
Anarchy
Huskarls can be trained at Barracks.
Reference
Costs, research times and effects for all 194 technologies.

Huskarls can be trained at Barracks.

Skirmishers and Slingers no minimum range; Slingers +1 attack.

Buildings +10% HP, +1 melee/+1 pierce armor and +3 building armor.

Gunpowder Units fire more accurately at moving targets.

Watch Towers +1, Guard Towers +2, Keeps and Donjons +3 attack.

Infantry +2 attack vs. buildings.

Bombard Towers, Bombard Cannons, Cannon Galleons +2 range.

Enemy Relics generate -50% resources; Wonder and Relic victory takes +100 years.

Skirmishers +1 attack, +1 range.

Monks can convert enemy Monastery Units.

Mounted Units take -20% population space.

Militia-line +5 melee armor.

Scorpions attack +33% faster; Galley-line +2 attack.

Foot Archers, Skirmishers, Mounted Archers, ranged Warships, ranged Fortifications and some Siege Weapons fire more accurately at moving targets.

Tributes to other players are free.

Throwing Axemen +2 range.

Monks passively heal multiple nearby units.

Infantry, Cavalry and Hulk-line +2 attack.

Monastery Units +3 conversion range.

Mounted Units +20 HP.

Archery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.

Archer-line and Longboats +1 attack.

Archer-line, War Chariots and Lou Chuans fire additional projectiles.

Unlocks Bombard Towers.

Villagers gather wood +20% faster.

Archery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.

Farmers slowly generate gold in addition to food.

Team Castle Unique Units and Bolas Riders cost -15%.

Champi Warriors and Slingers attack +25% faster.

Trade Units move +20% faster.

Ships +1 pierce armor.


Ships move +10% faster.

Advance to Castle Age (; two Feudal Age buildings)

Cavalry +1 melee/+1 pierce armor.

Infantry +1 melee/+1 pierce armor.

Battle Elephants +100 HP.

Foot Archers, Skirmishers, Mounted Archers, ranged Warships and ranged Fortifications +1 attack.

Infantry +5 attack vs. Cavalry, +4 vs. Camel Units; generate +5 gold when defeating Villagers, Trade Units and Monks.

Stables work +40% faster.

Demolition Ships +20% blast radius; Galley-line and Dromons +1 range.

Sets the entire map to explored; Ships train +33% faster.

Castles +4 attack, +3 vs. Rams, +3 vs. Infantry and receive -25% bonus damage.

Ships move +10% faster.

Spearman-line and White Feather Guards gain additional HP when near each other.

Tributes to other players cost only 20%.

Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack.

Military buildings (except Siege Workshops) work +33% faster.

Magyar Huszar gold cost is replaced by additional food cost.

Eagle Warriors +40 HP.

Trebuchets and Mangonel-line +15% attack.

Castles +3 range, garrisoned Infantry fires arrows.

New Farms provide +175 food.

All team members can train 5 free Elite Kipchaks per Castle.

Foot Archers and Fortifications deal poison damage.

Replaces 40% of Castle and Watch Tower-line stone cost with additional wood cost.

Units are 15% harder for enemy Monks to convert.

New Pastures provide +1 animal.

Ballista Elephants and Scorpions fire an additional projectile.

Villagers gather wood +20% faster.

Siege Workshop Units move +50% faster.

Infantry deals trample damage.

Ships +1 pierce armor.

Gunpowder Units move +15% faster.

Watch Tower-line +2 range.

Slingers +1 range; train +50% faster.

Kamayuks, Slingers and Champi Warriors +1 melee/+1 pierce armor.

Units are 50% harder for enemy Monks to convert.

Cavalry +5 attack.

Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster.

Monastery Units move +15% faster.

Advance to Feudal Age (; two Dark Age buildings)

Up to 5 Town Centers spawn 5 Serjeants each; units more resistant to conversion.

Fishing Ships gather +10% faster and carry +5.

All existing Villagers are transformed to Flemish Militia.

Archery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.

Militia-line gold cost is replaced by additional food cost.

Infantry, Cavalry and Hulk-line +1 attack.

Fortifications and Town Centers regenerate 500 HP per minute.

Upgrade to Fortified Wall ()

Camel Riders and Elephant Archers +4 melee armor.

Siege Weapons +40% HP.

Militia-line and Fire Lancers +1 pierce armor.

Infantry +4 attack.

Fishing Ships gather +10% faster and carry +5.

Villagers gather gold +15% faster.

Villagers gather gold +15% faster.

All gold income +10% faster; Market trading fee reduced to 10%.

Walls, Watch Tower-line and Bombard Towers +30% HP.

Fire Ships +1 range; Dromons and Bombard Towers increased blast radius.

Upgrade to Guard Tower ()

Market trading fee reduced to 15%.

Villagers +50% carry capacity and move +10% faster.

Knight-line +1 melee/+2 pierce armor.

Towers +125% attack vs. ships; Castles and Docks +4 attack vs. ships.

New Farms provide +125 food. Farmers +1 carry capacity.

Upgrade to Galleon, Fast Fire Ship and Carrack ()

Units garrisoned in buildings heal +500% faster.

Archer-line and Champi Warriors move +15% faster.

Units converted by an enemy Monk die instead of changing to the enemy's color.

Town Centers +3 range.

Castles, Kreposts and Donjons +1,000 HP.

