Age of Empires 4 has just been released and you’re already going all out in the game. Right?
Well you will find that some mechanics have been changed, one of them is how to advance the Age. Now, in addition to materials to advance the age, you will also need to build Landmarks.
What are Landmarks?
Landmarks are famous buildings linked to the civilization you’ve selected to play with. Each Era you will have two Landmark options, each of which offers you different bonuses for your civilization.

Although each of them has different effects, they all have the same cost and build time:
Feudal Age
- Food: 400
- Gold: 200
- Build time: 3m 10s
Castle Age
- Food: 1200
- Gold: 600
- Build time: 3m 40s
Imperial Age
- Food: 2400
- Gold: 1200
- Build time: 4m 10s
As each of the levels requires a large amount of resources, a good tip is to plan ahead for the best way to advance each Age.
What is the bonus offered by each Civilization in Age of Empires 4?
Chinese
Unlike other civilizations, the Chinese are able to build all their Landmarks. Even those not chosen to advance the Age.
Feudal Age
- Barbican of the Sun
Fires a long-range hand cannon and adds arrowslits while garrisoned. Offers vision into stealth forests.
- Imperial Academy
Nearby buildings generate +100% tax gold.
Castle Age
- Imperial Palace
Has large sight radius. Activate to view the location of enemy villagers for 10 seconds.
- Astronomical Clocktower
Acts as a Siege Workshop and produces siege engines with +50% health.
Imperial Age
- Great Wall Gatehouse
Increases health of stone walls and gates by +100%. Nearby troops on walls deal +50% damage.
- Spirit Way
All buildings can create previously achieved dynasty units. Buildings near this Landmark produce dynasty units at -30% cost.
Mongols
Feudal Age
- Deer Stones
When set up, Deer Stones provide the Yam speed aura. Upon completion, instantly grants the Yam Network technology.
- The Silver Tree
Acts as a Market. Can build traders +50% faster and at a -50% reduced gold cost.
Castle Age
- Kurultai
When the Khan is nearby, the Kurultai heals all nearby damaged units and provides a +25% damage bonus for 30 seconds.
- Steppe Redoubt
Acts as a Ger. Gold dropped off at this Landmark is increased by +50%.
Imperial Age
- Khaganate Palace
Spawns a cavalry army of horsemen, mangudai, or lancers every 90 seconds.
- The White Stupa — Economic
Acts as an Ovoo and produces 240 stones per minute without a stone outcropping.
Rus
Feudal Age
- The Golden Gate
Allows the exchange of resources at a favorable rate. Generates an additional exchange every minute.
- Kremlin
Acts as a Wooden Fortress that comes with arrowslits, castle turret, and castle watch technologies.
Castle Age
- High Trade House
Generates gold like a Hunting cabin with the value increased by +200%. Spawns deer every 60 seconds. Villagers can drop off food at this building.
- Abbey of the Trinity
Acts as a Monastery. Can produce warrior monks at half the cost contains unique religious technologies.
Imperial Age
- Spasskaya Tower
Acts as a Keep with all weapon emplacements already in place and with increased health.
- High Armory
Decrease the cost of siege engines in nearby Siege Workshops by -20%. Contains unique siege engine technologies.
Holy Roman Empire
Feudal Age
- Meinwerk Palace — Military
Acts like a Blacksmith. Technology researched here costs -25% less.
- Aachen Chapel — Religious
Inspires units in a large radius so long as a prelate is garrisoned.
Castle Age
- Burgrave Palace — Military
Acts as a Barracks that produces infantry 5 at a time.
- Regnitz Cathedral — Religious
Relics placed within the Regnitz Cathedral generate _200% gold every minute. Holds 3 relics.
Imperial Age
- Palace of Swabia — Economic
Acts as a Town Center. Produces villagers +75% faster and -75% cheaper. The cost to build this Landmark is reduced by -20%.
- Elzbach Palace — Defensive
Acts as a Keep with +50% health. All buildings within influence take -33% less damage.
French
Feudal Age
- School of Cavalry — Military
Acts as a Stable. All of your Stables produce units +20% faster.
- Chamber of Commerce — Economic
Acts as a Market. All traders and trade ships return +30% more resources to any Market or Dock.
Castle Age
- Royal Institute
Research is -20% cheaper here and ignores Age requirements.
- Guild Hall — Economic
Generates and stores resources over time. The more resources stored, the faster they are generated.
Imperial Age
- Red Palace
Acts as a Keep. Features high-damage arbalest emplacements. Each garrisoned unit adds an additional arbalest.
- College of Artillery
Provides immediate access to produce Royal Artillery, which does +20% more damage.
English
Feudal Age
- Council Hall — Military Landmark
Produce Longbowmen at 100% speed from the Landmark; contains Longbowmen upgrades
- Abbey of Kings — Religious Landmark
Heals all nearby friendly units that are out of combat by +4 every 1.5 seconds.
Castle Age
- The White Tower
Acts as a Keep with all the behaviors, technology, and bonuses.
- King’s Palace
Acts as a Town Center with all the behaviors, technology, units, and bonuses.
Imperial Age
- Berkshire Palace
Acts as a keep with all the behaviors, technology, and bonuses. Berkshire Palace has a 50% greater weapon range and doubles the number of arrowslits.
- Wynguard Palace
Produce the Wynguard Army from with the Landmark. The army includes one each of man-at-arms, spearman, longbowman, knight, and trebuchet.
Abbasid Dynasty
To advance to the new Age with the Abbasid Dynasty, you’ll need to build the House of Wisdom. You’ll then be able to build four different wings for your House of Windom, each of them will have different rewards based on the Age they lead to.
- Economic Wing
Fresh Foodstuffs – Feudal Age: Reduce the cost to produce villagers by -50%.
Agriculture – Castle Age: Improve villagers’ gathering rate from farms by 15%.
Improved Processing – Imperial Age: Villagers drop off +8% more resources.
- Military Wing
Camel Support – Feudal Age: Camels increase the armor of nearby infantry by +1
Camel Rider Shields – Castle Age: Grant camel riders shields, improving their melee armor by +3.
Boot Camp – Imperial Age: Increase the health of all infantry by +15%.
- Culture Wing
Preservation of Knowledge – Feudal Age: Reduce the cost of all technology by -30%.
Medical Centers – Castle Age: Keeps heal nearby units for +2 health every 1 second.
Faith – Imperial Age: imams can convert units without holding a relic, but can only target a single unit.
- Trade Wing
Spice Roads – Feudal Age: Increase the gold income from traders by +30%.
Armored Caravans – Castle Age: Grants +5 armor to traders and trade ships.
Grand Bazaar – Imperial Age: Traders also return with a secondary resource. This resource is 25% the base gold value and is set at the market.
Delhi Sultanate
Feudal Age
- Tower of Victory
Melee and ranged infantry who move near this Landmark permanently gain about +15% attack speed.
- Dome of the Faith
Produce scholars at -50% cost from the Landmark.
Castle Age
- House of Learning
Grants no immediate bonus other than advancing to the next Age, but contains many unique economic and religious technologies.
- Compound of the Defender
Infantry units can build stone walls, gates, and towers. Reduces stone cost of buildings and their emplacements by 25%.
Imperial Age
- Palace of the Sultan
Automatically produces tower war elephants. Garrison up to 4 scholars in the Landmark to increase production speed.
- Hisar Academy
Constantly generates food based on the total number of technologies researched.
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