Kingdoms of Aetheria
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Kingdoms of Aetheria complete guide

Kingdoms of Aetheria is a free turn-based strategy game played in your browser, on computer, tablet or phone, with no downloads or sign-up. You found cities on a world of hexagonal tiles, research three ages (from spears to steam and aether), trade, spy, make war or peace with other kingdoms and win by conquest, science or culture. This guide explains everything in the game, using the same data the game itself uses.

Kingdoms of Aetheria
8kingdoms
29units
34technologies
3ages
17scenarios
19wonders

How it works

The essentials: turns, cities, combat, happiness, culture, diplomacy, saving and everything the game keeps adding.

Tap an entry to see all its details.

How to winDomination: conquer the capitals of all your rivals. Science: discover the Ascension, the last technology of the Aether Age. Culture: gather…
  • Domination: conquer the capitals of all your rivals.
  • Science: discover the Ascension, the last technology of the Aether Age.
  • Culture: gather all five great people.
  • Score: if the turns run out, whoever has the most points wins.
  • You lose if you are left with no cities or settlers, or if a rival wins first by science or culture.
Turns and citiesEverything moves forward when you press Next turn: cities produce, grow with their surplus food (each citizen eats 2) and work one nearby…

Everything moves forward when you press Next turn: cities produce, grow with their surplus food (each citizen eats 2) and work one nearby tile per citizen. Whatever a city builds takes several turns; the + button adds it to the queue.

Roads and the sea connect cities to the capital and bring in gold. Resources only yield if a city works their tile.

Selected city: its area and what each tile yields
Selected city: its area and what each tile yields
CombatStrength, health, terrain (+25% in forests and hills) and fortifying (+50%) all count. Ranged troops attack from 2 tiles away without taking…
  • Strength, health, terrain (+25% in forests and hills) and fortifying (+50%) all count.
  • Ranged troops attack from 2 tiles away without taking retaliation.
  • Flanking: each of your troops next to the defender adds +15% (up to +45%).
  • Zone of control: a unit stops when it moves next to an enemy.
  • Rivers: a melee attack on a unit standing on a river suffers −20%.
  • Airships fly: melee infantry cannot reach them.
  • To take a city, bring its health down to 0 and move in with a melee unit. Cities fire every turn.
  • Infantry fights in squads of three: the fewer soldiers left standing, the less health it has.
  • A wounded troop heals on its own if it neither moves nor attacks; faster when fortified or in your cities.
  • Hover over the target to see the combat preview.
Combat preview
Combat preview
Squads of three and veteran chevrons
Squads of three and veteran chevrons
Experience and upgrading troopsTroops gain experience in combat, and at each level you choose a promotion. Once you can build the next unit in its line (for example…

Troops gain experience in combat, and at each level you choose a promotion. Once you can build the next unit in its line (for example Spearman → Musketman → Rifleman), a troop in your territory can be upgraded by paying gold, and it keeps its experience.

Heroes: on reaching Elite (the third level) a troop earns a name of its own, such as “The Sons of Thunder”. You see it in its panel and on hover, with a golden ribbon under its banner. If it falls in battle, the chronicle remembers it. Look after them: they are worth a lot.

A hero: its name in the panel and the golden ribbon under the banner
A hero: its name in the panel and the golden ribbon under the banner
The chevrons on the banner mark the promotions
The chevrons on the banner mark the promotions
HappinessEvery city and every citizen lowers happiness. It goes up with the different luxuries in your territory (+4 each, such as spices or mana ),…

Every city and every citizen lowers happiness. It goes up with the different luxuries in your territory (+4 each, such as spices or mana), including those you get by trading, and with temples, amphitheaters and wonders. With negative happiness, production and growth drop; at 10 or more, yields rise. Click the indicator on the top bar to see the breakdown.

The kingdom's happiness breakdown
The kingdom's happiness breakdown
Culture, policies and great peopleCulture comes from cities, temples and wonders, and it fills two meters at once: The policies meter ( Tradition and the rest): adopt them…

Culture comes from cities, temples and wonders, and it fills two meters at once:

  • The policies meter (Tradition and the rest): adopt them from the culture counter on the top bar.
  • The great people meter (Great General and the rest): one at each threshold. Gathering all five grants the Culture victory.
Culture and policies
Culture and policies
Campaign: the Chronicle of AetheriaOn the title screen, Scenarios shows the Chronicle of Aetheria at the top: five chapters in a row with Queen Elara, from a village by the…

On the title screen, Scenarios shows the Chronicle of Aetheria at the top: five chapters in a row with Queen Elara, from a village by the river to the Ascension. Each chapter opens when you beat the previous one.

The campaign hero (Aldric, at first) starts every chapter next to your capital. If they survive, they move on to the next one with their name, level and promotions, armed for the era. If they fall, the most experienced troop takes over. Finishing all five chapters earns the «Chronicler of Aetheria» achievement.

Each chapter has its own illustration and a narrator who tells the story when it begins (if sound is on). The 🔊 Listen button in the introduction replays or stops it; open it again with the ⓘ button on the scenario panel.

SpiesThe spy is trained with Writing. Other kingdoms cannot see it unless it is right next to their troops or cities, and it crosses closed…

The spy is trained with Writing. Other kingdoms cannot see it unless it is right next to their troops or cities, and it crosses closed borders. It does not enter foreign cities: it acts from an adjacent tile.

Next to another kingdom's city it has three missions, each with its own chance of success: steal technology (one they know and you don't, as long as you already know what it requires), sabotage (−3 happiness for their kingdom for 8 turns and half of the city's current build burned) and watch (you see the city's surroundings for 20 turns). Walls and a garrison make it harder; every mission accomplished gives it more skill.

After acting it hides for 4 turns. If it fails, half the time it gets caught, and the other kingdom holds a grudge; even when it succeeds, sometimes they find out who did it. Rivals have spies too: if one of your cities loses technology or progress, you'll know why. A troop next to the city exposes them.

World replayEvery turn the game notes which tiles change hands and what happens: cities founded, conquered or razed, wars, peace treaties, wonders and…

Every turn the game notes which tiles change hands and what happens: cities founded, conquered or razed, wars, peace treaties, wonders and discoveries. With that, World replay (in the Menu and at the end of the game) shows the map turn by turn, with each kingdom's borders, its cities and a scoreboard of how much land each one holds.

While you play, it only shows what you have explored; at the end, the whole world. Save video records it all (about 30 seconds) so you can download or share it. It is saved with the game.

Natural wondersEvery map has 3 to 6 natural wonders: a volcano, a waterfall with a rainbow, a giant tree, a mana crater, a great reef, a circle of standing…

Every map has 3 to 6 natural wonders: a volcano, a waterfall with a rainbow, a giant tree, a mana crater, a great reef, a circle of standing stones or a healing fountain. Their names are written on the map and they are never next to the capitals: you have to go out and find them.

Discovering them: the first kingdom in the world to see each one earns 50 gold and 20 culture; those who arrive later, 15 gold. A good reason to send your scout out early.

Using them: you cannot found a city on top of them or build improvements on them, but a city within two tiles can work them like any other tile, and they yield much more. Each one also has its own effect while it is in your territory: fertile ash around it, happiness, culture, mana or healing. Troops can walk through them (except the volcano, which is a mountain).

The seven natural wonders, together for the photo (a game has 3 to 6, spread out)
The seven natural wonders, together for the photo (a game has 3 to 6, spread out)
DiplomacyEvery kingdom has an opinion of you, with its reasons in plain sight: borders, wars, gifts, common enemies. It decides whether they accept…

Every kingdom has an opinion of you, with its reasons in plain sight: borders, wars, gifts, common enemies. It decides whether they accept peace, sign a research pact (+15% science for both) or demand tribute from you. At peace, their territory is closed: to cross it, open your borders or declare war. Each leader has a personality of their own: see the kingdoms.

Luxury trade: if you have a luxury the other lacks and they have one you lack, swap them one for one for 30 turns. Both of you count the other's luxury as your own (+4 happiness) and you think more highly of each other. The merchant trades with almost anyone; conquerors, only if they don't hold a grudge against you. A war breaks the deal. Rivals trade among themselves too.

Alliance: a defensive pact forever (until someone breaks it). Their attitude toward you must be friendly. If someone declares war on one of you, the other joins that war as well. Allies cannot declare war on each other: the alliance must be broken first, and that leaves some resentment.

Leaders speak: when you meet, when they declare war on you, when they accept or reject your peace or your pact, when they receive a gift or lose their capital, their portrait appears at the top left with a line that fits their personality, and they say it out loud in their own voice (the music dips while they speak). Its volume has its own setting in the Menu: “Leader voices”.

Diplomacy: an ally with a luxury deal under way and their attitude toward you
Diplomacy: an ally with a luxury deal under way and their attitude toward you
The leader speaks to you
The leader speaks to you
City-statesNeutral cities under a white flag that don't expand and that no one can attack. You earn their influence by giving them gold or completing…

Neutral cities under a white flag that don't expand and that no one can attack. You earn their influence by giving them gold or completing their tasks: as a friend or ally they give you gold, culture or troops depending on their type (mercantile, cultural or militaristic). Their flag takes on the color of their ally.

