Age of Empires 4 Nation and Faction Guide Abbasid Dynasty

Age of Empires 4 is a continuation of the legendary strategy, in which you can observe the development of civilizations of peoples in several eras. Each nation has its own advantages and disadvantages. Advantages allow you to get priority over the warring faction, and disadvantages can serve as a defeat if the enemy side takes them into account.

There are 10 factions in Age of Empires 4: Rus’, England, France, Mongols, Holy Roman Empire, Abbasid Dynasty, China, Delhi Sultanate, Malians, Ottomans. All of the listed factions have their own fighter buildings. The balance works almost like rock – scissors – paper, in some ways they win and in some ways they lose. In order to successfully defeat the enemy, you need to know his weaknesses in the economy and the characteristics of the army.

In this article, we will look at the nation of the Abbasid Dynasty and explain the key features. The Abbasid Dynasty has its own characteristics that you need to understand in order to survive in the first minutes of the game. As well as the existing priorities, the Abbasid Dynasty has a number of shortcomings that need to be worked around by focusing on the characteristics of the faction.

Features of the Abbasid nation, in the game Age of Empires 4.

The Abbasid dynasty is represented in Age of Empires 4 between 750 and 1517. During this period, the Abbasids were at the top of the knowledge of that time and had their own technologies. The main distinguishing feature of the Abbasids is the unique research building “House of Wisdom”, in which the transition of epochs takes place. As you progress, research in the “House of Wisdom” will allow you to gain advantages over competitors.

There is an area of influence around the House of Wisdom where buildings can gain economic benefits. To do this, you need to try to build buildings that affect the area of baction emanating from the “House of Wisdom”.

  1. Food from berry bushes is collected faster by +25%.

If you build a mill next to the berries, then the number of berries increases by + 100% and is 500 units. This point makes gathering food from berries more attractive than getting food from arable land. At the same time, workers can also hunt sheep and deer, only the food gain is standard.

  1. Infantrymen can collect siege weapons.

Siege weapons are available for assembly without the special Siegecraft research. This allows the Abbasids to speed up attacks with siege weapons. At the same time, combat in a state of siege becomes noticeably easier, since you do not need to order weapons in the building and drag siege weapons across the map. For example, rams move very slowly, and it can take a long time to get to the other end of the map, by which time the enemy may already have built a small army.

  1. Buildings in the zone of influence receive +5 points to fire resistance.

The defense indicators are not great, however, this will allow the building to hold out longer at the time of an enemy attack. During this period, you can build an “Outpost” or send fighters to repel an attack.

  1. The golden age gives additional bonuses.

In total, the Abbasid Dynasty has 3 ranks of the “Golden Age”.

  • Rank 1.

To move up to rank 1, you need to build 10 buildings that will interact with the special zone “Houses of Wisdom. After 10 buildings are built, a bonus will be unlocked that increases the speed of collecting any resources.

  • Rank 2.

To move to rank 2, you need 30 pieces of buildings. Once built, all workers will collect resources faster. Research will be researched faster by +15%.

  • Rank 3

The third rank is going to be a bit tricky as it requires 60 buildings. In the early stages of the game, it is impossible to quickly build so many buildings. Therefore, the Abbasid Dynasty reveals its potential more towards the middle of the game, somewhere in the third and fourth era. After building 60 buildings, research speed will increase by +20% and resource production speed will also become +20% faster.

  1. Marinas are 50% cheaper.

  2. Special fighters on camels.

The Abbasid dynasty has two different types of camel fighters that have an additional bonus against enemy riders.

– “Archer on Camel” is a ranged fighter, armed with a bow, can only shoot on the spot. The bonus allows you to reduce the damage of enemy cavalry by 20%. Just like an ordinary archer, it deals increased damage to enemy spearmen. The summon cost is 180 food and 60 wood. You can call from the second era in the building of the shooting range.

– “Mecharist” is a melee camel fighter who has good health and has a bonus against enemy cavalry. The bonus allows you to reduce damage by 20%. The summon cost is 180 food and 60 gold. Available on the third era in the stable building.

  1. The Abbasids have stone walls.

Stone walls greatly facilitate the defense of the territory, and the installed towers, with the support of catapults, effectively repel enemy breakthroughs. Defense with stone walls shows itself well, where there are narrow passages. On a large map with open terrain, building stone walls is a little difficult, as it requires a lot of stone resources.

Disadvantages of the Abbasid Dynasty faction in Age of Empires 4.

  1. A long process of technology research in one building.

For the transition to the next era, there is only one building “House of Wisdom”, in which you can research technologies and make the transition, not at the same time. Each wing provides its own three special technologies that can favorably influence the course of the battle with the enemy faction.

