over 1 year ago - AoE Official - Direct link

Age of Empires IV Season Five introduces Empire Wars, a new, quick-to-action game mode! Players start their game with an already-burgeoning empire, ready to dive into combat or advance to the next Age.

Available in custom and skirmish matches, in this new game mode the player begins with a variety of buildings alongside a distribution of working villagers, which creates a foothold on the map for players to expand from. Villagers will already be busy working farms, chopping trees, and mining gold and stone. 

Empire Wars has the same win conditions as Standard game mode and is available on all maps. No starting town is the same. Will your empire prevail? 

Choosing the Mode

To begin, select Empire Wars among the game modes in any Custom or Skirmish game setup. 

Start Conditions

In Empire Wars, the player’s economy is balanced around expanding your empire quickly. Each player starts with a distinct town, made up of pre-built buildings that maximize their chosen civilization’s strengths, as well as villagers and some special units already assigned to different tasks. Choose how you would like to use these resources to quickly gain an advantage. 

Please see the detailed breakdown of starting allocations for each civilization below!

The Empire Wars Start

Each civilization in Empire Wars begins a match with the following Units, Buildings and Resources available, then receives additional unique bonuses to aid their playstyle as noted below.

Overall Starting Buildings and Units:

  • 23 Villagers already collecting resources
  • 4 Villagers in the queue of the Town Center
  • 2 Scouts
  • Mill
  • Lumber Camp
  • Mining Camp

Overall Civilization Starting Resources:

  • 100 Food
  • 200 Wood
  • 150 Gold
  • 0 Stone

Abbasid Dynasty

Additional Buildings:

  • Market
  • House of Wisdom
  • An additional 4 Houses, for a combination of 8 Houses within influence of the House of Wisdom

Starting Villagers Locations:

  • 4 collecting from Sheep at the Town Center
  • 8 collecting Berries at Mill
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

Chinese

Additional Buildings and Units:

  • 1 Village and 2 Houses
    • Instead of the standard 4 Houses
  • 2 Imperial Officials supervising the Lumber Camp and Mill
    • 2 less starting Villagers

Starting Villager Locations:

  • 11 collecting Food from Sheep at the Mill
  • 6 collecting Wood at Lumber Camp
  • 4 collecting Gold at the Mining Camp

Delhi Sultanate

Additional Starting Buildings, Units & Research:

  • Mosque with 3 garrisoned Scholars
  • Forestry, Efficient Production and Wheelbarrow research in progress

Starting Villager Locations:

  • 4 collecting Food from Sheep at the Town Center
  • 8 collecting Food from Berries at the Mill
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

English

Additional Starting Buildings:

  • 8 Farms around the Mill

Starting Villager Locations:

  • 4 collecting Food from Sheep at the Town Center
  • 8 collection Food from Farms at the Mill
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

French

Additional Starting Buildings and Units:

  • Mining Camp on Stone
  • Blacksmith
  • 3 additional Villagers

Starting Villager Locations:

  • 13 collecting Food from Sheep at the Town Center
  • 7 collecting Wood at Lumber Camp
  • 6 collecting Gold at the Mining Camp

Holy Roman Empire

Additional Starting Units:

  • 2 Prelates inspiring on Lumber and Food
    • 2 less starting Villagers

Starting Villager Locations:

  • 12 collecting Food from Sheep at the Town Center
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

Malians

Additional Starting Buildings and Units:

  • A Pit Mine
  • 3 additional Houses, for a combination of 7 Houses within Influence of the Pit Mine
  • 2 Cows at the Town Center

Starting Villager Locations:

  • 12 collecting Food from Cows at the Town Center
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

Mongols

Additional Starting Buildings and Units:

  • In line with the Mongols civilization:
    • No Houses, Mill, Mining Camp or Lumber Camp
  • Ger on Gold
  • Ovoo on Stone
  • 2 Pasture within Influence of the Ovoo
  • 1 Khan and a single Scout
    • Instead of 2 Scouts

Starting Villager Locations:

  • 12 collecting Food from Sheep at the Town Center
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

Ottomans

Additional Starting Buildings:

  • Blacksmith
  • Military School with influence of the Blacksmith

Starting Villager Locations:

  • 12 collecting Food from Sheep at the Town Center
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

Rus

Additional Starting Buildings and Units:

  • Instead of the Mill:
    • 2 Hunting Cabins, one on Berries and the other on Wood
  • Wooden Fortress within Influence of the Lumber Camp
  • An additional Scout, for a total of 3 Scouts

Starting Villager Locations:

  • 12 collecting Food from Sheep at the Town Center
  • 6 collecting Wood at Lumber Camp
  • 5 collecting Gold at the Mining Camp

We hope you enjoy the new fast-paced action Empire Wars is designed to provide, instantly getting you into the action!

You can read more about the Age of Empires IV – Season Five update here:

Update Notes