Trade routesA city linked to your capital by road or by sea is connected and gives gold every turn. A convoy travels back and forth along each route: an…

A city linked to your capital by road or by sea is connected and gives gold every turn. A convoy travels back and forth along each route: an ox cart, a steam train once roads become railways in the Age of Steam, or a merchant cog across the sea.

A steam train along the trade route
A steam train along the trade route
Seasons, day and stormsA day lasts twelve turns and a year forty-eight: at night, cities and the troops' torches light up the ground. In autumn the forests turn…

A day lasts twelve turns and a year forty-eight: at night, cities and the troops' torches light up the ground. In autumn the forests turn copper, and in winter it snows and the lakes freeze. Some turns bring a storm (rain, lightning and thunder) or a blizzard. All of this is atmosphere: it doesn't change the rules.

Night
Night
Autumn
Autumn
Winter
Winter
Storm
Storm
City governorIn a city's panel, Governor gives it a focus: balanced, growth, trade, science, production or defense. When the city finishes what it is…

In a city's panel, Governor gives it a focus: balanced, growth, trade, science, production or defense. When the city finishes what it is building (or at the start of your turn, if it is idle), it picks the next item on its own according to that focus: for example, with science, library, university and laboratory. If enemies are near and it has no garrison, a troop comes first. It also adjusts priorities when choosing tiles. Whatever you order yourself is respected, and You decide puts it back under your orders. With many cities it saves a lot of clicks.

The governor in the city panel
The governor in the city panel
Kingdom postcardMenu → Your kingdom postcard (or at the end of the game) makes a picture of your lands just as they look, with your portrait, the kingdom's…

Menu → Your kingdom postcard (or at the end of the game) makes a picture of your lands just as they look, with your portrait, the kingdom's name, the turn, the age and your numbers (cities, citizens, technologies, wonders and points). Share sends it by WhatsApp or another app; Download saves it.

The kingdom postcard, ready to share
The kingdom postcard, ready to share
Battles, wonders and life on the mapWhere a battle was fought, the trampled, scorched earth, cannon craters and broken weapons remain for a few turns, and smoke rises on the…
  • Where a battle was fought, the trampled, scorched earth, cannon craters and broken weapons remain for a few turns, and smoke rises on the turn of the fight.
  • A damaged city burns: flames, black smoke and cracks in the walls, more the less health it has left.
  • Wonders rise as great monuments next to their city, with a golden halo.
  • Cows and horses graze on resources, there are sheep on some farms and deer in some forests; mines give off smoke and a boat fishes over the fishing banks.
  • At great moments (your new age, your wonder, a capital you conquer) the camera zooms in for an instant with cinematic bars and then returns. With “Clouds and tilt-shift effect” turned off in the Menu, it stays still.
  • Cities are neighborhoods of houses that grow with their population, change with the age (tile, brick, crystal) and get a wall with towers when you build one.
  • Forests have standing trees and mountains have snowy rock peaks, both in the flat view and in 3D (in 3D, hills rise too).
  • Glints of light flow down the rivers, and on summer nights fireflies glow over forests and meadows.
  • Troops kick up dust as they walk (more on horseback) and ships leave a wake. A fortified troop surrounds itself with a palisade of stakes; heroes wear a golden halo with sparks, and mages and golems are circled by motes of mana.
  • Farms are a patchwork of hedged fields with the farmer’s house or a windmill and a haystack; mines, a rocky slope with a timbered entrance, rails and a mine cart; lumber mills, a clearing with stumps, a hut and stacked logs. Bandit camps have tents, a palisade, the skull pole and a burning campfire.
Wonders as monuments next to the capital
Wonders as monuments next to the capital
A damaged city burns, with the scars of battle nearby
A damaged city burns, with the scars of battle nearby
Kingdom tasksFrom turn 6 on, the kingdom proposes a task: a short goal with a deadline and a reward, such as founding a city, discovering two…

From turn 6 on, the kingdom proposes a task: a short goal with a deadline and a reward, such as founding a city, discovering two technologies, building three improvements, adopting a policy, connecting a city by trade route or finishing a wonder. You see it in the right-hand panel, with its progress bar and the turns left (with a unit or city selected, as a compact line at the top of the panel). As soon as you complete it you collect the reward (gold, culture, science or production in the capital); if the deadline passes, it is lost with no penalty. You can discard it and another one arrives shortly. Only your kingdom gets them: rivals don't.

A task in progress (on the right) and a leader speaking to you (top left)
A task in progress (on the right) and a leader speaking to you (top left)
Undo and turn speedUndo ( Ctrl+Z, U or the ↶ button on the unit bar) takes back your last move: the unit returns to its tile with all its movement, and its…

Undo (Ctrl+Z, U or the ↶ button on the unit bar) takes back your last move: the unit returns to its tile with all its movement, and its escort with it. You can undo several in a row. You can't if the move revealed something (new tiles, a foreign unit or city, some ruins), after attacking, or after ending the turn: that would be cheating the fog.

Rivals' turn (Menu): normal, fast or instant. With “instant”, all the others play at once and you're back to your turn almost without waiting.

Moving troops as a groupSo you don't have to move an army one unit at a time: select a troop and press Group ( I ). Every troop of yours within two tiles joins it.…

So you don't have to move an army one unit at a time: select a troop and press Group (I). Every troop of yours within two tiles joins it. Shift + click on another troop adds or removes it by hand. Troops in the group wear a golden ring on the map.

Once the group is formed, a click on a free tile sends them all: the selected troop goes to that tile and the rest take the nearest tiles around it. If the destination is far away, each one follows its own route turn by turn and stops if it sees enemies. Clicking a troop in the group puts it in front.

Attacks are still made one at a time, so you choose who strikes first: the usual way is to soften the target with catapults and ranged troops and finish it in melee. Settlers and workers don't join groups: to protect them, put a troop on their tile and they will travel together (escort, J).

Closed and open bordersEach kingdom has its territory, the area in its colour on the map. At peace, its borders are closed: your troops, settlers and workers…

Each kingdom has its territory, the area in its colour on the map. At peace, its borders are closed: your troops, settlers and workers cannot enter, and theirs cannot enter yours. If you click inside, the game reminds you. City-states and unclaimed land can always be crossed.

There are two ways through. The peaceful one: in Diplomacy (P), Open borders. It's free and lasts 30 turns; the other kingdom agrees if its attitude towards you isn't bad (easy with the merchant, hard with the conqueror). Allies always have open borders. When the agreement ends, troops still inside return by themselves to the nearest free tile.

The other way is to declare war: then you can enter and attack, but the other kingdoms will think worse of you and the borders agreement is broken.

Daily challengeOn the title screen, Daily challenge opens the same world for everyone that day: the same map, the same kingdom for you and the same rivals,…

On the title screen, Daily challenge opens the same world for everyone that day: the same map, the same kingdom for you and the same rivals, with 100 turns at most. Your score is the game's score and, if you win, +500 plus +10 for each turn you had left. At the end, Share on WhatsApp sends your result with a link: whoever opens it will play the same challenge. The title screen button remembers your best result of the day.

The end of the challenge, ready to share
The end of the challenge, ready to share
Kingdom eventsEvery so often something happens to your kingdom. Each event starts appearing from a certain turn on, shows up with its own banner and is…

Every so often something happens to your kingdom. Each event starts appearing from a certain turn on, shows up with its own banner and is recorded in the chronicle:

  • Good: bumper harvest (+6 food in each city), discovery (science), migration (+1 population in the capital), vein (gold), great fair (gold and +3 happiness for 5 turns) and pilgrims (culture, if you have a temple).
  • Bad: plague (−1 population; an aqueduct or a hospital protects the city), drought (it loses its stores), riot, fire (it loses half of what it was building), earthquake (damage and delayed construction; walls hold up better) and bandits next to a city.
DifficultyChosen on the title screen. Rivals always play by the same rules as you; what changes is how much they produce and how soon they attack:…

Chosen on the title screen. Rivals always play by the same rules as you; what changes is how much they produce and how soon they attack:

  • Apprentice: they produce 15% less and are peaceful. For learning.
  • Lord: balanced, no advantages for anyone.
  • King: they produce 18% more, are happier and attack sooner.
  • Emperor: they produce 35% more and are very aggressive. A real challenge.
ScenariosPrepared games, on the title screen ( Scenarios ) or in the Menu. Each one has a fixed world (the same for everyone), a chosen kingdom and…

Prepared games, on the title screen (Scenarios) or in the Menu. Each one has a fixed world (the same for everyone), a chosen kingdom and rivals, what each of them has at the start (cities, technologies, troops, wars) and an objective with a deadline: if you achieve it, you win; if the deadline passes, you lose. In “The Last Frontier” it's the other way around: you win if you make it to the end. The usual victories count too.

