Malay
Tech Tree
As a naval civilization, Malay reward players who lean into the strengths that define the archetype. Their tech tree stops short of Champion, Heavy Cavalry Archer, Hand Cannoneer and Parthian Tactics.
Everything Malay can build and research. Dimmed entries are not available to this civilization.
Technology
Not available
Barracks
9/10
Barracks Dark Age
175
HP1200
Armor0
Pierce7
LoS6
Militia Dark Age
50 20
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
HP40
Attack4
Armor0
Pierce1
LoS4
Man-at-Arms Feudal Age
50 20
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
HP45
Attack6
Armor0
Pierce1
LoS4
Long Swordsman Castle Age
50 20
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
HP60
Attack9
Armor1
Pierce1
LoS4
Two-Handed Swordsman Imperial Age
50 20
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
HP65
Attack12
Armor1
Pierce1
LoS5
Champion Imperial Age
50 20
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.
HP70
Attack14
Armor1
Pierce1
LoS5
Not available to Malay
Spearman Feudal Age
35 25
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.
HP45
Attack3
Armor0
Pierce0
LoS4
Pikeman Castle Age
35 25
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.
HP55
Attack4
Armor0
Pierce0
LoS4
Halberdier Imperial Age
35 25
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.
HP60
Attack6
Armor0
Pierce0
LoS4
Squires Castle Age
100
Infantry moves +10% faster.
Arson Feudal Age
75 25
Infantry +2 attack vs. buildings.
Archery Range
Requires Barracks
7/10
Archery Range Feudal Age
175
HP1500
Armor1
Pierce8
LoS6
Archer Feudal Age
25 45
All-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.
HP30
Attack4
Armor0
Pierce0
Range4
LoS6
Crossbowman Castle Age
25 45
All-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.
HP35
Attack5
Armor0
Pierce0
Range5
LoS7
Arbalester Imperial Age
25 45
All-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.
HP40
Attack6
Armor0
Pierce0
Range5
LoS7
Skirmisher Feudal Age
25 35
Anti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range.
HP30
Attack2
Armor0
Pierce3
Range4
LoS6
Elite Skirmisher Castle Age
25 35
Anti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range.
HP35
Attack3
Armor0
Pierce4
Range5
LoS7
Cavalry Archer Castle Age
40 60
Fast moving Mounted Archer for hit and run attacks. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.
HP50
Attack6
Armor0
Pierce0
Range4
LoS5
Heavy Cavalry Archer Imperial Age
40 60
Fast moving Mounted Archer for hit and run attacks. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.
HP60
Attack7
Armor1
Pierce0
Range4
LoS6
Not available to Malay
Hand Cannoneer Imperial Age
45 50
Foot Gunner with powerful attack, but inaccurate at long range. Exceptionally strong vs. Infantry. Weak vs. Ranged Soldiers.
HP40
Attack17
Armor1
Pierce0
Range7
LoS9
Not available to Malay
Thumb Ring Castle Age
250 300
Archery Units attack +15% faster. Archery Units and Skirmishers fire with 100% accuracy.
Parthian Tactics Imperial Age
200 250
Mounted Archers +1 melee/+2 pierce armor; +2 attack vs. Spearman-line.
Not available to Malay
Stable
Requires Barracks
7/10
Stable Feudal Age
175
HP1500
Armor1
Pierce8
LoS6
Scout Cavalry Feudal Age
80
Fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
HP45
Attack3
Armor0
Pierce2
LoS4
Light Cavalry Castle Age
80
Fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
HP60
Attack7
Armor0
Pierce2
LoS4
Hussar Imperial Age
80
Fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.
HP75
Attack7
Armor0
Pierce2
LoS4
Not available to Malay
Knight Castle Age
60 75
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
HP100
Attack10
Armor2
Pierce2
LoS4
Cavalier Imperial Age
60 75
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
HP120
Attack12
Armor2
Pierce2
LoS4
Paladin Imperial Age
60 75
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.