For some reason, an unusual approach to the transition to another era significantly simplifies the process. Since there is no need to build other attractions, I use workers for this and the attractions do not take up extra space. It’s simple, select the desired attraction from all available and make the transition to the next era, the building will be built by itself. Only for this you need to wait a while and without speeding up the research process.

On the other hand, there are many difficulties associated with transitions to the next epoch. You need to collect a certain number of buildings so that the speed of research is noticeably faster. When moving to an epoch, it will not be possible to produce other studies, which makes it difficult to receive priorities. In addition, research cannot be accelerated with the help of workers, which is why the enemy side can be ahead and raid first.

  1. There is no way to collect food from boars.

In most cases, the collection of food from wild boars is not carried out, since arable land copes with these tasks. In the Abbasid plan, the berry bushes bring more food and the berry picking is faster.

Special buildings of the Abbasids, in the game Age of Empires 4.

Special buildings and attractions allow factions to receive additional bonuses. Each nation has its own special structures that only certain nations can build. At the same time, the bonuses of such structures also differ and can give priority if built in the right places. Attractions allow nations to enter a new era and become the owners of new technologies.

The first era “Dark Age”, in the game Age of Empires 4.

Available buildings for the first Abbasid era:

  1. House of wisdom.

The House of Wisdom is the main and only attraction that can be built by workers. In the future, during the transition to the next era, the selected buildings are completed on their own and without the participation of labor. This requires a certain amount of time. The construction cost is only 50 units of wood, which is not difficult to build in the first place or after the “House”.

In total, there are 4 types of wings at the House of Wisdom building, which can be explored and moved to the next era. Each additional extension to the attraction is responsible for its own direction and provides opportunities for the study of certain technologies. To move on to the next era, it is enough to study one special wing, an extension. With each transition to the next age, the wing has an available research corresponding to the age.

The research cost for the transition to the second age is 400 units of food and 200 units of gold.

Research available from the “House of Wisdom”:

– “Phalangist” for the second era.

Increases spearmen’s attack range by +100%. The research price is 50 units of food and 125 units of gold. Research can be upgraded in the second era if several spearmen have already been hired, and the enemy side will actively use cavalry in the attack.

– “Camel care” for the third era.

Increases the movement speed of units on camels by +15%. The research cost is 75 units of food and 200 units of gold. It is advisable to pump when the number of fighters on camels is already recruited and an attack is being prepared on the enemy side. Otherwise, it is better to spend resources on something else.

– “Bards for camels” for the fourth age.

The research increases the defense of units on camels by 2 units. The research cost is 300 food and 700 gold. Camel Bards is a good tech to upgrade to increase the survivability of camels. In addition, in the middle of the game and in the last period, the camels show themselves well as a support for the cavalry, where the enemy fighters have a reduced attack rate.

– “Composite bows” for the fourth era.

The technology reduces the reload time of archers by 25%. For the fourth era, this technology is not particularly relevant, since archers are practically not used. Because there are crossbowmen and a cooler. As for camels with archers, this is the same as ordinary archers, only with a large supply of health, they do little damage.

Attractions for the transition to the second age, “Feudal Age”:

  • Culture Wing.

The addition to the Culture Wing landmark is intended to serve as a support and is a point of contention between the Military Wing and the Culture Wing. It all depends on the preferences of the battlefield and the prevailing situation on the battlefield, as well as the warring faction.

  • Economic wing.

Attraction “Economic Wing” is desirable to pump in the early stages of the game. Designed to make early development easier, maintain the economy in the mid game, and increase performance towards the end of the game.

  • Military wing.

An extension to the landmark is designed to increase combat ability. Most of all reveals itself in the third and fourth era. It is not advisable to pump the game in the early stages, so as not to complicate the development of economic moments.

  • Trade wing.

The “Trade Wing” is designed to increase the efficiency of trade with the help of the “Market” building. After building the Trade Wing attraction and researching the first Spice Road tech, merchants start bringing in +30% more gold, which significantly increases the economic advantage.

But, you need to build a trading wing building if the Factoria is under your control. If the road to the trading post is open and freely accessible to enemy fighters, then it is better to spend resources on another attraction.

The second era “Feudal Age”, in the game Age of Empires 4.

The research cost for the transition to the second age is 400 units of food and 200 units of gold. In the second era, any faction needs an economic advantage in order to overtake a competitor and quickly gather the right army.

Our choices for the transition to the second epoch:

  1. We are building the attraction “Economic Wing”.

When moving to the second era, without a doubt, you need to build the landmark “Economic Wing”. Since we will need to hire a lot of labor, and the Fresh Food technology allows us to reduce the cost of the call.