  • ✿ Land of Settlers (Expansion, ★, as Clans of Nordheim): Have 7 cities and 45 citizens in total before turn 70.
  • ⚔ The Siege of Valdoria (War, ★★, as Kingdom of Aetheria): Conquer the capital of Valdoria before turn 50.
  • ⛨ The Last Frontier (Defense, ★★★, as League of Sylvania): Keep your capital until the end of turn 50.
  • ⚙ Race to Steam (Science, ★★, as Republic of Marisal): Discover an Age of Steam technology before any rival does and before turn 110.
  • ⚖ The Spice Islands (Trade, ★★, as Sultanate of Zahara): Enjoy all three luxuries at once (gold, mana and spices) and have 500 gold before turn 90.
  • ✧ The Mana Awakening (Science, ★★★, as Theocracy of Solaria): Reach the Ascension before anyone else and before turn 60.
  • ♞ The Steppe Horde (War, ★★, as Horde of Kharuk): Conquer 3 enemy cities before turn 45.
  • ♜ The Iron Fist (Domination, ★★★, as Valdorian Empire): Conquer the capitals of Aetheria and Zahara before turn 110.
  • ♕ The Age of Wonders (Culture, ★★, as Theocracy of Solaria): Build 4 wonders before turn 75.
  • ✦ The Golden Century (Culture, ★★, as Kingdom of Aetheria): Get 3 great people before turn 100.
  • ⚓ The League of Ports (Diplomacy, ★★, as Republic of Marisal): Be the ally of 3 city-states at the same time before turn 70.
  • ☠ Lawless Land (War, ★, as Sultanate of Zahara): Raze 4 bandit camps before turn 50.

At the start, an introduction tells the story and gives some tips. Progress is shown in the right-hand panel, with a bar for each part of the objective (in red, the one for the most advanced rival). Your best result (the turn on which you beat it) is recorded in this browser, and there are two achievements: beating one and beating them all.

Los escenarios, en la portada
Los escenarios, en la portada
In game: the objective and its progress on the right
In game: the objective and its progress on the right
DilemmasEvery so often a dilemma arrives: a decision with two or three outcomes and their consequences (gold, happiness, troops, culture...). If you…

Every so often a dilemma arrives: a decision with two or three outcomes and their consequences (gold, happiness, troops, culture...). If you don't decide in time, it expires.

Save and continue on another deviceThe game saves itself at the start of each of your turns and when you leave. “Previous autosave” is the turn before. With Send to another…

The game saves itself at the start of each of your turns and when you leave. “Previous autosave” is the turn before. With Send to another device (Menu → Save or load) you send yourself the game by WhatsApp or email, and on the other device you open it with Import from file, also from the title screen.

Save and load
Save and load

Scenarios and campaign

Games with a challenge and a deadline, and a five-chapter campaign with a hero who carries over from one to the next.

Los escenarios, en la portada
Los escenarios, en la portada
In game: the objective and its progress on the right
In game: the objective and its progress on the right

Campaign: the Chronicle of Aetheria

1I. The Seed of the Kingdom

Aetheria is just a town by the river. Make it a kingdom and discover the wonders of this land.

Goal: Have 5 cities and discover 2 natural wonders before turn 45. · ★
2II. The King's Roads

Bandits raid the caravans. Clear the roads and make your people grow.

Goal: Raze 3 bandit camps and reach 50 population before turn 55. · ★★
3III. The Siege of Valdoria

Cassio has broken the truce. Lead the army to his capital and take it.

Goal: Conquer the capital of Valdoria before turn 55. · ★★
4IV. The Northern Storm

Nordheim and the Kharuk horde come to avenge Cassio. Hold out for 40 turns.

Goal: Keep your capital until the end of turn 40. · ★★★
5V. The Ascension

Centuries later, mana awakens. Be the first to reach the Ascension.

Goal: Reach the Ascension before anyone else and before turn 60. · ★★★

Standalone scenarios

★Land of Settlers

An untouched continent with plenty of room. Fill the map with cities before anyone else.

Goal: Have 7 cities and 45 citizens in total before turn 70. · 70 turns
★★The Siege of Valdoria

The war has already begun. March with your army and take the enemy capital.

Goal: Conquer the capital of Valdoria before turn 50. · 50 turns
★★★The Last Frontier

Two empires have allied against you. Hold out for 50 turns without losing your capital.

Goal: Keep your capital until the end of turn 50. · 50 turns
★★Race to Steam

Four kingdoms, a single goal: be the first to enter the Age of Steam.

Goal: Discover an Age of Steam technology before any rival does and before turn 110. · 110 turns
★★The Spice Islands

A sea of islands. Gather the world's three luxuries and fill the treasury.

Goal: Enjoy all three luxuries at once (gold, mana and spices) and have 500 gold before turn 90. · 90 turns
★★★The Mana Awakening

You start in the middle of the Age of Steam. The first to reach the Ascension wins.

Goal: Reach the Ascension before anyone else and before turn 60. · 60 turns
★★The Steppe Horde

Your riders are already on the move. Take three enemy cities before they get organized.

Goal: Conquer 3 enemy cities before turn 45. · 45 turns
★★★The Iron Fist

Two kingdoms stand between Valdoria and its destiny. Take both of their capitals.

Goal: Conquer the capitals of Aetheria and Zahara before turn 110. · 110 turns
★★The Age of Wonders

Three kingdoms race to raise the greatest works in the world. Make yours come first.

Goal: Build 4 wonders before turn 75. · 75 turns
★★The Golden Century

Temples, theaters and libraries: attract three great people before anyone else.

Goal: Get 3 great people before turn 100. · 100 turns
★★The League of Ports

A world of islands and free cities. Win three city-states over as allies.

Goal: Be the ally of 3 city-states at the same time before turn 70. · 70 turns
★Lawless Land

Bandits have taken the roads. Raze their camps and bring peace back to the caravans.

Goal: Raze 4 bandit camps before turn 50. · 50 turns

Ages

A game moves through three ages. Each brings technologies, units, buildings and a new look for your cities.

IA capital in the Age of Kingdoms

Age of Kingdoms

The age every kingdom starts in: spears, bows, walls and the first wonders.

See details

The age every kingdom starts in: spears, bows, walls and the first wonders.

TechnologiesAgriculture, Animal Husbandry, Masonry, Writing, Monarchy, Sailing, Metallurgy, Sanitation, Tactics, Horseback Riding, Engineering, Shipbuilding, Gunpowder, Construction, Philosophy, Banking, Artillery, Cavalry, Education, Enlightenment
UnitsSettler, Worker, Scout, Spy, Spearman, Archer, Swordsman, Knight, Catapult, Musketman, Galley, Frigate, Cannon, Dragoon
Buildings and wondersGranary, Temple, Barracks, Library, Aqueduct, Market, Walls, Workshop, Harbor, Shipyard, Amphitheater, Bank, University, Pyramids, Hanging Gardens, Great Library, Colossus, Great Wall, Great Lighthouse, Great Temple, Royal Academy

The peacetime music alternates with the theme of the age your kingdom is in.

A city in the Age of Kingdoms
A city in the Age of Kingdoms
IIA capital in the Age of Steam

Age of Steam

Chimneys smoke, rifles gleam and the world changes forever.

See details

Begins with your first Age of Steam technology. Your kingdom's roads become railways, cities raise factory chimneys and a clock tower, and troops wear golden epaulettes.

TechnologiesPrinting Press, Economics, Steam Engine, Rifling, Medicine, Steel, Scientific Method, Electricity
UnitsRifleman, Field Artillery, Ironclad
Buildings and wondersPrinting Press, Stock Exchange, Factory, Hospital, Laboratory, Royal Observatory, Great Exhibition

The peacetime music alternates with the theme of the age your kingdom is in.

The city in the Age of Steam: clock, chimneys and brick
The city in the Age of Steam: clock, chimneys and brick
Roads become railways
Roads become railways
IIIA capital in the Aether Age

Aether Age

The mana awakens: ships sail the sky and stone obeys.

See details

Begins with your first Aether Age technology. Your city towers are crowned with a mana crystal spire, the railways glow and troops wear mana trim. Here lies the Ascension, which grants the Science victory.

TechnologiesArcanism, Modern Alchemy, Aeronautics, Golemancy, Ethereal Armor, Ascension
UnitsBattle Mage, Golem, Airship, Arcane Ironclad
Buildings and wondersArcane Tower, Mana Refinery, Floating Gardens, Great Arcane Forge

The peacetime music alternates with the theme of the age your kingdom is in.

The city in the Aether Age: a mana crystal spire
The city in the Aether Age: a mana crystal spire

Kingdoms

Eight kingdoms, each with its leader, personality, bonuses, unique unit, troops, architecture and music.

Queen Elara
Queen Elara · Court Scholars

Kingdom of Aetheria

“Knowledge is the only crown that never rusts.”

Kingdom of Aetheria capitalKingdom of Aetheria troops
See the kingdom page →
BonusCourt Scholars: +1 science per city and +12% science across the whole kingdom.
LookSteel helms with blue plumes, shields with a star and cities of pale stone with slate roofs.
Unique unitCrossbowman
PersonalityScholarly: Prefers libraries and wonders to war. Admires those who research and gladly signs research pacts.
CitiesAetheria, Lumen, Puerto Alba, Valdenorte, Estandarte, Rocalta…
Emperor Cassio
Emperor Cassio · Legions of Steel

Valdorian Empire

“What is not defended is taken.”

