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AOE IV REFERENCE

Game Systems

Browse Game Systems entries and their gameplay roles, effects and availability.

Game Systems

AgesA standard match progresses through Dark Age, Feudal Age, Castle Age and Imperial Age. Advancing unlocks additional units, buildings anGame SystemsCounters and ArmorUnit matchups depend on armor type, attack bonuses, movement and range. Spearmen deter cavalry, Horsemen can reach vulnerable ranged inGame SystemsLandmark VictoryOne standard victory condition is to destroy all opposing landmarks. The exact objectives available in a match depend on game mode and Game SystemsPopulationUnits consume population space. Houses and some civilization-specific buildings increase the limit, while the overall cap prevents unliGame SystemsRandom MapRandom maps generate resource and objective locations within a named map layout. Starting positions and some neutral objectives vary beGame SystemsRelicsRelics are neutral objects collected by religious units and deposited in suitable buildings. They usually provide continuing economic vGame SystemsResourcesFood, wood, gold and stone are the main resources used to train units, construct buildings, research technologies and advance through tGame SystemsSacred Site VictorySacred Sites are neutral map objectives captured by religious units. Holding the required sites starts a victory countdown when this coGame SystemsThe CrucibleA single-player mode introduced with Dynasties of the East. It features escalating attacks against a Wonder, changing objectives, BoonsGame SystemsTradeTraders travel between Markets and neutral Trade Posts or allied markets to bring back resources. A longer safe route can improve returGame SystemsWonder VictoryA Wonder can trigger a victory countdown when the condition is enabled. It is an expensive and visible commitment that must be defendedGame Systems

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