HP160
Attack14
Armor2
Pierce3
LoS5
Not available to Malay
Battle Elephant Castle Age
100 70
Slow but durable Cavalry. Strong vs. units at close range. Weak vs. Monks and Spearman-line.
HP250
Attack12
Armor1
Pierce2
LoS7
Elite Battle Elephant Imperial Age
100 70
Slow but durable Cavalry. Strong vs. units at close range. Weak vs. Monks and Spearman-line.
HP300
Attack14
Armor1
Pierce3
LoS8
Bloodlines Feudal Age
150 100
Mounted Units +20 HP.
Not available to Malay
Husbandry Castle Age
150
Mounted Units move +10% faster.
Blacksmith
13/15
Blacksmith Feudal Age
150
HP1800
Armor0
Pierce7
LoS6
Padded Archer Armor Feudal Age
100
Ranged Soldiers +1 melee/+1 pierce armor.
Fletching Feudal Age
100 50
Archery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.
Forging Feudal Age
150
Infantry, Cavalry and Hulk-line +1 attack.
Scale Barding Armor Feudal Age
150
Cavalry +1 melee/+1 pierce armor.
Scale Mail Armor Feudal Age
100
Infantry +1 melee/+1 pierce armor.
Leather Archer Armor Castle Age
150 150
Ranged Soldiers +1 melee/+1 pierce armor.
Bodkin Arrow Castle Age
200 100
Archery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.
Iron Casting Castle Age
220 120
Infantry, Cavalry and Hulk-line +1 attack.
Chain Barding Armor Castle Age
250 150
Cavalry +1 melee/+1 pierce armor.
Not available to Malay
Chain Mail Armor Castle Age
200 100
Infantry +1 melee/+1 pierce armor.
Ring Archer Armor Imperial Age
250 250
Ranged Soldiers +1 melee/+2 pierce armor.
Bracer Imperial Age
300 200
Archery Units, Skirmishers, ranged Warships, ranged Fortifications +1 attack, +1 range; Town Centers +1 attack.
Blast Furnace Imperial Age
275 225
Infantry, Cavalry and Hulk-line +2 attack.
Plate Barding Armor Imperial Age
350 200
Cavalry +1 melee/+2 pierce armor.
Not available to Malay
Plate Mail Armor Imperial Age
300 150
Infantry +1 melee/+2 pierce armor.
Siege Workshop
Requires Blacksmith
8/10
Siege Workshop Castle Age
200
HP1500
Armor1
Pierce8
LoS6
Battering Ram Castle Age
160 75
Anti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.
HP175
Attack2
Armor-3
Pierce180
LoS3
Capped Ram Imperial Age
160 75
Anti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.
HP200
Attack3
Armor-2
Pierce190
LoS3
Siege Ram Imperial Age
160 75
Anti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.
HP270
Attack4
Armor-1
Pierce195
LoS3
Not available to Malay
Mangonel Castle Age
160 135
Siege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground.
HP50
Attack40
Armor0
Pierce6
Range7
LoS9
Onager Imperial Age
160 135
Siege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.
HP60
Attack50
Armor0
Pierce7
Range8
LoS10
Siege Onager Imperial Age
160 135
Siege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.
HP70
Attack75
Armor0
Pierce8
Range8
LoS10
Not available to Malay
Scorpion Castle Age
75 75
Siege Weapon with ranged pass through attack, but cannot attack at close range. Strong vs. large groups of units. Weak vs. Siege Weapons and units at close range.
HP40
Attack11
Armor0
Pierce7
Range7
LoS9
Heavy Scorpion Imperial Age
75 75
Siege Weapon with ranged pass through attack, but cannot attack at close range. Strong vs. large groups of units. Weak vs. Siege Weapons and units at close range.
HP60
Attack14
Armor1
Pierce8
Range7
LoS9
Siege Tower Castle Age
100 120
Quick land transport used to unload units over enemy walls. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed. Cannot be used by Mounted Units.
