Part of our complete walkthrough dedicated to AoE IV, in which we will explain how to play the mongols. Categorized as a difficult civilization to control, this one is described as aggressive, nomadic and has excellent mobility. Also experts in mounted combat, the Mongols can easily move their camps. They derive economic benefits from settling near rock outcrops and descents into enemy buildings. Enemies must deal with cavalry attacks early in the game.
Large territory:
Forgo the need to build dwellings and start with maximum population. Merchants provide additional resources when produced in large numbers.

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Sacred Ovoos:
Mine precious stones with the ovoo. Villagers cannot collect stones, nor can they be obtained at the market or by tribute. The ovoo provides unity of production and improved development to buildings within its area of ​​influence.

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Khanat:
Deploy a khan to grant powerful bonuses to all nearby military units with hissing arrows. Primitive cavalry are excellent raiders and all units get extra resources by burning enemy buildings.

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Civilization Bonuses:
- Loot an additional 50 food and gold by setting fire to enemy buildings.
- All buildings can be dismantled and moved to a new location.
- You start with the maximum population limit and no need to build houses.
- Primitive cavalrymen in the dark age (I) and primitive cavalry lancers in the feudal age (II).
- Double your unit production or develop advanced versions of technologies using stone.
- Get 10% more food, wood, gold and stone by having more merchants on trade routes.
- Transport ships have 50% more health and move 15% faster.
Influence :
Buildings built within an ovoo's area of ​​influence are able to double their unit production or research upgraded versions of technologies.
Single unit:
- Khan: Fires powerful hissing arrows that buff nearby troops.
- Mangudaï: mounted archer capable of shooting while moving.
Tree structure of the buildings of this civilization through the ages:
II FEUDAL AGE | ||||
Building | Type | Resources | Time | Description |
Forum | Population and economy building, monument | Food: 0 Wood: 400 Or : 0 Stone: 300 |
02m00s | All resources can be dropped here. Produces villagers and scouts, and increases your population. Additional attacks when units are garrisoned. Castle Network Bonus: Triggers an alarm when an enemy approaches, allowing nearby units and defensive buildings to fire faster. |
Jer Unique to Mongolians |
economy building | Food: 0 Wood: 100 Or : 0 Stone: 0 |
00m20s | Villagers can deposit food, wood and gold in this building. Houses technologies to improve resource gathering. The stone is obtained in the ovoos. |
Ovoo Unique to Mongolians |
Economy and Technology Building | Food: 0 Wood: 150 Or : 0 Stone: 0 |
00m15s | Must be built on a stone outcrop. Collecting stone over time. Contains unique Mongolian technologies. Building a new ovoo will destroy the previous one. |
Barracks | military building | Food: 0 Wood: 150 Or : 0 Stone: 0 |
00m30s | Produces melee infantry units. |
Port (The Harbour District) | Military and economy building, trade place | Food: 0 Wood: 150 Or : 0 Stone: 0 |
00m30s | Produces naval units. Automatically repairs nearby damaged naval units. |
forward post | defensive building | Food: 0 Wood: 100 Or : 0 Stone: 0 |
00m45s | Provides extended line of sight. Can be upgraded with weapons and fortifications. Attack when units are garrisoned. Castle Network Bonus: Triggers an alarm when an enemy approaches, allowing nearby units and defensive buildings to fire faster. |
Pasture Unique to Mongolians |
economy building | Food: 0 Wood: 150 Or : 0 Stone: 0 |
00m20s | Automatically produces a sheep to collect every 90 seconds. Production will cease if too many sheep are produced without being collected. |
Deer stones Unique to Mongolians |
Age II - Military monument | Food: 400 Wood: 0 Or : 200 Stone: 0 |
03m10s | Once installed, Stag Stones grant the yam speed aura. Upon completion, instantly grants yam's Network technology. |
The money tree Unique to Mongolians |
Age II - Economic Monument | Food: 400 Wood: 0 Or : 200 Stone: 0 |
03m10s | Serves as a market. Allows you to produce merchants 50% faster and with a gold cost reduced by 50%. |
II FEUDAL AGE | ||||
Building | Type | Resources | Time | Description |
Forum | Economy and population building | Food: 0 Wood: 400 Or : 0 Stone: 300 |
02m00s | All resources can be dropped here. Produces villagers and scouts, and increases your population. Additional attacks when units are garrisoned. Castle Network Bonus: Triggers an alarm when an enemy approaches, allowing nearby units and defensive buildings to fire faster. |
Market | Economy building, commercial place | Food: 0 Wood: 100 Or : 0 Stone: 0 |
00m30s | Allows the purchase and sale of resources and product from merchants. |
Forge | Technological building | Food: 0 Wood: 150 Or : 0 Stone: 0 |
00m25s | Houses technology to upgrade infantry and cavalry. |
Aries | Head office | Food: 0 Wood: 300 Or : 0 Stone: 0 |
01m20s | Resistant infantry transport, effective against buildings and walls: + Long Range Armor + High health - Attacks buildings only - Low movement speed |
siege tower | Head office | Food: 0 Wood: 125 Or : 0 Stone: 0 |
00m45s | High infantry transport without combat capability. Allows garrisoned infantry to be dropped directly onto stone walls: + Long Range Armor - Cannot attack - Low movement speed |
archery camp | military building | Food: 0 Wood: 150 Or : 0 Stone: 0 |
00m30s | Produces ranged infantry units. |
Congress Unique to Mongolians |
Age III - Military Monument | Food: 1200 Wood: 0 Or : 600 Stone: 0 |
03m40s | When the khan is near, the Qurultay heals all nearby wounded units and grants a 25% damage bonus for 30 seconds. |
Redoubt of the steppe Unique to Mongolians |
Age III - Economic Monument | Food: 1200 Wood: 0 Or : 600 Stone: 0 |
03m40s | Serves as ger. The gold deposited in this monument increases by 50%. |
III AGE OF CASTLES | ||||
Building | Type | Resources | Time | Description |
prayer tent |
religious building | Food: 0 Wood: 200 Or : 0 Stone: 0 |
00m25s | Produces religious units and contains technologies. Starting in Castle Age (III), religious units can collect relics and place them in this building to generate gold. |
Siege workshop | military building | Food: 0 Wood: 300 Or : 0 Stone: 0 |
00m45s | Produces siege engines and powerful gunpowder units. |
The white stupa |
Age IV - Economic Monument | Food: 2400 Wood: 0 Or : 1200 Stone: 0 |
04m10s | Serves as ovoo and produces 240 stone units per minute without stone outcrop. |
Palais du Khaganat |
Age IV - Military Monument | Food: 2400 Wood: 0 Or : 1200 Stone: 0 |
04m10s | Shows a cavalry army of cavalry, mangudai, or cavalry spearmen every 90 seconds. |
IV IMPERIAL AGE | ||||
Building | Type | Resources | Time | Description |
Great Khan Monument Unique to Mongolians |
Merveille | Food: 3000 Wood: 3000 Or : 3000 Stone: 3000 |
10m00s | Build and defend a Wonder to ensure victory. Rival civilizations will be aware of its construction and will seek to destroy it. |