Valdorian Empire capitalValdorian Empire troops
See the kingdom page →
BonusLegions of Steel: +15% strength for all your units and +20% defense in your cities.
LookClean-shaven legionaries in bronze helmets with red crests, the eagle on their shields and ochre cities with terracotta roofs.
Unique unitLegionary
PersonalityConqueror: Judges neighbors by their armies: despises weakness, demands tribute and is very slow to make peace.
CitiesValdoria, Cassiopa, Puño de Hierro, Ceniza, Rojofuerte, Muralla Roja…
Jarl Sigrid
Jarl Sigrid · Children of the Ice

Clans of Nordheim

“Beyond the fjord there is always land.”

Clans of Nordheim capitalClans of Nordheim troops
See the kingdom page →
BonusChildren of the Ice: Your troops get +1 movement, and frozen lands give +1 food and +1 production.
LookBlond beards, horned helmets, fur collars and the wolf on their shields; dark wooden houses with steep roofs.
Unique unitHuscarl
PersonalityExpansionist: Founds cities tirelessly and takes to the sea. Cannot stand having the way blocked: shared borders anger them twice as much.
CitiesNordheim, Cuernorroto, Hielofirme, Skalda, Piedrahonda, Vientonorte…
Sultan Rashid
Sultan Rashid · Desert Caravans

Sultanate of Zahara

“Everything has a price, even peace.”

Sultanate of Zahara capitalSultanate of Zahara troops
See the kingdom page →
BonusDesert Caravans: +2 gold per city, and deserts and savannas give +1 food and +1 gold.
LookTurbans with a jewel and feather, the crescent moon on their shields, camel riders and cities of flat roofs and white domes with a minaret.
Unique unitCamel Rider
PersonalityMerchant: Prefers gold to blood: rarely starts a war, gifts win twice the favor, and sells peace at a good price.
CitiesZahara, Almedina, Fuente de Seda, Qasr, Especiería, Torre de Cristal…
Doge Lorenzo
Doge Lorenzo · Lords of the Sea

Republic of Marisal

“The sea has no owner, only captains.”

Republic of Marisal capitalRepublic of Marisal troops
See the kingdom page →
BonusLords of the Sea: Your ships get +1 movement, and coastal waters give +1 gold and +1 production.
LookCrested morion helmets, sailor moustaches, the anchor on shields and sails, and whitewashed houses with orange roofs.
Unique unitGalleass
PersonalityNavigator: Takes to the sea before anyone else and founds ports on every coast. Prefers trade, but defends its routes with a fleet.
CitiesMarisal, Laguna, Puerto Coral, Arsenal, Isla Dorada, Rialto…
High Priestess Ilia
High Priestess Ilia · Radiant Faith

Theocracy of Solaria

“Light is not imposed: it spreads.”

Theocracy of Solaria capitalTheocracy of Solaria troops
See the kingdom page →
BonusRadiant Faith: +2 culture toward policies per city and +3 happiness across the whole kingdom.
LookGolden diadems with sun rays, the sun on their shields and white cities crowned with golden domes.
Unique unitPaladin
PersonalityDevout: Raises temples and wonders, looks after the happiness of the people and distrusts those who live for war.
CitiesSolaria, Aurora, Santuario, Alba Sagrada, Claustro, Peregrina…
Khan Temur
Khan Temur · Riders of the Steppe

Horde of Kharuk

“The steppe has no walls, nor does it need any.”

Horde of Kharuk capitalHorde of Kharuk troops
See the kingdom page →
BonusRiders of the Steppe: Your mounted units get +1 movement and +20% strength, and plains give +1 production.
LookPointed felt hats trimmed with fur, the horse on their shields, riders who shoot at a gallop and camps of yurts in the colours of the horde.
Unique unitHorse Archer
PersonalityWarlike: Lives on horseback: gathers riders, looks for a fight and thinks long and hard before making peace.
CitiesKharuk, Ordu, Yurta Alta, Viento Largo, Tenga, Campamento Kan…
Archdruid Bran
Archdruid Bran · Guardians of the Forest

League of Sylvania

“Whoever fells an oak should plant ten.”

League of Sylvania capitalLeague of Sylvania troops
See the kingdom page →
BonusGuardians of the Forest: Forests and jungles give +1 food and +1 science, and your troops defend +25% in them.
LookGreen hoods with leaves, bark armour, riders on stags, the tree on their shields and wooden houses with mossy roofs.
Unique unitRanger
PersonalityGuardian: Defends the forests tooth and nail, researches calmly and rarely strikes first.
CitiesSylvania, Robleda, Musgosa, Hayedo, Fronda, Raíz Honda…

Units

Every troop, ship and civilian, with strength, movement, cost and what it takes to train it.

Worker
WorkerCivilian · Age of Kingdoms
Movement2Cost20

Builds farms, lumber mills, mines and roads.

TypeCivilian
Cost20 production
Movement2
Health60
Sight2
Upkeepfree
AgeAge of Kingdoms
Requiresnothing: available from the start
The worker and what it can build
The worker and what it can build
Spy
SpyCivilian · Age of Kingdoms
Movement3Cost35

Invisible to others unless right next to their troops or cities, and it crosses closed borders. Next to a foreign city it can steal a technology, sabotage or watch it.

TypeCivilian
Cost35 production
Movement3
Health60
Sight3
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresWriting
Settler
SettlerCivilian · Age of Kingdoms
Movement2Cost40

Founds a new city on solid ground. It is used up in the process.

TypeCivilian
Cost40 production
Movement2
Health60
Sight2
Upkeepfree
AgeAge of Kingdoms
Requiresnothing: available from the start
  • Founds a new city and is used up.
Scout
ScoutInfantry · Age of Kingdoms
Strength9Movement3Cost20

High mobility and wide vision. Ideal for uncovering the map.

TypeInfantry
Cost20 production
Strength9
Movement3
Health70
Sight3
Upkeep1 gold per turn
AgeAge of Kingdoms
Requiresnothing: available from the start
Spearman
SpearmanInfantry · Age of Kingdoms
Strength14Movement2Cost25

Cheap and sturdy. Devastating against mounted units.

TypeInfantry
Cost25 production
Strength14
Movement2
Health100
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
Requiresnothing: available from the start
Upgrades toMusketman (by paying gold in your territory)
Archer
ArcherRanged · Age of Kingdoms
Strength12Movement2Cost30

Attacks from two hexes away without taking retaliation.

TypeRanged
Cost30 production
Strength12
Range2 tiles
Movement2
Health90
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresTactics
Upgrades toCrossbowman (by paying gold in your territory)
  • Attacks from range without taking retaliation.
Galley
GalleyNaval · Age of Kingdoms
Strength18Movement3Cost35

Coastal warship. Rules the sea and bombards land tiles.

TypeNaval
Cost35 production
Strength18
Movement3
Health95
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresSailing
Upgrades toFrigate (by paying gold in your territory)
  • Bombards the coast from the water.
  • Can only be built in coastal cities.
Swordsman
SwordsmanInfantry · Age of Kingdoms
Strength22Movement2Cost40

Heavy infantry, the backbone of any army.

TypeInfantry
Cost40 production
Strength22
Movement2
Health110
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresMetallurgy
Upgrades toMusketman (by paying gold in your territory)
Knight
KnightMounted · Age of Kingdoms
Strength27Movement4Cost60

Charges at great speed. Requires horses in your territory.

TypeMounted
Cost60 production
Strength27
Movement4
Health115
Sight2
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresHorseback Riding
ResourceHorses in your territory
Upgrades toDragoon (by paying gold in your territory)
  • Mounted: fast, but suffers against spears.
Catapult
CatapultRanged · Age of Kingdoms
Strength16Movement2Cost65

Siege engine: brutal damage against cities, weak in the open field.

TypeRanged
Cost65 production
Strength16
Range2 tiles
Movement2
Health90
Sight2
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresEngineering
Upgrades toCannon (by paying gold in your territory)
  • Attacks from range without taking retaliation.
Frigate
FrigateNaval · Age of Kingdoms
Strength30Movement4Cost65

Ship of the line with cannons: hits targets 2 hexes away, even from the water.

TypeNaval
Cost65 production
Strength30
Range2 tiles
Movement4
Health125
Sight3
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresShipbuilding
Upgrade ofGalley, Galleass
Upgrades toIronclad (by paying gold in your territory)
  • Bombards the coast from the water.
  • Attacks from range without taking retaliation.
  • Can only be built in coastal cities.
Musketman
MusketmanInfantry · Age of Kingdoms
Strength34Movement2Cost75

Elite infantry armed with gunpowder.

TypeInfantry
Cost75 production
Strength34
Movement2
Health125
Sight2
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresGunpowder
Upgrade ofSpearman, Swordsman, Legionary, Huscarl
Upgrades toRifleman (by paying gold in your territory)
Cannon
CannonRanged · Age of Kingdoms
Strength28Movement2Cost100

Bronze artillery: knocks down walls from two hexes away. Vulnerable if reached.

TypeRanged
Cost100 production
Strength28
Range2 tiles
Movement2
Health110
Sight2
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresArtillery
Upgrade ofCatapult
Upgrades toField Artillery (by paying gold in your territory)
  • Attacks from range without taking retaliation.
Dragoon
DragoonMounted · Age of Kingdoms
Strength38Movement4Cost105

Cavalry with firearms: fast and crushing. Requires horses.

