land that were also heavily involved in the Crusades.
While officially considered a variant of the French, they effectively play as a unique civilization, with no shared traits, bonuses, units or upgrades between the two civilizations. They only share cosmetic elements such as some generic unit models, building templates with a modified color palette, and French dialogue lines.
Civilization overview[]

“ | The Knights Templar begins the Dark Age with one goal: prepare to defend Pilgrims journeying to nearby Sacred Sites. They do this by foraging for additional food provisions in nearby forests and establishing commanderies as they advance through the ages using the Templar Headquarters—the Templar Town Center. Each Commanderie grants the Knights Templar access to a unique bonus and unit, tailoring both economy and military to the situation. Constructing powerful Fortresses cements their control over the map, while providing inspiration to military troops and acting as Landmarks to guide Pilgrims in their travels. |
” |
—[1] |
Civilization bonuses[]
- Templar Headquarters replaces the Capital Town Center.
- Establish Commanderies: The Knights Templar Age-up with the unique commanderie system, which grants the player a choice of three allies per Age to choose from, each of which provide a permanent unique bonus and enable training of a unique unit.
- Ageing up is similar to researching a technology at the Templar Headquarters, instead of constructing a landmark.
- Frankish Defensive Schemes: Can build Fortresses in the Feudal Age. Ranged units positioned near a Fortress have +15% 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.
- Pilgrimage: Upon reaching the Feudal Age, the player may research Safe Passage to enable Pilgrims to begin traveling to Sacred Sites. Once Safe Passage is researched, every 60 seconds a Pilgrim 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 of Pilgrims increases by 1 for each active Fortress, up to a maximum of 10. This mechanic replaces Traders.
- All Sacred Sites and Relics are revealed at the start of the game.
- Victory Through Steel: Has powerful technologies to improve their melee units, but cannot train gunpowder units.
- Landscape Preservation: Villagers gather an additional 20% of their wood income as food, and do not need to drop off wood at Lumber Camps.[note 1] They gather wood +15% faster with each Age.[note 2]
- This bonus is partially compensated by Templar Villagers having a lower base gather rate for wood, at 0.63 wood/second compared to the standard 0.75.
- Siege Experts: Counterweight Trebuchets fire an additional projectile and can be deployed atop Fortresses with a unique emplacement. Siege Workshops and siege engines cost 25% less wood.
Technology tree misses[]
- They do not have traditional landmarks:
- For the purpose of Landmark Victory, the Fortresses count as landmarks.
- The selection of choice for Ageing up is handled by the commanderie system.
- They do not have access to the Lumber Camp and Forestry.
- They do not have access to gunpowder units, Chemistry, and Serpentine Powder.
- They do not have access to Traders.
Starting resources[]
Unique units[]
Pilgrim: Civilian unit which automatically travels to a Sacred Site to generate gold based on distance traveled. Requires Safe Passage to begin traveling.
Templar Brother: Knight replacement. More expensive than a regular Knight, but with additional health.
Commanderie units[]
Unique buildings[]
Age-up options[]
Age | Options | Cost | Time | ||
---|---|---|---|---|---|
![]() Feudal Age |
![]() Knights Hospitaller |
![]() Kingdom of France |
![]() Principality of Antioch |
400 food 200 gold |
60 seconds |
![]() Castle Age |
![]() Angevin Empire |
![]() Republic of Genoa |
![]() Kingdom of Castile |
1,200 food 600 gold |
45 seconds |
![]() Imperial Age |
![]() Kingdom of Poland |
![]() Teutonic Order |
![]() Republic of Venice |
2,400 food 1,200 gold |
45 seconds |
Unique technologies[]
Brigandine (University)
Counterweight Defenses (University)
Cranequins (University)
Crusader Fleets (Dock)
Desert Citadels (Fortress)
Fanaticism (Monastery)
Iron Clamps (Fortress)
Lettre de Change (Market)
Rule of Templars (Stable)
Sanctuary (Templar Headquarters)
Safe Passage (Templar Headquarters)
Treasure Towers (Fortress)
Trebuchet Emplacement (Fortress)
In-game dialogue[]
The Knights Templar use French dialogue lines for all their units, including their commanderie units. The only exception is the Genitour, which does not have any lines at all. The Demolition Ship, Hospitaller Knight, and Serjeant do not have separate Feudal Age dialogue lines, and start out using their Castle Age dialogue.
Changelog[]
- Originally, Knights Templar Villagers wood gather rate was 0.65 wood per second. With patch 13.1.4420, it is 0.63.
Trivia[]
- As stated in the civilization description, the time span of the civilization begins in 1119 with the founding of the order and ends in 1307 when King Phillip IV began desmantling it. The definitive end for the order was in 1312, when Pope Clement V disbanded it and gave most of their assets to the Knights Hospitaller.
- Their unique Commanderie Age-up system is similar to the Alliance Age-up system available for the African civilizations from Age of Empires III: Definitive Edition - The African Royals.
- The Knights Templar bear some similarities to the Maltese from Age of Empires III: Definitive Edition - Knights of the Mediterranean, as the Maltese in that game represent the Knights Hospitaller.
- Most of the commanderie units are unique units from different Age of Empires II civilizations:
- The Serjeant from the Sicilians
- The Genitour from the Berbers
- The Genoese Crossbowman and Condottiero from the Italians
- The Teutonic Knight from the Teutons
Gallery[]
Notes[]
References[]
- ↑ 1.0 1.1 Knights Templar page on ageofempires website
Civilizations in Age of Empires IV | |
---|---|
African | ![]() |
Asian | ![]() ![]() ![]() ![]() ![]() ![]() |
European | ![]() ![]() ![]() ![]() ![]() |
Variant civilizations | |
Asian | ![]() ![]() |
European | ![]() ![]() ![]() ![]() |
Campaign-only civilizations | |
Asian | ![]() ![]() ![]() ![]() ![]() |
European | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Classification of campaign-only civilizations is based on their base civilizations, not geographical locations. |