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This article is about the technologies in Age of Empires II. For technologies in other games of the series, see Technology.

Listed below are all technologies available for research in Age of Empires II.

Building technologies[]

Technology Age Building Cost Effect Time
Town Watch Feudal Age Town Center 75 food Buildings +4 Line of Sight 25
Town Patrol Castle Age 300 food, 100 gold 40
Treadmill Crane Castle Age University 200 wood, 50 stone Villagers build 20% faster 20
Masonry Castle Age University 150 food, 175 wood Buildings +10% hit points, +1/+1 armor, and +3 building armor 50
Architecture Imperial Age 300 food, 200 wood 70
Hoardings Imperial Age Castle 400 food, 400 wood Castle HP +21% 75
Conscription Imperial Age Castle 150 food, 150 gold Work rate of military buildings (except Siege Workshop) +33% 60

Economy technologies[]

Technology Age Building Cost Time Effect
Wheelbarrow Feudal Age Town Center 175 food, 50 wood 75 Villager +10% speed, +25% carrying capacity
Hand Cart Castle Age 300 food, 200 wood 55 Villager +10% speed, +50% carrying capacity
Double-Bit Axe Feudal Age Lumber Camp/Mule Cart 100 food, 50 wood 25 Villagers chop wood 20% faster
Bow Saw Castle Age 150 food, 100 wood 50 Villagers chop wood 20% faster
Two-Man Saw Imperial Age 300 food, 200 wood 100 Villagers chop wood 10% faster
Horse Collar Feudal Age Mill/Folwark 75 food, 75 wood 20 Farms +75 food
Heavy Plow Castle Age 125 food, 125 wood 40 Farms +125 food, Villagers +1 food carry capacity
Crop Rotation Imperial Age 250 food, 250 wood 70 Farms +175 food
Gold Mining Feudal Age Mining Camp/Mule Cart 100 food, 75 wood 30 Villagers mine gold 15% faster
Gold Shaft Mining Castle Age 175 food, 75 wood 75
Stone Mining Feudal Age Mining Camp/Mule Cart 100 food, 75 wood 30 Villagers mine stone 15% faster
Stone Shaft Mining Castle Age 175 food, 75 wood 75
Caravan Castle Age Market 200 food, 200 gold 40 Trade Carts and Trade Cogs move 20% faster
Coinage Castle Age Market 200 food, 100 gold 70 Tribute fee 20%
Banking Imperial Age 300 food, 200 gold 70 Tribute fee 0%
Guilds Imperial Age Market 300 food, 200 gold 50 Trading fee 15%
Gillnets Castle Age Dock 150 food, 200 wood 45 Fishing Ships work 20% faster
Domestication Feudal Age Mill ( Khitans only) 50 food, 100 wood 20 Pastures provide +1 animal before they need to be rebuilt
Pastoralism Castle Age 100 food, 150 wood 40 Pastures provide +2 animals before they need to be rebuilt
Transhumance Imperial Age 175 food, 325 wood 70 Pastures provide +3 animals before they need to be rebuilt

Monastery technologies[]

Technology Age Cost Time Effect
Redemption Castle Age 475 gold 50 Monks can convert all siege units and most buildings
Atonement Castle Age 325 gold 40 Monks can convert other Monks
Herbal Medicine Castle Age 200 gold 35 Garrisoned units heal 6× faster
Heresy Castle Age 1,000 gold 60 Units converted by enemy Monks die instead of joining them
Sanctity Castle Age 175 gold 60 Monks +15 HP
Fervor Castle Age 140 gold 50 Monks +15% speed
Devotion Castle Age 100 food, 200 gold 40 Units are harder for enemy Monks to convert
Faith Imperial Age 550 food, 750 gold 60 Units are harder for enemy Monks to convert
Illumination Imperial Age 120 gold 65 Monk rejuvenation speed +87.5%
Block Printing Imperial Age 200 gold 55 Monks +3 conversion range
Theocracy Imperial Age 200 gold 75 Only one Monk must rest when several convert the same target

Military technologies[]

Infantry[]

Technology Age Building Cost Time Effect
Arson Feudal Age Barracks 75 food, 25 gold 25 Infantry +2 attack vs buildings
Gambesons Castle Age Barracks 100 food, 100 gold 25 Militia line +1 pierce armor
Squires Castle Age Barracks 100 food 40 Infantry +10% speed
Forging Feudal Age Blacksmith 150 food 50 Infantry/cavalry +1 attack
Iron Casting Castle Age 220 food, 120 gold 75 Infantry/cavalry +1 attack
Blast Furnace Imperial Age 275 food, 225 gold 100 Infantry/cavalry +2 attack
Scale Mail Armor Feudal Age Blacksmith 100 food 40 Infantry +1/+1 armor
Chain Mail Armor Castle Age 200 food, 100 gold 55 Infantry +1/+1 armor
Plate Mail Armor Imperial Age 300 food, 150 gold 70 Infantry +1/+2 armor