TypeMounted
Cost105 production
Strength38
Movement4
Health130
Sight3
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresCavalry
ResourceHorses in your territory
Upgrade ofKnight, Camel Rider, Paladin, Horse Archer
Upgrades toAirship (by paying gold in your territory)
  • Mounted: fast, but suffers against spears.
Rifleman
RiflemanInfantry · Age of Steam
Strength46Movement2Cost110

Infantry with rifled muskets and bayonets: the backbone of the modern army.

TypeInfantry
Cost110 production
Strength46
Movement2
Health140
Sight2
Upkeep2 gold per turn
AgeAge of Steam
RequiresRifling
Upgrade ofMusketman
Field Artillery
Field ArtilleryRanged · Age of Steam
Strength40Movement2Cost135

Steel recoil guns: they strike from two hexes away and tear down walls.

TypeRanged
Cost135 production
Strength40
Range2 tiles
Movement2
Health120
Sight2
Upkeep2 gold per turn
AgeAge of Steam
RequiresSteel
Upgrade ofCannon
Upgrades toBattle Mage (by paying gold in your territory)
  • Attacks from range without taking retaliation.
Ironclad
IroncladNaval · Age of Steam
Strength54Movement5Cost140

Armored steamship: the lord of the seas. Hits targets 2 hexes away.

TypeNaval
Cost140 production
Strength54
Range2 tiles
Movement5
Health160
Sight3
Upkeep3 gold per turn
AgeAge of Steam
RequiresSteel
Upgrade ofFrigate
Upgrades toArcane Ironclad (by paying gold in your territory)
  • Bombards the coast from the water.
  • Attacks from range without taking retaliation.
  • Can only be built in coastal cities.
Battle Mage
Battle MageRanged · Aether Age
Strength50Movement2Cost130

Hurls bolts of mana from two hexes away. Fragile if caught in melee.

TypeRanged
Cost130 production
Strength50
Range2 tiles
Movement2
Health115
Sight3
Upkeep2 gold per turn
AgeAether Age
RequiresArcanism
Upgrade ofField Artillery
  • Attacks from range without taking retaliation.
Golem
GolemInfantry · Aether Age
Strength64Movement2Cost150

A stone colossus brought to life with mana: the toughest infantry in Aetheria. Requires mana crystals.

TypeInfantry
Cost150 production
Strength64
Movement2
Health200
Sight2
Upkeep3 gold per turn
AgeAether Age
RequiresGolemancy
ResourceMana Crystal in your territory
Airship
AirshipAir · Aether Age
Strength52Movement6Cost165

War dirigible: flies over seas and mountains and bombards from two hexes away. Cannot capture cities.

TypeAir
Cost165 production
Strength52
Range2 tiles
Movement6
Health140
Sight4
Upkeep3 gold per turn
AgeAether Age
RequiresAeronautics
Upgrade ofDragoon
  • Flies: every tile costs it 1 movement, it crosses seas and mountains, and melee infantry cannot attack it.
  • Attacks from range without taking retaliation.
Arcane Ironclad
Arcane IroncladNaval · Aether Age
Strength68Movement6Cost170

Ironclad with aether shields: the mightiest ship ever launched. Requires mana crystals.

TypeNaval
Cost170 production
Strength68
Range2 tiles
Movement6
Health185
Sight3
Upkeep3 gold per turn
AgeAether Age
RequiresEthereal Armor
ResourceMana Crystal in your territory
Upgrade ofIronclad
  • Bombards the coast from the water.
  • Attacks from range without taking retaliation.
  • Can only be built in coastal cities.
Huscarl
HuscarlInfantry · unique to Clans of Nordheim
Strength19Movement3Cost35

Unique to Nordheim: a fast spearman, deadly against cavalry.

TypeInfantry
Cost35 production
Strength19
Movement3
Health105
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresMetallurgy
Unique toClans of Nordheim
Upgrades toMusketman (by paying gold in your territory)
Ranger
RangerRanged · unique to League of Sylvania
Strength15Movement3Cost35

Unique to Sylvania: an archer that crosses forests and hills without losing pace.

TypeRanged
Cost35 production
Strength15
Range2 tiles
Movement3
Health95
Sight3
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresTactics
Unique toLeague of Sylvania
  • Attacks from range without taking retaliation.
Crossbowman
CrossbowmanRanged · unique to Kingdom of Aetheria
Strength16Movement2Cost40

Unique to Aetheria: a reinforced archer that hits 2 hexes away with more strength.

TypeRanged
Cost40 production
Strength16
Range2 tiles
Movement2
Health95
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresTactics
Unique toKingdom of Aetheria
Upgrade ofArcher
  • Attacks from range without taking retaliation.
Galleass
GalleassNaval · unique to Republic of Marisal
Strength24Movement4Cost40

Unique to Marisal: a faster, better-armed war galley.

TypeNaval
Cost40 production
Strength24
Movement4
Health110
Sight3
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresSailing
Unique toRepublic of Marisal
Upgrades toFrigate (by paying gold in your territory)
  • Bombards the coast from the water.
  • Can only be built in coastal cities.
Legionary
LegionaryInfantry · unique to Valdorian Empire
Strength27Movement2Cost50

Unique to Valdoria: heavy infantry with more strength and health than the Swordsman.

TypeInfantry
Cost50 production
Strength27
Movement2
Health130
Sight2
Upkeep1 gold per turn
AgeAge of Kingdoms
RequiresMetallurgy
Unique toValdorian Empire
Upgrades toMusketman (by paying gold in your territory)
Camel Rider
Camel RiderMounted · unique to Sultanate of Zahara
Strength22Movement4Cost50

Unique to Zahara: desert cavalry that does not need horses.

TypeMounted
Cost50 production
Strength22
Movement4
Health105
Sight3
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresHorseback Riding
Unique toSultanate of Zahara
Upgrades toDragoon (by paying gold in your territory)
  • Mounted: fast, but suffers against spears.
Horse Archer
Horse ArcherMounted · unique to Horde of Kharuk
Strength18Movement4Cost55

Unique to Kharuk: shoots from two hexes away and gallops off. Does not need horses.

TypeMounted
Cost55 production
Strength18
Range2 tiles
Movement4
Health100
Sight3
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresHorseback Riding
Unique toHorde of Kharuk
Upgrades toDragoon (by paying gold in your territory)
  • Attacks from range without taking retaliation.
  • Mounted: fast, but suffers against spears.
Paladin
PaladinMounted · unique to Theocracy of Solaria
Strength31Movement4Cost65

Unique to Solaria: a holy knight, stronger and tougher than the Knight.

TypeMounted
Cost65 production
Strength31
Movement4
Health135
Sight2
Upkeep2 gold per turn
AgeAge of Kingdoms
RequiresHorseback Riding
ResourceHorses in your territory
Unique toTheocracy of Solaria
Upgrades toDragoon (by paying gold in your territory)
  • Mounted: fast, but suffers against spears.

Buildings

What you can build in your cities and what each building gives.

Granary+2 food

+2 food, and growth is not lost when it reaches 0.

Cost30 production
Effect+2 food
Upkeepfree
AgeAge of Kingdoms
RequiresAgriculture
Temple+1 science, +1 gold · +2 happiness

+1 science, +1 gold and +2 happiness in the kingdom.

Cost30 production
Effect+1 science, +1 gold · +2 happiness
Upkeepfree
AgeAge of Kingdoms
RequiresWriting
Barracks+15 health for new units

New units get +15 health.

Cost35 production
Effect+15 health for new units
Upkeepfree
AgeAge of Kingdoms
RequiresTactics
Library+3 science

+3 science.

Cost40 production
Effect+3 science
Upkeepfree
AgeAge of Kingdoms
RequiresWriting
Aqueduct+30% growth

+30% population growth.

Cost40 production
Effect+30% growth
Upkeepfree
AgeAge of Kingdoms
RequiresSanitation
Market+3 gold · +25% gold

+3 gold and +25% to the city's gold.

Cost40 production
Effect+3 gold · +25% gold
Upkeepfree
AgeAge of Kingdoms
RequiresMonarchy
Harbor+2 food, +2 gold

Coastal cities only: +2 food and +2 gold.

Cost45 production
Effect+2 food, +2 gold
Upkeepfree
AgeAge of Kingdoms
RequiresSailing
Only incoastal city
Walls+60% defense · +90 city health

+90 health and +60% defense for the city.

Cost50 production
Effect+60% defense · +90 city health
Upkeepfree
AgeAge of Kingdoms
RequiresMasonry
Shipyard+2 production, +1 gold

Coastal cities only: +2 production and +1 gold. Speeds up the fleet.

Cost50 production
Effect+2 production, +1 gold
Upkeepfree
AgeAge of Kingdoms
RequiresShipbuilding
Only incoastal city
Workshop+3 production

+3 production.

Cost55 production
Effect+3 production
Upkeepfree
AgeAge of Kingdoms
RequiresEngineering
Amphitheater+1 culture · +3 happiness

+3 happiness in the kingdom and +1 culture.

Cost55 production
Effect+1 culture · +3 happiness
Upkeepfree
AgeAge of Kingdoms
RequiresConstruction
Bank+2 gold · +30% gold

Requires a Market: +2 gold and +30% to the city's gold.

