Age of Empires 4 – How To Advance Age And How Does Landmarks Work?

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.