HP175
Armor-2
Pierce100
LoS8
Bombard Cannon Imperial Age
225 225
Siege Gunpowder Unit with long range, but cannot attack at close range. Strong vs. buildings and Siege Weapons. Weak vs. units at close range.
HP80
Attack40
Armor2
Pierce5
Range12
LoS14
Monastery
10/12
Monastery Castle Age
175
HP2100
Armor0
Pierce7
LoS6
Monk Castle Age
100
Converts enemy units to your civilization. Heals friendly units (except ships and Siege Weapons). Strong vs. slow and non-ranged units. Weak vs. Scout Cavalry-line, Eagle Warriors and Ranged Soldiers. Can collect Relics and bring them to Monasteries.
HP30
Armor0
Pierce0
Range9
LoS11
Redemption Castle Age
475
Monks can convert enemy Siege Weapons and buildings (except Town Centers, Castles, Monasteries, Farms, Fish Traps, Walls, Gates, and Wonders). Monks can convert most enemy units from a distance, but they must stand adjacent to buildings, rams, and Trebuchets to convert them.
Atonement Castle Age
325
Monks can convert enemy Monastery Units.
Herbal Medicine Castle Age
200
Units garrisoned in buildings heal +500% faster.
Heresy Castle Age
1000
Units converted by an enemy Monk die instead of changing to the enemy's color.
Sanctity Castle Age
175
Monastery Units +15 HP.
Fervor Castle Age
140
Monastery Units move +15% faster.
Not available to Malay
Devotion Castle Age
100 200
Units are 15% harder for enemy Monks to convert.
Faith Imperial Age
550 750
Units are 50% harder for enemy Monks to convert.
Illumination Imperial Age
120
Monastery Units regain their faith +100% faster after a successful conversion.
Block Printing Imperial Age
200
Monastery Units +3 conversion range.
Theocracy Imperial Age
200
If a group of Monks converts an enemy unit, only one of the Monks must rest afterward.
Not available to Malay
Castle
9/10
Castle Castle Age
650
HP4800
Attack11
Armor8
Pierce11
Range8
LoS11
Petard Castle Age
65 20
Demolition Siege Weapon armed with explosives. Strong vs. buildings. Weak vs. other units. Self-destructs when used.
HP50
Attack25
Armor0
Pierce2
LoS4
Karambit Warrior Castle Age
25 15
Malay unique Infantry that only takes half population space. Strong in high numbers. Weak vs. Cavalry and Ranged Soldiers.
HP30
Attack7
Armor0
Pierce1
LoS3
Elite Karambit Warrior Imperial Age
25 15
Malay unique Infantry that only takes half population space. Strong in high numbers. Weak vs. Cavalry and Ranged Soldiers.
HP40
Attack8
Armor1
Pierce1
LoS3
Trebuchet (Packed) Imperial Age
200 200
Powerful anti-building Siege Weapon with exceptional range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees.
HP150
Attack200
Armor2
Pierce8
Range16
LoS19
Thalassocracy Castle Age
300 300
Docks are upgraded to Harbors.
Hoardings Imperial Age
400 400
Castles, Kreposts and Donjons +1,000 HP.
Not available to Malay
Sappers Imperial Age
400 200
Villagers +15 attack vs. buildings and +3 attack vs. rams.
Conscription Imperial Age
150 150
Military buildings (except Siege Workshops) work +33% faster.
Spies/Treason Imperial Age
200
Spies (Random Map games) reveals all enemy units and buildings by showing you their line of sight. The total cost is 200 gold per each Villager from other players; allied Villagers are excluded when teams are locked. Treason (Regicide games) reveals the position of all enemy Kings to your team for a few seconds. The Kings appear on the mini-map as a flashing X. Each time you choose Treason, 400 gold is immediately deducted from your stockpile.
Forced Levy Imperial Age
850 500
Militia-line gold cost is replaced by additional food cost.
Town Center
9/9
Town Center Dark Age
275
HP2400
Attack5
Armor3
Pierce5
Range6
LoS8
Villager (Male) Dark Age
50
Gathers resources. Builds and repairs buildings. Also repairs Ships and Siege Weapons.