Cost65 production
Effect+2 gold · +30% gold
Upkeepfree
AgeAge of Kingdoms
RequiresBanking
Requires firstMarket
University+4 science · +25% science in the city

Requires a Library: +4 science and +25% to the city's science.

Cost75 production
Effect+4 science · +25% science in the city
Upkeepfree
AgeAge of Kingdoms
RequiresEducation
Requires firstLibrary
Printing Press+2 science · +2 culture

+2 science and +2 culture.

Cost80 production
Effect+2 science · +2 culture
Upkeepfree
AgeAge of Steam
RequiresPrinting Press
Hospital+2 food · +1 happiness · +25% growth

+2 food, +25% growth and +1 happiness.

Cost90 production
Effect+2 food · +1 happiness · +25% growth
Upkeepfree
AgeAge of Steam
RequiresMedicine
Stock Exchange+3 gold · +25% gold

Requires a Bank: +3 gold and +25% to the city's gold.

Cost100 production
Effect+3 gold · +25% gold
Upkeepfree
AgeAge of Steam
RequiresEconomics
Requires firstBank
Factory+4 production · +25% production

Requires a Workshop: +4 production and +25% to the city's production.

Cost105 production
Effect+4 production · +25% production
Upkeepfree
AgeAge of Steam
RequiresSteam Engine
Requires firstWorkshop
Laboratory+5 science · +25% science in the city

Requires a University: +5 science and +25% to the city's science.

Cost110 production
Effect+5 science · +25% science in the city
Upkeepfree
AgeAge of Steam
RequiresScientific Method
Requires firstUniversity
Arcane Tower+4 science · +2 culture

+4 science and +2 culture: mages study the aether.

Cost120 production
Effect+4 science · +2 culture
Upkeepfree
AgeAether Age
RequiresArcanism
Mana Refinery+4 production, +2 gold · +15% production

Requires a Factory: +4 production, +2 gold and +15% to the city's production.

Cost120 production
Effect+4 production, +2 gold · +15% production
Upkeepfree
AgeAether Age
RequiresModern Alchemy
Requires firstFactory

Wonders

Buildings unique in the world: only the first kingdom to finish one gets it.

Pyramids+3 production · +35% growth

Wonder: +3 production and +35% growth in this city. Only one can exist in the world.

Cost105 production
Effect+3 production · +35% growth
Upkeepfree
AgeAge of Kingdoms
RequiresMasonry

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Hanging Gardens+4 food, +2 gold

Wonder: +4 food and +2 gold. Requires a river next to the city.

Cost110 production
Effect+4 food, +2 gold
Upkeepfree
AgeAge of Kingdoms
RequiresAgriculture
Only incity next to a river

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Great Lighthouse+4 gold, +2 food

Wonder: +4 gold and +2 food. Requires a coast.

Cost110 production
Effect+4 gold, +2 food
Upkeepfree
AgeAge of Kingdoms
RequiresSailing
Only incoastal city

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Great Library+5 science · +15% science in the kingdom

Wonder: +5 science in the city and +15% science across your whole kingdom.

Cost120 production
Effect+5 science · +15% science in the kingdom
Upkeepfree
AgeAge of Kingdoms
RequiresWriting

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Colossus+2 production, +4 gold · +25% defense

Wonder: +2 production and +4 gold, and +25% defense in all your cities. Requires a coast.

Cost130 production
Effect+2 production, +4 gold · +25% defense
Upkeepfree
AgeAge of Kingdoms
RequiresMetallurgy
Only incoastal city

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Great Wall+80% defense · +200 city health

Wonder: +200 health in the city that builds it and +80% defense in all your cities.

Cost135 production
Effect+80% defense · +200 city health
Upkeepfree
AgeAge of Kingdoms
RequiresMasonry

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Great Temple+3 science, +3 gold · +10% strength for your units

Wonder: +3 science and +3 gold, and +10% strength for all your units.

Cost140 production
Effect+3 science, +3 gold · +10% strength for your units
Upkeepfree
AgeAge of Kingdoms
RequiresMonarchy

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Royal Academy+6 science · +10% science in the kingdom · +15% gold

Wonder: +6 science, +10% science and +15% gold across your whole kingdom.

Cost160 production
Effect+6 science · +10% science in the kingdom · +15% gold
Upkeepfree
AgeAge of Kingdoms
RequiresEnlightenment

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Royal Observatory+8 science · +10% science in the kingdom

Wonder: +8 science in the city and +10% science across your whole kingdom.

Cost210 production
Effect+8 science · +10% science in the kingdom
Upkeepfree
AgeAge of Steam
RequiresScientific Method

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Great Exhibition+5 production, +5 gold · +3 happiness

Wonder: +5 production, +5 gold and +3 happiness in the kingdom. The whole world comes to see your inventions.

Cost225 production
Effect+5 production, +5 gold · +3 happiness
Upkeepfree
AgeAge of Steam
RequiresSteam Engine

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Floating Gardens+6 food, +3 gold · +4 happiness · +20% growth

Wonder: an island of gardens floating above the city. +6 food, +3 gold, +20% growth and +4 happiness.

Cost250 production
Effect+6 food, +3 gold · +4 happiness · +20% growth
Upkeepfree
AgeAether Age
RequiresAeronautics

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Great Arcane Forge+7 production · +15% strength for your units

Wonder: +7 production and +15% strength for all your units.

Cost265 production
Effect+7 production · +15% strength for your units
Upkeepfree
AgeAether Age
RequiresGolemancy

It is unique in the world: the first city to finish it keeps it. Each kingdom can have at most four wonders.

Technologies

The full technology tree, age by age, and what each one unlocks.

AgricultureTaming the land: farms, lumber mills and granaries. Every kingdom starts out knowing it.

Taming the land: farms, lumber mills and granaries. Every kingdom starts out knowing it.

Base cost25 science (rises with each technology you already know)
AgeAge of Kingdoms
Requiresnothing
BuildingsGranary, Hanging Gardens
ImprovementsFarm, Lumber Mill
Leads toAnimal Husbandry, Masonry, Writing, Sailing
Animal HusbandryReveals the horses on the map, needed for cavalry.

Reveals the horses on the map, needed for cavalry.

Base cost30 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresAgriculture
RevealsHorses
Leads toHorseback Riding
MasonryDefensive walls and access to stone quarries.

Defensive walls and access to stone quarries.

Base cost45 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresAgriculture
BuildingsWalls, Pyramids, Great Wall
ImprovementsFort
RevealsQuarry
Leads toMetallurgy, Sanitation, Construction
WritingLibraries and temples: knowledge multiplies science.

Libraries and temples: knowledge multiplies science.

Base cost50 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresAgriculture
UnitsSpy
BuildingsTemple, Library, Great Library
Leads toMonarchy, Tactics
MonarchyA strong throne: markets and +1 gold per city.

A strong throne: markets and +1 gold per city.

Base cost70 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresWriting
BuildingsMarket, Great Temple
Leads toHorseback Riding, Philosophy, Banking
SailingGalleys, harbors and embarking troops through coastal waters.

Galleys, harbors and embarking troops through coastal waters.

Base cost60 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresAgriculture
UnitsGalley, Galleass
BuildingsHarbor, Great Lighthouse
RevealsFish
Leads toShipbuilding
MetallurgyForging steel: swordsmen, mines and iron veins.

Forging steel: swordsmen, mines and iron veins.

Base cost65 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresMasonry
UnitsSwordsman, Legionary, Huscarl
BuildingsColossus
ImprovementsMine
RevealsIron
Leads toEngineering, Shipbuilding
SanitationAqueducts and +1 food per city.

Aqueducts and +1 food per city.

Base cost90 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresMasonry
BuildingsAqueduct
Leads toEnlightenment, Medicine
TacticsArchers and barracks for a disciplined army.

Archers and barracks for a disciplined army.

Base cost60 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresWriting
UnitsArcher, Crossbowman, Ranger
BuildingsBarracks
Leads toConstruction
Horseback RidingSaddles and stirrups: swift knights.

Saddles and stirrups: swift knights.

Base cost85 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresAnimal Husbandry, Monarchy
UnitsKnight, Camel Rider, Paladin, Horse Archer
Leads toCavalry
EngineeringSiege catapults and production workshops.

Siege catapults and production workshops.

Base cost100 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresMetallurgy
UnitsCatapult
BuildingsWorkshop
ImprovementsCitadel
Leads toGunpowder
ShipbuildingFrigates and shipyards. Lets you sail the open sea, far from the coast.

Frigates and shipyards. Lets you sail the open sea, far from the coast.

Base cost115 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresSailing, Metallurgy
UnitsFrigate
BuildingsShipyard
Leads toBanking
GunpowderArquebuses: the most powerful infantry in the known world.

Arquebuses: the most powerful infantry in the known world.

Base cost145 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresEngineering
UnitsMusketman
Leads toArtillery, Cavalry
ConstructionArches and vaults: amphitheaters that keep the people content.

Arches and vaults: amphitheaters that keep the people content.

Base cost110 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresMasonry, Tactics
BuildingsAmphitheater
PhilosophyThought gives life meaning: +2 happiness across the whole kingdom.

