Imperial Age
The Imperial Age is the fifth and final standard Age in Age of Empires III. It opens the strongest unit improvements and late-game technologies, speeds several production and shipment systems, and can refresh one-time Home City deliveries; the value comes from converting those advantages into an army that can still fight over the map.

How it works
Age advancement differs by civilization: European civilizations commonly choose a politician, while The WarChiefs, The Asian Dynasties, Italy and the African civilizations use their own council, Wonder, Federal State or alliance systems. The Imperial Age does not automatically upgrade every unit or win the match. Research the upgrades that support the army, economy or defensive position already in use, and preserve resources for unit production after paying to advance.
Player decision
Advance when the economy can fund the transition and keep producing afterward. A long game makes the stronger upgrades and faster shipments more valuable, but an exposed player may need units before beginning the age-up. Check whether a one-time troop or crate card can be sent again after reaching Imperial, and time that delivery around the next fight.
Imperial advancement improves more than the unit roster
The Age grants buildings four additional Line of Sight. Explorers, Grand Masters, Spies, Muhbirs, Petards and Native Scouts gain 50% hit points. Pets gain 60% hit points and damage, with Explorer’s Dogs receiving 110% more hit points and War Dogs 160% more hit points. Battleships, Basilica shipments and Consulate units gain 50% hit points and damage; American Citadels gain 20% to both, and Depots deal 50% more damage. Since update 13.9057, unit train time is reduced by 10% and spawn time by 5%; since update 13.27885, Home City shipments arrive 33.33% faster and Basilica shipments arrive 20% faster. These shared age effects sit alongside civilization-specific Imperial unit upgrades and Capitol technologies.
Recheck one-time shipments after the transition
Reaching Imperial Age allows eligible one-time Home City cards that deliver troops or resource crates to be sent again. This can renew a valuable unit shipment already used earlier in the match; an Ottoman player, for example, may be able to send Sipahis again. The card must be available to the civilization and the player still needs enough shipment progress to use it. Before advancing, check which one-time cards have already been sent and whether reaching the Age unlocks a second delivery that can answer the opponent’s next composition. Do not spend the entire stockpile on research if the renewed shipment and the units it delivers cannot be funded or protected.