Codex AoE IV · FR

Patch 16.1.9737 — Season 13 and Yue Fei’s Legacy — AoE4

New features and shared rules

  • DLC: Jin Dynasty and eight-mission campaign. Quarterly seasons: March, June, September, December.
  • Interface: expanded PC tech tree, magenta and dark green colors, random map/biome, retained parties and remembered lobby settings.
  • New maps: Ascension, Fangs, Snake River, West Lake. Herbalist: healing 2 HP/s.
  • Ancient Stele: +5% to existing armies and buildings, 400 gold, 270 s; repeatable, not inherited by new units.
  • Town Center: 400W/350S → 400W/300S. Palisade: 1250 → 1350 HP. Spearwall: 4 → 0.25 s.
  • Elite Spearman: 130 → 140 HP; speed 1.25 → 1.3. Man-at-Arms: 100F/20G → 90F/20G; 22.5 → 20.5 s.
  • Springald: attack 14 → 15, no Blacksmith ranged attack upgrades; technology bonus 25 → 30%.
  • Dens: maximum five wolves; delay 4 → 3 min; destruction 150 → 50 gold, wolf 15 gold.
  • Silk Bowstrings: 300W/700G → 200W/500G; archer range +1.5 → +1, mounted archer +0.8 → +0.5.

Artificial intelligence

  • Better scouting and victory objectives; coordinated Sacred Site defense in teams.
  • Religious units take safer relic routes; fewer unnecessary military ships.
  • Macedonians and Sengoku: Varangian abilities and the Koka Township landmark are used.
  • Tughlaq: improved use of fort upgrades, elephant trample and governor bonuses.
  • Golden Horde: faster aging, Bombard production and ovoo gathering upgrades.

Abbasids and Ayyubids

  • Both civilizations’ Ghulam: 120F/30G → 110F/30G; training 26 → 25 s. Golden Age progress indicator added.
  • Ayyubids, Manjaniq: incendiary projectiles 12 → 10; bonus damage 16 → 19; radius 1.5 → 0.9 tile.
  • Dervish: Mass Heal 2 → 1.5 HP/s, then 1.75 in age III and 2 in age IV.
  • Abbasids: Grand Bazaar / Spice Roads interaction fixed for Market food collection.

Byzantines, Chinese and Zhu Xi

  • Elite Limitanei: 140 → 150 HP, speed 1.25 → 1.3. Varangian Guard: 90F/40G → 80F/40G.
  • Mercenaries: Longbowmen 5 → 4 per batch, oil 500 → 420; Keshiks 400 → 380; Javelin Throwers 480 → 460; Ghulams 450 → 420 and 75 → 72 s.
  • Byzantines: Golden Horn Tower production 15% slower; Mangonel Emplacement damage 7 → 6; Royal Cannon replaced by Cannon.
  • Chinese and Zhu Xi: taxes = 8% of villager deposits, 4% of fishing deposits; Grenadier speed 1.125 → 1.25.
  • Palace Guard: 100F/25G → 90F/25G; training 22.5 → 20.5 s. Chinese: Fire Lancer 11 → 13 damage, elite 13 → 16.
  • Zhu Xi, Jiangnan Tower: military spending in influence triggers free armies; increasing thresholds up to twelve armies.
  • Meditation Gardens: nearby deposits grow up to +60%, with bonuses at the cap and depletion; trees receive half the effect.

European civilizations

  • English: Call to Arms Man-at-Arms training +50 → +40%; White Tower 20 → 15 slots; King's Palace villagers train 10% faster.
  • English Palings: damage 19/24/30 by age. French and Jeanne: free Chamber of Commerce traders appear instantly.
  • HRE: Landsknecht 85 → 90 HP, elite 100 → 105.
  • Lancaster: Manor 225W/100S → 175W/100S; Earl's Guard 100F/20G → 90F/20G, 22.5 → 20.5 s; dagger cooldown 15 → 17 s.
  • Lancaster: College discount 15 → 20%; Castle levies 4 → 5 Demilancers, 10 → 12 Yeomen, 9 → 10 of each unit.
  • Jeanne: Champion 160F/40G → 150F/40G, training 30 → 28 s.
  • Templars: Condottiero gunpowder damage reduction 33 → 50%; Elite Heavy Spearman 170 → 180 HP.
  • Macedonians: Feudal Varangian 125 → 120 HP; Riddari 240 → 230 HP, elite 280 → 270; Elite Atgeirmaðr 140 → 150 HP, speed 1.25 → 1.3.
  • Hippodrome: Scout and Horseman 220 → 200 HP; Riddari 280 → 250 HP, melee armor 4 → 3.
  • Dragon: Gilded Man-at-Arms 200F/40G → 180F/40G, 27 → 25 s, Feudal HP 230 → 220; Landsknecht 180 → 185 HP, elite 220 → 225.
  • Rus: Fervor 275G/45s → 150G/25s; Militia 55 → 30 food, extra Handcannoneer in age III; Palisade 2500 → 2700 HP.

Other civilizations

  • Delhi: Tower of Victory correctly applies +20% attack speed.
  • Golden Horde: starting wood 225 → 200; Production Edict +20 → +15%; Ovoo stone bonus +30 → +20%; Town Center 850 → 750 wood; Padded Armor +2 → +1.
  • Japanese: Samurai and Katana/Yumi Bannermen 100F/30G → 90F/30G; Shinobi ranged armor 0 → 1; Deflective Armor out-of-combat cooldown 8 → 15 s.
  • Malians: Town Center 400W/400G → 400W/350G; Farimba offers all three enlistments, first free, others 100F/250G; Imported Armor 150F/350G → 175F/500G; Ranch 100 → 125 wood.
  • Elite Donso: 140 → 150 HP, speed 1.25 → 1.3. Mongols: Town Center 800 → 750 wood; double Man-at-Arms 240 → 220 stone.
  • Ottomans: Sipahi Fortitude +50 → +40% attack speed; Sea Gate Castle +20% defensive damage; Imperial Palace +3 → +4 Vizier Points.
  • Imperial Council: Akinji tier II → I, 3 → 1 unit; Anatolian Hills I → II, 10 → 12 sheep; trade network 24 → 26 gold/min; Observatory +100 → +90% production.
  • Sengoku: Survival Techniques no longer free; Samurai 100F/20G → 90F/30G; Mounted Samurai 140F/100G → 140F/110G; bow upgrade 100F/250G → 75F/175G.
  • Samurai Yumi: attack 5/6/8/10 → 8/9/11/13; excessive Daimyo attack speed bonus fixed.
  • Tughlaq: Ballista Elephant loses Blacksmith ranged attack bonuses, attack 17 → 18, elite 19 → 20; Dock 4 → 3 slots, no monks.
  • Amir: armor II 5 → 3, III 3 → 5; IV 180 → 200 HP and attack 12 → 14.

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