Thought gives life meaning: +2 happiness across the whole kingdom.

Base cost120 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresMonarchy
Leads toEducation
BankingSea trade brings bills of exchange: banks in cities with a market.

Sea trade brings bills of exchange: banks in cities with a market.

Base cost150 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresShipbuilding, Monarchy
BuildingsBank
Leads toEnlightenment, Economics
ArtilleryBronze cannons that bring down any wall.

Bronze cannons that bring down any wall.

Base cost175 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresGunpowder
UnitsCannon
Leads toRifling
CavalryRiders with firearms: the dragoons.

Riders with firearms: the dragoons.

Base cost170 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresGunpowder, Horseback Riding
UnitsDragoon
EducationUniversities in cities with a library.

Universities in cities with a library.

Base cost165 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresPhilosophy
BuildingsUniversity
Leads toEnlightenment, Printing Press
EnlightenmentReason lights up the kingdom: +25% science. Opens the door to the Age of Steam.

Reason lights up the kingdom: +25% science. Opens the door to the Age of Steam.

Base cost230 science (rises with each technology you already know)
AgeAge of Kingdoms
RequiresEducation, Banking, Sanitation
BuildingsRoyal Academy
Leads toEconomics, Steam Engine, Rifling, Medicine
Printing PressThe printed word travels from city to city: printing presses that give science and culture.

The printed word travels from city to city: printing presses that give science and culture.

Base cost120 science (rises with each technology you already know)
AgeAge of Steam
RequiresEducation
BuildingsPrinting Press
Leads toScientific Method
EconomicsShares and stock exchanges: +1 gold per city.

Shares and stock exchanges: +1 gold per city.

Base cost125 science (rises with each technology you already know)
AgeAge of Steam
RequiresBanking, Enlightenment
BuildingsStock Exchange
Leads toElectricity
Steam EngineCoal turns the wheels: factories that multiply production.

Coal turns the wheels: factories that multiply production.

Base cost130 science (rises with each technology you already know)
AgeAge of Steam
RequiresEnlightenment
BuildingsFactory, Great Exhibition
Leads toSteel
RiflingRifled barrels and cartridges: riflemen, the modern infantry.

Rifled barrels and cartridges: riflemen, the modern infantry.

Base cost125 science (rises with each technology you already know)
AgeAge of Steam
RequiresEnlightenment, Artillery
UnitsRifleman
Leads toSteel
MedicineVaccines and hospitals: +1 food per city.

Vaccines and hospitals: +1 food per city.

Base cost120 science (rises with each technology you already know)
AgeAge of Steam
RequiresSanitation, Enlightenment
BuildingsHospital
Leads toScientific Method
SteelBlast furnaces: field artillery and steam ironclads.

Blast furnaces: field artillery and steam ironclads.

Base cost140 science (rises with each technology you already know)
AgeAge of Steam
RequiresSteam Engine, Rifling
UnitsField Artillery, Ironclad
Leads toElectricity, Aeronautics
Scientific MethodHypotheses and experiments: laboratories in cities with a university.

Hypotheses and experiments: laboratories in cities with a university.

Base cost145 science (rises with each technology you already know)
AgeAge of Steam
RequiresPrinting Press, Medicine
BuildingsLaboratory, Royal Observatory
Leads toElectricity, Modern Alchemy
ElectricityTaming lightning: +15% science. Opens the door to the Aether Age.

Taming lightning: +15% science. Opens the door to the Aether Age.

Base cost160 science (rises with each technology you already know)
AgeAge of Steam
RequiresSteel, Scientific Method, Economics
Leads toArcanism, Modern Alchemy, Aeronautics
ArcanismElectricity awakens the mana: arcane towers and battle mages.

Electricity awakens the mana: arcane towers and battle mages.

Base cost150 science (rises with each technology you already know)
AgeAether Age
RequiresElectricity
UnitsBattle Mage
BuildingsArcane Tower
Leads toGolemancy, Ethereal Armor
Modern AlchemyRefining mana like coal: refineries and +1 gold per city.

Refining mana like coal: refineries and +1 gold per city.

Base cost150 science (rises with each technology you already know)
AgeAether Age
RequiresElectricity, Scientific Method
BuildingsMana Refinery
Leads toGolemancy
AeronauticsAether gas and propellers: airships that sail the sky.

Aether gas and propellers: airships that sail the sky.

Base cost160 science (rises with each technology you already know)
AgeAether Age
RequiresElectricity, Steel
UnitsAirship
BuildingsFloating Gardens
Leads toEthereal Armor
GolemancyRunes that bring stone to life: golems that never tire.

Runes that bring stone to life: golems that never tire.

Base cost170 science (rises with each technology you already know)
AgeAether Age
RequiresArcanism, Modern Alchemy
UnitsGolem
BuildingsGreat Arcane Forge
Leads toAscension
Ethereal ArmorMana shields over steel: arcane ironclads.

Mana shields over steel: arcane ironclads.

Base cost170 science (rises with each technology you already know)
AgeAether Age
RequiresAeronautics, Arcanism
UnitsArcane Ironclad
Leads toAscension
AscensionThe kingdom masters the aether and transcends its era. Discovering it wins the Science victory.

The kingdom masters the aether and transcends its era. Discovering it wins the Science victory.

Base cost190 science (rises with each technology you already know)
AgeAether Age
RequiresGolemancy, Ethereal Armor

Discovering it grants the Science victory. If a rival discovers it first, you lose.

Tile improvements

What workers build on the land: farms, mines, lumber mills, roads and fortifications.

Farm+1 food. Yields even more on wheat, cattle or horses.

+1 food. Yields even more on wheat, cattle or horses.

Yields+1 food
Wheregrassland, plains, savanna and tundra
Takes2 worker turns
RequiresAgriculture
ImprovesWheat, Cattle, Horses

Built by the worker, in your territory or in no man's land.

Lumber Mill+1 production. Yields even more on spices or mana crystals.

+1 production. Yields even more on spices or mana crystals.

Yields+1 production
Whereforest and jungle
Takes2 worker turns
RequiresAgriculture
ImprovesMana Crystal, Spices

Built by the worker, in your territory or in no man's land.

Mine+2 production. Yields even more on iron, quarries or gold.

+2 production. Yields even more on iron, quarries or gold.

Yields+2 production
Wherehills and desert
Takes3 worker turns
RequiresMetallurgy
ImprovesQuarry, Iron, Gold Vein

Built by the worker, in your territory or in no man's land.

RoadTroops cross the tile at half cost, and it gives +1 gold. Connect your cities to the capital: each connected city gives +2 gold.

Troops cross the tile at half cost, and it gives +1 gold. Connect your cities to the capital: each connected city gives +2 gold.

Yields+1 gold
Whereany land tile
Takes1 worker turns

Built by the worker, in your territory or in no man's land.

A road turned into a railway in the Age of Steam
A road turned into a railway in the Age of Steam
Fort+50% defense for your troop on the tile, which also counts as fortified at once. It takes up the tile: no farm or mine fits. An enemy that steps on it tears it down.

+50% defense for your troop on the tile, which also counts as fortified at once. It takes up the tile: no farm or mine fits. An enemy that steps on it tears it down.

Whereyour own territory
Takes4 worker turns
RequiresMasonry

Built by the worker, in your territory or in no man's land.

Citadel+100% defense for your troop on the tile. Every enemy that ends its turn next to it loses 30 health. Watches 3 tiles around. Costs 1 gold per turn, and there can be no other within 3 tiles.

+100% defense for your troop on the tile. Every enemy that ends its turn next to it loses 30 health. Watches 3 tiles around. Costs 1 gold per turn, and there can be no other within 3 tiles.

Whereyour own territory, more than 3 tiles from another citadel
Takes6 worker turns
RequiresEngineering

Built by the worker, in your territory or in no man's land.

Resources

Map resources: yield resources, strategic ones and the luxuries that make your people happy.

Wheat+3 food
Yields+3 food on its tile, if a city works it
ImprovementFarm (+1 food extra)
Found onPlains, Grassland
Cattle+2 food, +1 production
Yields+2 food, +1 production on its tile, if a city works it
ImprovementFarm (+1 food extra)
Found onGrassland, Plains, Savanna
Quarry+3 production
Yields+3 production on its tile, if a city works it
ImprovementMine (+1 production extra)
Found onHills, Mountain
Revealed byMasonry
Iron+3 production
Yields+3 production on its tile, if a city works it
ImprovementMine (+2 production extra)
Found onHills, Desert, Tundra, Mountain
Revealed byMetallurgy
Gold Vein+4 gold · luxury
Yields+4 gold on its tile, if a city works it
ImprovementMine (+2 gold extra)
Found onHills, Desert, Tundra
LuxuryEach different luxury in your territory gives +4 happiness to the whole kingdom.
Mana Crystal+3 science · luxury
Yields+3 science on its tile, if a city works it
ImprovementLumber Mill (+1 science extra)
Found onForest, Jungle, Snow, Marsh
Required byGolem, Arcane Ironclad
LuxuryEach different luxury in your territory gives +4 happiness to the whole kingdom.
Spices+3 gold, +1 food · luxury
Yields+3 gold, +1 food on its tile, if a city works it
ImprovementLumber Mill (+1 gold extra)
Found onJungle, Marsh
LuxuryEach different luxury in your territory gives +4 happiness to the whole kingdom.
Horses+2 production
Yields+2 production on its tile, if a city works it
ImprovementFarm (+1 production extra)
Found onGrassland, Plains, Savanna
Revealed byAnimal Husbandry
Required byKnight, Dragoon, Paladin
Fish+3 food, +1 gold
Yields+3 food, +1 gold on its tile, if a city works it
Found onCoast
Revealed bySailing

Natural wonders

Unique places on the map you have to go and find: a reward for discovering them and their own effects.