Missile / siege[]

Technology Age Building Cost Time Effect
Thumb Ring Castle Age Archery Range 300 food, 250 wood 45 Archers fire faster and with 100% accuracy
Parthian Tactics Imperial Age Archery Range 200 food, 250 gold 65 Mounted archers and Arambai +1/+2 armor and +2 attack vs Spearmen
Fletching Feudal Age Blacksmith 100 food, 50 gold 30 Archers, Galleys, Castles, and Towers +1 range and attack. Town Centers +1 attack and Line of Sight.
Bodkin Arrow Castle Age 200 food, 100 gold 35
Bracer Imperial Age 300 food, 200 gold 40
Padded Archer Armor Feudal Age Blacksmith 100 food 40 Archers +1/+1 armor
Leather Archer Armor Castle Age 150 food, 150 gold 55 Archers +1/+1 armor
Ring Archer Armor Imperial Age 250 food, 250 gold 70 Archers +1/+2 armor
Ballistics Castle Age University 300 wood, 175 gold 60 Archers, Galleys, and defensive structures fire more accurately at moving targets
Heated Shot Castle Age University 350 food, 100 gold 30 Towers +125% and Castles +25% attack against ships
Murder Holes Castle Age University 200 food, 100 stone 35 Eliminates minimum range of all buildings
Arrowslits Imperial Age University 250 food, 250 wood 25 Watch Towers/Guard Towers/Keeps/Donjons +1/+2/+3/+3 attack
Chemistry Imperial Age University 300 food, 200 gold 100 Missile units (including siege) +1 attack
Prerequisite for Hand Cannoneer, Bombard Cannon, Cannon Galleon and Bombard Tower (technology)
Siege Engineers Imperial Age University 500 food, 600 wood 45 Siege weapons +1 range (except for Rams and Armored Elephants) and +20% attack vs buildings (Petards and Flaming Camels +40%)

Cavalry[]

Technology Age Building Cost Time Effect
Bloodlines Feudal Age Stable 150 food, 100 gold 50 Mounted units +20 hit points
Husbandry Castle Age Stable 150 food 40 Mounted units +10% speed
Forging Feudal Age Blacksmith 150 food 50 Infantry/cavalry +1 attack
Iron Casting Castle Age 220 food, 120 gold 75 Infantry/cavalry +1 attack
Blast Furnace Imperial Age 275 food, 225 gold 100 Infantry/cavalry +2 attack
Scale Barding Armor Feudal Age Blacksmith 150 food 45 Cavalry +1/+1 armor
Chain Barding Armor Castle Age 250 food, 150 gold 60 Cavalry +1/+1 armor
Plate Barding Armor Imperial Age 350 food, 200 gold 75 Cavalry +1/+2 armor

Dock technologies[]

Technology Age Cost Time Effect
Careening Castle Age 250 food, 150 gold 50 Ship +1 pierce armor
Dry Dock Imperial Age 600 food, 400 gold 60 Ship +15% speed
Shipwright Imperial Age 1,000 food, 300 gold 60 Ships cost -20% wood and are created +54% faster

Unique technologies[]

Main article: Unique technology

While all other technologies are available to multiple different or even all civilizations, unique technologies are only available to one single civilization. They were introduced in The Conquerors, where every civilization got one (two for the Goths) unique technology that was available for research at the Castle in the Imperial Age. The Forgotten gave every civilization a second unique technology (except the Goths) so that every civilization now has one in the Castle Age and one in the Imperial Age.

Miscellaneous technologies[]

Technology Age Building Cost Time Effect
Loom Dark Age Town Center 50 gold 25 Villager +15 hit points, +1/+2 armor
Feudal Age Dark Age Town Center 500 food 130 Advance to Feudal Age
Castle Age Feudal Age 800 food, 200 gold 160 Advance to Castle Age
Imperial Age Castle Age 1,000 food, 800 gold 190 Advance to Imperial Age
Treason Imperial Age Castle 400 gold 1 See enemy Kings for a short time (Regicide only)
Can be researched multiple times
Sappers Imperial Age Castle 400 food, 200 wood 10 Villagers +15 attack vs buildings, +15 vs stone defense, +3 vs rams
Spies Imperial Age Castle 200 gold per enemy Villager
Min 200 gold, Max 30,000 gold
1 See enemy Line of Sight
Bombard Tower Imperial Age University 800 food, 400 wood 60 Requiring Chemistry, it grants the constructing of Bombard Towers once researched

Removed technologies[]