HP25
Attack3
Armor0
Pierce0
LoS4
Feudal Age Dark Age
500
Improves your civilization. Gives you access to different buildings, more powerful military units, and stronger technologies. Before you can advance, you must have any two Dark Age buildings: Lumber Camp, Mining Camp, Mill, Dock, or Barracks.
Loom Dark Age
50
Villagers +15 HP and +1 melee/+2 pierce armor.
Castle Age Feudal Age
800 200
Improves your civilization. Gives you access to different buildings, more powerful military units, and stronger technologies. Before you can advance, you must have any two Feudal Age buildings: Archery Range, Stable, Blacksmith, or Market.
Town Watch Feudal Age
75
Buildings +4 line of sight.
Wheelbarrow Feudal Age
175 50
Villagers +25% carry capacity and move +10% faster.
Town Patrol Castle Age
300 100
Buildings +4 line of sight.
Hand Cart Castle Age
300 200
Villagers +50% carry capacity and move +10% faster.
Imperial Age Castle Age
1000 800
Improves your civilization. Gives you access to different buildings, more powerful military units, and stronger technologies. Before you can advance, you must have a Castle/Krepost or any two Castle Age buildings: University, Siege Workshop, or Monastery.
Lumber Camp
2/3
Lumber Camp Dark Age
100
HP600
Armor0
Pierce7
LoS6
Double-Bit Axe Feudal Age
100 50
Villagers gather wood +20% faster.
Bow Saw Castle Age
150 100
Villagers gather wood +20% faster.
Two-Man Saw Imperial Age
300 200
Villagers gather wood +10% faster.
Not available to Malay
Mining Camp
4/4
Mining Camp Dark Age
100
HP600
Armor0
Pierce7
LoS6
Gold Mining Feudal Age
100 75
Villagers gather gold +15% faster.
Stone Mining Feudal Age
100 75
Villagers gather stone +15% faster.
Gold Shaft Mining Castle Age
175 75
Villagers gather gold +15% faster.
Stone Shaft Mining Castle Age
175 75
Villagers gather stone +15% faster.
Mill
3/3
Mill Dark Age
100
HP600
Armor0
Pierce7
LoS6
Horse Collar Feudal Age
75 75
New Farms provide +75 food. Existing Farms provide a smaller food amount.
Heavy Plow Castle Age
125 125
New Farms provide +125 food. Farmers +1 carry capacity. Existing Farms provide a smaller food amount.
Crop Rotation Imperial Age
250 250
New Farms provide +175 food. Existing Farms provide a smaller food amount.
Market
Requires Mill
4/5
Market Feudal Age
175
HP1800
Armor1
Pierce8
LoS6
Trade Cart (Empty) Feudal Age
100 50
Trade unit used for generating gold at another player's Market. To trade, click the Trade Cart then right-click another player's Market. Will return with gold to your Market.
HP70
Armor0
Pierce0
LoS7
Caravan Castle Age
200 200
Trade Units move +20% faster.
Coinage Castle Age
200 100
Tributes to other players cost only 20%.
Banking Imperial Age
300 200
Tributes to other players are free.
Guilds Imperial Age
300 200
Market trading fee reduced to 15%.
Not available to Malay
Dock
18/19
Dock Dark Age
150
HP1800
Attack3
Armor0
Pierce7
Range6
LoS8
Fishing Ship Dark Age
75
Gathers food from fish and Fish Traps. Builds Fish Traps.
HP50
Armor1
Pierce1
LoS5
Fish Trap Feudal Age
100
Renewable food source, similar to a farm but built by Fishing Ships. Provides a limited amount of food before it collapses and must be rebuilt. Cannot be converted by enemy Monks.
HP250
Armor1
Pierce1
LoS1
Transport Ship Dark Age
125
Used to move units across water. Select the units you want to transport, then right-click on the Transport Ship to board them. Use the Unload button to unload units on the shore.