New Farms provide +75 food.

Battle Elephants +1 melee/+1 pierce armor.

Mounted Units move +10% faster.

Monks and Monastery technologies gold cost is replaced by food cost.

Monastery Units regain their faith +100% faster after a successful conversion.

Advance to Imperial Age (; two Castle Age buildings or a Castle/Krepost)

Fire Ships detonate when sunk, gaining blast radius.

Monks and Missionaries convert faster; Missionaries +1 range.

Infantry, Cavalry and Hulk-line +1 attack.

Siege Weapons +4 melee armor.

Archer-line gold cost replaced by additional wood cost.

Team Castles work +25% faster.

Trebuchets attack and pack/unpack faster.

Upgrade to Keep ()

Military Units cost -25% food.

Infantry and Skirmishers reflect 25% melee damage back to the attacker.

Ranged Soldiers +1 melee/+1 pierce armor.

Scout Cavalry-line deals trample damage.

Cataphracts deal trample damage, +6 attack vs. Infantry.

Villagers +15 HP and +1 melee/+2 pierce armor.

Camel Units regenerate 15 HP per minute.

Villagers and Monks take -10% population space.

Bolas Riders, Slingers and Skirmishers deal pass through damage.

Cavalry +4 attack vs. Ranged Soldiers.

Tarkans can be trained at Stables.

Buildings +10% HP, +1 melee/+1 pierce armor and +3 building armor.

Elephant Units regenerate 30 HP per minute.

Mounted Units +4 melee armor.

Removes minimum range of Fortifications so they can attack enemies at their base.

Lost Houses do not decrease population space.

Skirmishers fire an additional projectile.

Cavalry regenerates HP in combat.

Ranged Soldiers +1 melee/+1 pierce armor.

Rathas and Elephant Units attack +20% faster.

Lumberjacks slowly generate gold in addition to wood.

Mounted Archers +1 melee/+2 pierce armor; +2 attack vs. Spearman-line.

New Pastures provide +2 animals.

Barracks work +100% faster.

Hand Cannoneers deal +15% pass through damage and are more accurate.

Cavalry +1 melee/+2 pierce armor.

Infantry +1 melee/+2 pierce armor.

Mounted Archers +1 attack, +1 range.

Demolition Ships and Fire Archers deal fire damage to ships and buildings.

Monks can convert enemy Siege Weapons and buildings (except Town Centers, Castles, Monasteries, Farms, Fish Traps, Walls, Gates, and Wonders). Monks can convert most enemy units from a distance, but they must stand adjacent to buildings, rams, and Trebuchets to convert them.

Ranged Soldiers +1 melee/+2 pierce armor.

Scorpions, Rocket Carts and Lou Chuans +25% attack; Lou Chuans fire rockets.

Shotel Warriors and Camel Riders receive -3 damage from Mounted Units.

Monastery Units +15 HP.

Villagers +15 attack vs. buildings and +3 attack vs. rams.

Cavalry +1 melee/+1 pierce armor.

Infantry +1 melee/+1 pierce armor.

Hand Cannoneers +2 range.

Rocket Carts and Turtle Ships +1 range, fire additional projectiles.

Ships cost -20% wood and build +50% faster.

Ranged Siege Weapons and Siege Warships +1 range. All Siege Weapons and Siege Warships +20% attack vs. buildings; Demolition Units +40% attack vs. buildings.

Scout Cavalry-line, Steppe Lancers and Cavalry Archers +1 melee/+1 pierce armor.

Trade Units cost -50%.

Mounted Archers +20 HP.

Fire Ships gain an explosive charge attack.

Traction Trebuchets and Lou Chuan trebuchet weapons fire additional projectiles.

Spies (Random Map games) reveals all enemy units and buildings by showing you their line of sight. The total cost is 200 gold per each Villager from other players; allied Villagers are excluded when teams are locked.

Infantry moves +10% faster.

Scout Cavalry-line, Steppe Lancers and Cavalry Archers train +100% faster.

Cavalry attacks +33% faster.

Villagers gather stone +15% faster.

Villagers gather stone +15% faster.

Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius.

Villagers +40 HP, +6 attack, +2 melee/+2 pierce armor.

Fortifications +2 attack; Watch Tower-line deals pass through damage.

Knight-line costs -60% gold.

Docks are upgraded to Harbors.

If a group of Monks converts an enemy unit, only one of the Monks must rest afterward.

Archery Units attack +15% faster. Archery Units and Skirmishers fire with 100% accuracy.

Rocket Carts, Grenadiers and Lou Chuans detonate when defeated; projectiles produce additional explosions.

Town Centers fire arrows without garrison.

Trebuchets +2 range.

Siege Workshop Units' blast radius increased.

Spearman-line and Skirmishers +2 pierce armor.

Buildings +4 line of sight.

Buildings +4 line of sight.


New Pastures provide +3 animals.

Villagers construct buildings +20% faster.

Soldiers passively produce food.

Battle Elephants +3 attack.

Villagers gather wood +10% faster.

Upgrade to War Galley, Fire Ship and War Hulk ()

Trebuchets deal blast damage and are more accurate.

Villagers +25% carry capacity and move +10% faster.

Infantry and Cavalry attacks ignore armor.

Watch Tower-line fires additional arrows.

Foot Archers and Skirmisher-line +1 range; Watch Tower-line +2 attack.