Technology Age Building Cost Time Effect Comments
Hunting Dogs Dark Age Mill 40 food, 25 wood 15 Hunters and Fishermen work 25% faster Available only in the Forgotten Empires mod, scrapped entirely
Tracking Feudal Age Barracks 50 food 35 Increases the Line of Sight of all infantry units by +2 Made free
Supplies Feudal Age Barracks 75 food, 75 gold 20 Militia line cost -15 food Removed with update 141935; Militia line base cost lowered by -10 food
Cartography Feudal Age Market 100 food, 100 gold 60 Grants the player their shared allies' Line of Sight Made free from start of the game on standard settings and free from the construction of Market elsewhere.
Hand Cannon Imperial Age Archery Range 450 food, 200 gold 50 Requiring Chemistry, it grants the training of Hand Cannoneers once researched Made free
Cannon Galleon Imperial Age Dock 400 food, 500 wood 50 Requiring Chemistry, it grants the training of Cannon Galleons once researched Made free
Bombard Cannon Imperial Age Siege Workshop 500 food, 250 gold 100 Requiring Chemistry, it grants the training of Bombard Cannons once researched Made free

Campaign-only technologies[]

Technology Age Building Cost Time Effect Comments
Marakkalam Vessels Castle Age Dock 500 food, 400 gold 70 Ships traveling in the deep sea no longer suffer attrition Available only in Rising Star
Commoner Promotions Castle Age Town Center 800 food, 600 gold 45 +20 population cap Available to the Oda in Nobunaga
Battlefield Trophies Castle Age Town Center 800 food, 800 wood 60 Killing enemy units generates gold. Available to the Takeda in Nobunaga
Kuruma Gakari Castle Age Town Center 600 food, 400 gold 60 Elite Samurai move faster Available to the Uesugi in Nobunaga
True Pure Land Castle Age Town Center 600 food, 400 gold 90 Each Town Center (maximum 5) spawns 5 lkko Ikki. Units have more conversion resistance. Available to the Mori in Nobunaga
Portuguese Traders Castle Age Town Center 1,000 food, 1,000 gold 60 Feitoria generate double resources Available to the Otomo in Nobunaga
Industrious Peasants Castle Age Town Center 1,000 wood, 500 gold 90 Farmer work rate doubled Available to the Chosokabe in Nobunaga
Trade for Supplies Dark Age Mill and Longhouse 425 gold Instant Exchange gold for food at an equal rate Available to the Player in Ragnar
Dane Axes Dark Age Pagan Shrine 700 food, 500 gold, 4 stone 40 Infantry get attack bonus vs cavalry and additional gold from civilian units.
Leidangr Dark Age 700 food, 200 gold, 2 stone 40 Norse Warrior gold cost is replaced by additional food cost.
River Raids Dark Age 900 food, 500 gold, 8 stone 40 Norse Warriors move 30% faster.
Wolf Cloaks Dark Age 900 food, 500 gold, 6 stone 40 Night attack bonus is doubled to +4 attack at night.
Bearded Axes Dark Age 900 food, 500 gold, 8 stone 40 Throwing Axemen and Jarls have +1 range.
Bogsveigar Dark Age 850 food, 500 gold, 8 stone 40 Archer-line and Longboats receive +1 attack.
Shield Wall Dark Age 1,200 food, 500 gold, 10 stone 40 Infantry damage adjacent units.
Ulfberht Swords Dark Age 1,200 food, 750 gold, 12 stone 60 Infantry have +4 attack.
Pray to Odin for Wisdom Dark Age 100 gold Instant Infantry units auto-heal for 10 minutes through Odin's blessings.
Pray to Thor for Strength Dark Age 100 gold Instant Infantry units receive +20 hit points for 10 minutes through Thor's blessings.
Pray to Freyr for Prosperity Dark Age 100 gold Instant Farmers, Shepherds, and Fishermen are twice as productive for 10 minutes through Freyr's blessings.
Pray to Loki for Chance Dark Age 100 gold Instant Raiders are more likely to find hidden caches of treasure for 10 minutes.
Hold Blót Dark Age Warrior's Hall 300 food, 300 gold 12 A sacrificial feast that gives a random chance to earn a Runestone or a bonus until the next Blót.
Challenge the Jomsvikings Dark Age None 12 Pledge to defeat the Jomsvikings, beginning their dangerous invasion.
Champions Dark Age 750 food, 350 gold, 4 stone 85 Improve Norse Warrior hitpoints and attack.
Declare Victory and end the scenario. Dark Age None Instant Declare Victory and end the scenario.
Send Varangian Expedition Dark Age Dock 100 wood, 100 gold 70 Send a trading expedition (Trade Cog) to the East to generate gold with every trip. Price increases with every expedition sent. (by +100 wood, +100 gold)

Upgrades[]

Main article: Upgrade (Age of Empires II)

Availability grid[]

The following tables show the availability of the technologies for every civilization. Technologies that are available to all civilizations are not shown in the table. The last two columns indicate the total available research count.

