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