Attraction “Economic Wing” is desirable to pump in the early stages of the game. Designed to make early development easier, maintain the economy in the mid game, and increase performance towards the end of the game.

After researching and building a wing, it gives the following improvements:

– “Fresh food” for the second era. Research reduces the cost of creating settlers by 50%. The research price is 50 units of food and 125 units of gold.

Research available from the “House of Wisdom”:

– “Phalangist” for the second era.

Increases spearmen’s attack range by +100%. The research price is 50 units of food and 125 units of gold. Research can be upgraded in the second era if several spearmen have already been hired, and the enemy side will actively use cavalry in the attack.

Available attractions for the transition to the next 3 age and their research:

  • Culture Wing.

The addition to the Culture Wing landmark is intended to serve as a support and is a point of contention between the Military Wing and the Culture Wing. It all depends on the preferences of the battlefield and the prevailing situation on the battlefield, as well as the warring faction.

  • Military wing.

An extension to the landmark is designed to increase combat ability. Most of all reveals itself in the third and fourth era. It is not advisable to pump the game in the early stages, so as not to complicate the development of economic moments.

  • “Trade wing”.

The “Trade Wing” is designed to increase the efficiency of trade with the help of the “Market” building. After building the Trade Wing attraction and researching the first Spice Road tech, merchants start bringing in +30% more gold, which significantly increases the economic advantage.

The third era “Castle Age”, in the game Age of Empires 4.

Special attention should be paid to the transition to the third era, since the choice of sights can affect the further passage and the development process itself. Approaching the moment of transition to the third era, we already have an idea where the trading post is located and how the enemy behaves.

Possible scenarios:

  • The path to the trading post is under your control, and the enemy does not attack.

If the enemy faction does not start the first active hostilities and do not want to attack themselves. Then you can think about the sights that act as a support, these are the “Culture Wing” and the “Trade Wing”. You also need to pay attention to the moment associated with the location of the trading post.

  • To strengthen defensive positions.

As a result, if we don’t plan to attack, the enemy doesn’t attack either, and the trading post is under your control, then we build the “Trade Wing”. To strengthen defensive positions, it is advisable to choose the Wing of Culture attraction, which will increase the survival rate of fighters near the donjon.

  • For our attack on the enemy.

If the plans have a desire to attack and inflict more effect from the attack, then the “Military Wing” will do. Thanks to the Mecharist Shields technology, you can increase defense by 3 units in melee. Of course, you can not build the “Military Wing” and also attack the enemy, since 3 units to the defense will not be particularly noticeable.

Our choice for the transition to the third age:

  1. “Trade wing”.

In this case, you need to immediately build the “Market” and hire merchants. This way we get a good growth in gold, which we can spend on the army or technology research. It will become easier to research technologies, since you don’t need a lot of workers to mine gold. And if we leave it in the same amount for gold mining, we may not notice the lack of gold for technology research, unless we hire a large army.

Research from built attractions on the third age:

  • Economic wing.

After researching and building a wing, it gives the following improvements:

– “Agriculture” for the third era. Settlers harvest from arable land at 15%. Exploration is more suitable for the middle of the game, when all the sheep, deer, and bushes with berries are eaten and it remains only to collect food from arable land. The research cost is 200 wood and 500 gold.

  • Research available from the “House of Wisdom”:

– “Camel care” for the third era.

Increases the movement speed of units on camels by +15%. The research cost is 75 units of food and 200 units of gold. It is advisable to pump when the number of fighters on camels is already recruited and an attack is being prepared on the enemy side. Otherwise, it is better to spend resources on something else.

  • Trade wing.

– “Spice Roads” for the second era.

The technology increases the flow of gold from merchants by + 30%. The research cost is 100 wood and 250 gold. It makes sense to pump if there is a free and protected path to the Factoria, where merchants can trade goods freely.

If the “Factoria” is located in the disputed part of the map between the enemy side, then pumping does not make much sense. Since merchants will often be attacked and it will not be easy to protect them. At the same time, the effect of such trading will be small and costly, due to the frequent purchase of merchants.

– “Protected caravans” for the third era.

The technology gives +5 points to the protection of merchants and merchant ships. The research price is 75 wood and 200 gold. 5 units of protection is not very much, it can allow you to slightly increase the survival of merchants.

Attractions for the transition to the fourth era “Imperial era”:

  • Culture Wing.

The addition to the Culture Wing landmark is intended to serve as a support and is a point of contention between the Military Wing and the Culture Wing. It all depends on the preferences of the battlefield and the prevailing situation on the battlefield, as well as the warring faction.