= Available
= Unavailable
= Unavailable, but fully covered by a civilization bonus

Economic, building, and Monastery technologies[]

Civilization Crop Rotation Architecture Herbal Medicine Sanctity Fervor Theocracy C T
Armenians 14 30
Aztecs 14 28
Bengalis 16 34
Berbers 15 34
Bohemians 17 31
Britons 14 33
Bulgarians 11 28
Burgundians 17 29
Burmese 16 32
Byzantines 16 32
Celts 11 27
Chinese 13 31
Cumans 12 26
Dravidians 10 27
Ethiopians 14 31
Franks 13 27
Georgians 15 32
Goths 12 25
Gurjaras 15 29
Hindustanis 13 27
Huns 10 24
Inca 15 29
Italians 17 35
Japanese 14 33
Jurchens 16 34
Khitans 11 30
Khmer 13 28
Koreans 13 30
Lithuanians 18 31
Magyars 13 31
Malay 14 30
Malians 17 32
Maya 16 28
Mongols 9 24
Persians 13 31
Poles 12 27
Portuguese 16 34
Romans 12 24
Saracens 15 34
Shu 12 31
Sicilians 11 30
Slavs 13 29
Spanish 16 35
Tatars 10 26
Teutons 16 32
Turks 14 34
Vietnamese 13 31
Vikings 12 28
Wei 11 28
Wu 15 31
Civilization Crop Rotation Architecture Herbal Medicine Sanctity Fervor Theocracy C T

Military and ship technologies[]

Civilization Gambesons Husbandry Heated Shot Arrowslits C T
Armenians 16 30
Aztecs 14 28
Bengalis 18 34
Berbers 19 34
Bohemians 14 31
Britons 19 33
Bulgarians 17 28
Burgundians 12 29
Burmese 16 32
Byzantines 16 32
Celts 16 27
Chinese 18 31
Cumans 14 26
Dravidians 17 27
Ethiopians 17 31
Franks 14 27
Georgians 17 32
Goths 13 25
Gurjaras 14 29
Hindustanis 14 27
Huns 14 24
Inca 14 29
Italians 18 35
Japanese 19 33
Jurchens 18 34
Khitans 19 30
Khmer 15 28
Koreans 17 30
Lithuanians 13 31
Magyars 18 31
Malay 16 30
Malians 15 32
Maya 12 28
Mongols 15 24
Persians 18 31
Poles 15 27
Portuguese 18 34
Romans 12 24
Saracens 19 34
Shu 19 31
Sicilians 19 30
Slavs 16 29
Spanish 19 35
Tatars 16 26
Teutons 16 32
Turks 20 34
Vietnamese 18 31
Vikings 16 28
Wei 17 28
Wu 16 31
Civilization Gambesons Husbandry Heated Shot Arrowslits C T
Technologies in Age of Empires II
Economic technologies
Villagers Wheelbarrow Hand Cart
Fishing Ships Gillnets
Farming Horse Collar Heavy Plow Crop Rotation
Pastures Domestication Pastoralism Transhumance
Wood Double-Bit Axe Bow Saw Two-Man Saw
Gold Gold Mining Gold Shaft Mining
Caravan
Stone Stone Mining Stone Shaft Mining
Civilian ships Dry Dock · Shipwright
Market Coinage Banking
Guilds
Military technologies
General Conscription
Heresy · Devotion Faith
Upgrades
Melee units Forging Iron Casting Blast Furnace
Cavalry Bloodlines · Husbandry
Scale Barding Armor Chain Barding Armor Plate Barding Armor
Infantry Gambesons · Squires · Arson
Scale Mail Armor Chain Mail Armor Plate Mail Armor
Ranged units Ballistics · Chemistry
Fletching Bodkin Arrow Bracer
Archers Padded Archer Armor Leather Archer Armor Ring Archer Armor
Thumb Ring · Parthian Tactics
Siege Siege Engineers
Ships Careening Dry Dock
Shipwright
War Galley
Buildings Town Watch Town Patrol
Masonry Architecture
Heated Shot · Arrowslits · Murder Holes · Treadmill Crane · Hoardings · Bombard Tower
Herbal Medicine
Monks Redemption · Atonement · Sanctity · Fervor · Illumination · Block Printing · Theocracy
Villagers Loom · Sappers
Miscellaneous technologies
Spies · Treason · Unique technologies
Removed/cut generic technologies
Bombard Cannon · Cannon Galleon · Cartography · Hand Cannon · Hunting Dogs · Revetments · Supplies · Tracking
Upcoming technologies
Fishing Lines · Medium Warships Heavy Warships · Clinker Construction Carvel Hull · Siphons Incendiaries