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