Mount Ember+3 production, +1 gold

A volcano that smokes day and night. Its ash makes the tiles around it fertile: +1 food on each one.

Yields+3 production, +1 gold on its tile, if a city works it
EffectThe land tiles around it give +1 food (fertile ash).
Found onMountain, Snowy Peak
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

Falls of Dawn+2 food, +3 gold

A waterfall so high that its rainbow never fades. It draws pilgrims: +2 happiness for the kingdom that holds it.

Yields+2 food, +3 gold on its tile, if a city works it
Effect+2 happiness for the kingdom that has it in its territory.
Found onHills
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

World Tree+2 food, +2 science, +1 production

A tree older than the kingdoms, with roots that glow at night. Its druids sing old tales: +3 culture per turn.

Yields+2 food, +2 science, +1 production on its tile, if a city works it
Effect+3 culture per turn for the kingdom that has it in its territory.
Found onForest, Jungle
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

Mana Crater+3 science, +1 production

A star fell here centuries ago and left the land full of mana. It counts as mana crystals for the kingdom that holds it.

Yields+3 science, +1 production on its tile, if a city works it
EffectCounts as mana crystals: a luxury for happiness and the resource for golems and arcane ironclads.
Found onPlains, Desert, Tundra, Savanna
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

Great Reef+3 food, +2 gold, +1 science

Corals of a thousand colours under clear water. Fish, pearls and scholars who come to study it.

Yields+3 food, +2 gold, +1 science on its tile, if a city works it
EffectThe best yield at sea: food, gold and science at once.
Found onCoast
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

Standing Stones+2 gold, +1 science

Stones raised by no one knows whom, aligned with the stars. +2 culture per turn and +1 happiness.

Yields+2 gold, +1 science on its tile, if a city works it
Effect+2 culture per turn for the kingdom that has it in its territory. +1 happiness for the kingdom that has it in its territory.
Found onGrassland, Plains
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

Fountain of Youth+3 food

A spring that heals any wound. Troops that end their turn on it or next to it recover all their health.

Yields+3 food on its tile, if a city works it
EffectTroops that end their turn on it or next to it recover all their health, whoever they belong to.
Found onGrassland, Forest, Plains
Discovering itThe first kingdom to see it earns 50 gold and 20 culture; the rest, 15 gold.

See also Natural wonders.

Terrain

Every tile type: what it yields, how hard it is to cross and how much it helps in defence.

Ocean+1 food, +1 gold
Yields+1 food, +1 gold
Movementimpassable
Coast+2 food, +1 gold
Yields+2 food, +1 gold
Movementimpassable
ResourcesFish
Beach+1 food, +1 gold
Yields+1 food, +1 gold
Movement1 point
Defense+-10% to units standing on it
Grassland+2 food
Yields+2 food
Movement1 point
ResourcesWheat, Cattle, Horses
Plains+1 food, +1 production
Yields+1 food, +1 production
Movement1 point
ResourcesWheat, Cattle, Horses
Savanna+1 food, +1 gold
Yields+1 food, +1 gold
Movement1 point
ResourcesCattle, Horses
Forest+1 food, +2 production
Yields+1 food, +2 production
Movement2 points
Defense+25% to units standing on it
ResourcesMana Crystal
Jungle+2 food, +1 production
Yields+2 food, +1 production
Movement2 points
Defense+25% to units standing on it
ResourcesMana Crystal, Spices
Hills+2 production
Yields+2 production
Movement2 points
Defense+25% to units standing on it
ResourcesQuarry, Iron, Gold Vein
Mountain+1 production
Yields+1 production
Movementimpassable
Defense+50% to units standing on it
ResourcesQuarry, Iron
Snowy Peak+1 production
Yields+1 production
Movementimpassable
Defense+50% to units standing on it
Desert+1 gold
Yields+1 gold
Movement1 point
Defense+-10% to units standing on it
ResourcesIron, Gold Vein
Tundra+1 food
Yields+1 food
Movement1 point
ResourcesIron, Gold Vein
SnowYields nothing Movement 2 points Resources Mana Crystal
Yieldsnothing
Movement2 points
ResourcesMana Crystal
Marsh+1 production
Yields+1 production
Movement2 points
Defense+-10% to units standing on it
ResourcesMana Crystal, Spices

Policies

Social policies adopted with culture to shape your kingdom.

TraditionThe capital yields +3 production and +3 gold.

The capital yields +3 production and +3 gold.

BranchTradition

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Aristocracy+1 food in every city.

+1 food in every city.

BranchTradition
Requires firstTradition

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

ColonizationSettlers and workers are built 40% faster.

Settlers and workers are built 40% faster.

BranchExpansion

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Open FrontiersBuying tiles costs 40% less, and settlers and workers get +1 movement.

Buying tiles costs 40% less, and settlers and workers get +1 movement.

BranchExpansion
Requires firstColonization

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Honor+10% strength for your troops and +50% combat experience.

+10% strength for your troops and +50% combat experience.

BranchHonor

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

DisciplineThe army costs 30% less gold each turn.

The army costs 30% less gold each turn.

BranchHonor
Requires firstHonor

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Commerce+15% gold across the whole kingdom.

+15% gold across the whole kingdom.

BranchCommerce

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Guilds+1 production in every city, and finishing something with gold costs 25% less.

+1 production in every city, and finishing something with gold costs 25% less.

BranchCommerce
Requires firstCommerce

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Piety+3 happiness across the whole kingdom.

+3 happiness across the whole kingdom.

BranchPiety

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

PatronageYour culture counts 50% more toward adopting policies.

Your culture counts 50% more toward adopting policies.

BranchPiety
Requires firstPiety

Adopted with culture (click the culture counter on the top bar). Each policy costs more than the last. See Culture, policies and great people.

Great people

The great people that culture brings, and what each one gives.

Great General+20% strength for all your units, forever.

+20% strength for all your units, forever.

Arrives as you accumulate culture (thresholds: 100, 450, 1100, 2400, 5000). You choose which one. Gathering all five grants the Culture victory.

Great Scientist+20% science across the whole kingdom.

+20% science across the whole kingdom.

Arrives as you accumulate culture (thresholds: 100, 450, 1100, 2400, 5000). You choose which one. Gathering all five grants the Culture victory.

Great Engineer+20% production in all your cities.

+20% production in all your cities.

Arrives as you accumulate culture (thresholds: 100, 450, 1100, 2400, 5000). You choose which one. Gathering all five grants the Culture victory.

Great Merchant+3 gold per city and +15% gold across the whole kingdom.

+3 gold per city and +15% gold across the whole kingdom.

Arrives as you accumulate culture (thresholds: 100, 450, 1100, 2400, 5000). You choose which one. Gathering all five grants the Culture victory.

Great Artist+3 culture per turn and +1 science per city.

+3 culture per turn and +1 science per city.

Arrives as you accumulate culture (thresholds: 100, 450, 1100, 2400, 5000). You choose which one. Gathering all five grants the Culture victory.

Promotions

Upgrades your troops choose when they gain experience.

Offensive+20% strength when attacking.

+20% strength when attacking.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Shield Wall+20% strength when defending.

+20% strength when defending.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Skirmisher+25% in forest, jungle and hills, attacking and defending.

+25% in forest, jungle and hills, attacking and defending.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Assault+30% when attacking cities.

+30% when attacking cities.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Accuracy+25% on ranged attacks.

+25% on ranged attacks.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Forced March+1 movement.

+1 movement.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Toughness+25 max health.

+25 max health.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

Field MedicHeals 10 more per turn, and 5 more to your adjacent troops.

Heals 10 more per turn, and 5 more to your adjacent troops.

Troops gain experience in combat. At each level (Veteran, Seasoned, Elite, Legendary) you choose a promotion; the banner shows one chevron per level and, from the third on, a star.

City-states

Neutral cities where you can earn influence until you become their ally.

Mercantile City-StateAlly: +5 gold per turn and +2 happiness
If friends with you+2 gold per turn (influence 30 or more)
If allied with you+5 gold per turn and +2 happiness (influence 60 or more, and no one with more)

See City-states.

Cultural City-StateAlly: +6 culture toward policies per turn
If friends with you+3 culture toward policies per turn (influence 30 or more)
If allied with you+6 culture toward policies per turn (influence 60 or more, and no one with more)

See City-states.

Militaristic City-StateAlly: a gift troop every 8 turns
If friends with youa gift troop every 14 turns (influence 30 or more)
If allied with youa gift troop every 8 turns (influence 60 or more, and no one with more)

See City-states.

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