HP70
Armor0
Pierce2
LoS5
Fire Galley Feudal Age
75 45
Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.
HP110
Attack2
Armor1
Pierce4
Range2.50
LoS5
Fire Ship Castle Age
75 45
Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.
HP120
Attack3
Armor2
Pierce4
Range2.50
LoS5
Fast Fire Ship Imperial Age
75 45
Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.
HP140
Attack4
Armor3
Pierce7
Range2.50
LoS6
Demolition Raft Feudal Age
45 80
Demolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.
HP40
Attack75
Armor0
Pierce0
LoS6
Demolition Ship Castle Age
45 80
Demolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.
HP50
Attack95
Armor1
Pierce0
LoS6
Heavy Demolition Ship Imperial Age
45 80
Demolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.
HP70
Attack120
Armor2
Pierce0
LoS6
Not available to Malay
Cannon Galleon Imperial Age
200 150
Anti-building Siege Gunpowder Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.
HP120
Attack50
Armor0
Pierce5
Range13
LoS15
Elite Cannon Galleon Imperial Age
200 150
Anti-building Siege Gunpowder Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.
HP150
Attack60
Armor0
Pierce6
Range15
LoS17
Trade Cog Feudal Age
100 50
Trade unit used for generating gold at another player's Dock. To trade, click the Trade Cog then right-click another player's Dock. Will return with gold to your Dock.
HP80
Armor0
Pierce6
LoS6
Galley Feudal Age
90 30
Warship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.
HP110
Attack6
Armor0
Pierce3
Range5
LoS7
War Galley Castle Age
90 30
Warship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.
HP125
Attack7
Armor0
Pierce4
Range6
LoS8
Galleon Imperial Age
90 30
Warship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.
HP155
Attack9
Armor0
Pierce6
Range7
LoS9
Careening Castle Age
100 200
Ships +1 pierce armor.
Gillnets Castle Age
100 125
Fishing Ships gather +10% faster and carry +5.
Dry Dock Imperial Age
200 400
Ships +1 pierce armor.
Shipwright Imperial Age
1000 300
Ships cost -20% wood and build +50% faster.
University
10/13
University Castle Age
200
HP2100
Armor2
Pierce9
LoS6
Masonry Castle Age
175 150
Buildings +10% HP, +1 melee/+1 pierce armor and +3 building armor.
Fortified Wall Castle Age
200 100
Upgrades Stone Walls and Stone Gates to Fortified Walls and Gates, which are stronger.
Not available to Malay
Ballistics Castle Age
300 175
Foot Archers, Skirmishers, Mounted Archers, ranged Warships, ranged Fortifications and some Siege Weapons fire more accurately at moving targets.
Heated Shot Castle Age
350 100
Towers +125% attack vs. ships; Castles and Docks +4 attack vs. ships.
Murder Holes Castle Age
200 100
Removes minimum range of Fortifications so they can attack enemies at their base.
Treadmill Crane Castle Age
200 50
Villagers construct buildings +20% faster.
Guard Tower Castle Age
100 250
Upgrades Watch Towers to Guard Towers, which are stronger.
Architecture Imperial Age
200 300
Buildings +10% HP, +1 melee/+1 pierce armor and +3 building armor.
Not available to Malay
Keep Imperial Age
500 350
Upgrades Guard Towers to Keeps, which are stronger.
Bombard Tower Imperial Age
800 400
Unlocks Bombard Towers.
Chemistry Imperial Age
300 200
Foot Archers, Skirmishers, Mounted Archers, ranged Warships and ranged Fortifications +1 attack. Required for Gunpowder Units (Hand Cannoneer, Cannon Galleon, Bombard Cannon, Bombard Tower).
Siege Engineers Imperial Age
600 500
Ranged Siege Weapons and Siege Warships +1 range. All Siege Weapons and Siege Warships +20% attack vs. buildings; Demolition Units +40% attack vs. buildings.
Arrowslits Imperial Age
250 250
Watch Towers +1, Guard Towers +2, Keeps and Donjons +3 attack.
Not available to Malay