  • Military wing.

An extension to the landmark is designed to increase combat ability. Most of all reveals itself in the third and fourth era. It is not advisable to pump the game in the early stages, so as not to complicate the development of economic moments.

The fourth era “Imperial Age”, in the game Age of Empires 4.

Closer to the 4th era, active attacks on each other between players take place on the battlefield. Therefore, it makes sense to think and choose a more suitable attraction that will allow you to get a greater advantage.

In our opinion, the Wing of Culture is well suited for these purposes, as it plays the role of support. Where our fighters can quickly recover near the Donjon. At the same time, the monks during this period of time can also be near the donjon. The fact is that there will be fewer losses among the fighters, and the recovery speed will be faster. That will give the opportunity for more active action on the battlefield.

  1. “Wing of Culture”.

The addition to the Culture Wing landmark is intended to serve as a support and is a point of contention between the Military Wing and the Culture Wing. It all depends on the preferences of the battlefield and the prevailing situation on the battlefield, as well as the warring faction.

Moreover, you can pump “Faith” and then the monks will be able to convert enemy fighters without relics. They rarely use this opportunity, nevertheless, the faction of the Abbasid Dynasty has such a fish.

Research from built landmarks in Age 4:

  • Research available from the “House of Wisdom”:

– “Bards for camels” for the fourth age.

The research increases the defense of units on camels by 2 units. The research cost is 300 food and 700 gold. Camel Bards is a good tech to upgrade to increase the survivability of camels. In addition, in the middle of the game and in the last period, the camels show themselves well as a support for the cavalry, where the enemy fighters have a reduced attack rate.

– “Composite bows” for the fourth era.

The technology reduces the reload time of archers by 25%. For the fourth era, this technology is not particularly relevant, since archers are practically not used. Because there are crossbowmen and a cooler. As for camels with archers, this is the same as ordinary archers, only with a large supply of health, they do little damage.

  • From the Wing of Culture:

– “Knowledge Preservation”, for the second era. Allows you to reduce the cost of all technologies by 30%. The research price is 50 wood and 125 gold.

– “Medical Centers”, for the third era. After being researched, Keeps heal units by 2 health per second within range. You can research for 100 units of food and 250 units of gold.

– “Faith”, for the fourth epoch. Imams who do not have relics can convert enemy fighters to their side, but only one unit at a time. The cost of research is 150 units of food and 350 units of gold.

  • Economic wing.

– “Improved processing” for the fourth era. Settlers receive an additional bonus to resources, where there is an opportunity to bring + 8% more resources. The research cost is 300 wood and 700 gold.

  • Trade wing.

– Big Bazaar” for the fourth era.

After the research, “Merchants” begin to produce another resource of their choice, in an amount of + 25% of the base amount of gold. You can select the desired resource in the Market building. The research cost is 300 food and 700 gold.

It is advisable to pump on the 4th era in order to maintain the economy in the right form. As a rule, resources run out by the end of the game and you have to look for a suitable solution. Buying resources on the market is not always profitable. In addition, the more resources you buy, the more expensive they begin to cost.

It remains to explore the attraction:

After research gives technologies:

  • Military wing.

An extension to the landmark is designed to increase combat ability. Most of all reveals itself in the third and fourth era. It is not advisable to pump the game in the early stages, so as not to complicate the development of economic moments.

– “Camel support” for the second era.

When studied, camels increase nearby infantry defense by 1. The research cost is 50 food and 125 gold. The increase in defense by 1 unit is not very significant. Since the infantry is mainly attacked by enemy cavalry or long-range fighters who have high damage.

– “Shields of the Meharists” for the third era.

Units on melee camels, after research, have shields that increase defense by 3 units in melee. The research cost is 300 food and 700 gold. It is advisable to upgrade the “Mecharist Shields” technology in order to increase the survivability of the Mekharists.

– “Training camp” for the fourth era.

Increases the health of all infantry by +15%. This is a good research to increase the survivability of fighters. It makes sense to pump if infantry fighters are used in the units. If mounted troops, siege engines and camel fighters are preferred, then the Training Camp research will be of little use.

Conclusion on the faction of the Abbasid Dynasty, in the game Age of Empires 4.

The Abbasid dynasty is quite a competitive nation, where there is a full staff of military units. In addition, they have their own camel fighters, which are available only to the Abbasids. Camel units are not very strong in normal attack and are a bit effective against certain enemy fighters. But they have a good supply of health, which allows them to stay on the battlefield longer.

In terms of economics, the Abbasids are quite good, thanks to the transitions to the next era without the participation of workers. Workers during the transition to the next age can be engaged in the collection of resources and the construction of buildings.