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Age of Empires IV Cheats

Age of Empires IV

Cheat Codes:
------------
Submitted by: David K.

-= How to activate =-
* Custom games: as host, check Cheats Allowed on the Game Setup tab before you
  start.
* Campaign or skirmish vs AI: open the Game Mode tab when setting up the match
  and enable Cheats allowed.
* In-game, press Enter to open chat, type a code, and press Enter again.
  Consulted guides list codes in lowercase; they are not case-sensitive.
* Using cheats disables achievements and masteries for that match. Enter the same
  code again to toggle it off. Cheat-spawned units appear at your main Town
  Center.

* smorgasbord - 100,000 of every resource (Custom/Campaign).
* full meal deal - 100,000 food (Custom/Skirmish/Campaign).
* knock on wood - 100,000 wood (Custom/Skirmish/Campaign).
* take it for granite - 100,000 stone (Custom/Skirmish/Campaign).
* i have an app idea - 100,000 gold (Custom/Skirmish/Campaign).
* king size beds - Maximum population cap (Custom/Campaign).
* age me up scotty - Advance to the next age (Custom).
* inna jiffy - Instantly finish build, research, or unit queue (Custom/Skirmish).
* at the core - Spawn one of each core unit type (Custom).
* photon man - Spawn a Photon Man unit (Custom/Skirmish).
* anti-poke - Selected units and buildings become invulnerable (Custom).
* make it quick - Destroy selected units and buildings (Custom).
* one of us - Convert selected units (Custom).
* zeleport - Teleport selected units to the cursor (Custom).
* you monster - Kill all Gaia units on the map (Custom).
* it is known - Reveal or hide the full map (Custom).
* it was known - Remove fog of war (Custom).
* minimally minimal - Hide or show the UI (Custom/Campaign).
* another round - Slow-motion simulation (Campaign scenarios).
* another cup - Turbo simulation speed (Campaign scenarios).
* i give up - Instantly lose the match (Custom/Campaign).
* this is fine - Set selected buildings on fire (Custom).
* big bad sheep - Turn sheep into wolves (Custom/Campaign).
* out with the new - Replace AoE IV attack alarm with the AoE II alarm
  (Custom/Campaign).


Hints and Tips:
---------------
-= French feudal speed build (about 3:28) =-
French-focused order that pours every villager into aging as fast as possible.
Economy stalls hard during the push; for a softer landing keep five on deer, one
on gold, and two on wood before the landmark commit so villager production can
continue after Feudal.
1. All starting villagers on sheep; scout hunts deer. 6F 0W 0G 0S
2. First new villager builds a house, then a mining camp. 6F 0W 1G 0S
3. When deer are found, one villager builds a mill; set the Town Center rally to
   deer and queue villagers from sheep onto deer. 9F 0W 1G 0S
4. Rally the Town Center to gold until two villagers mine gold. 9F 0W 2G 0S
5. Rally back to deer until thirteen villagers work food. 13F 0W 2G 0S
6. Pull every villager onto the landmark build. 0F 0W 0G 0S

-= General RTS habits =-
* Learn each civilization's bonuses before ranked play; pick a civ that matches
  your plan.
* Hit the next age quickly - falling behind on ages locks you out of better units
  and tech.
* Queue military constantly from multiple production buildings so losses refill
  on the way back from battle.
* Aim for roughly thirty to forty villagers early, keep houses ahead of the cap,
  and buy economic upgrades before trimming villagers for army space.
* Upgrade units at the blacksmith and promote unit tiers as soon as each age
  unlocks them.

-= Launch openings by civilization =-
Eight launch civs share the same food/gold age thresholds but pick different
Landmarks.

* English - Council Hall at Feudal; farms around mills; add stone for Keeps.
* Chinese - Imperial Academy beside many buildings; delay Imperial Officer.
* Delhi Sultanate - Dome of the Faith; cheap Scholars in Mosques; stack food.
* Abbasid Dynasty - House of Wisdom plus ~10 nearby buildings for Golden Age tier
  1.
* Rus - Golden Gate exchanges; Hunting Cabins; early Knights.
* Mongols - Silver Tree traders; Yam Outposts on trade lines; Mangudai raid.
* Holy Roman Empire - Aachen Chapel with garrisoned Prelate boosting villagers.
* French - School of Cavalry; Royal Knight timing (see speed build above).

-= Post-launch skirmish civs (short) =-
* Malians: Pit Mines and Mansa Quarry fund Sofas and stealth Musofadi hit-and-
  run.
* Ottomans: Mehter drums buff nearby troops; Great Bombards and early gunpowder
  siege.
* Japanese: Dojo auto-trains Samurai; Ozutsu handheld cannons for building siege.
* Jin Dynasty (Yue Fei DLC): hunt animals for food; Iron Pagoda plus Zhanma
  Swordsman.


Secrets:
--------
* Taunts: press Enter and type a slash plus a number (example /1 for the "yes"
  taunt). Taunts 1-104 are available by default; more unlock from the player
  profile screen. Disable or adjust taunt volume under Online or Audio settings.


Solutions:
----------
-= Normans campaign - general =-
1. Keep military production queued so assault losses refill during long sieges.
2. Buy blacksmith armor and damage upgrades before rushing fortified objectives.
3. Build Keeps and walls when missions allow time to max population safely.

-= The Battle of Tinchebray =-
1. No economy - collect gold piles from enemy camps to buy regiments.
2. Buy a mixed army (Spearmen, Archers, Men-at-Arms, Knights) before the finale.
3. Duke Robert fields all four types; mirror that mix instead of one-unit stacks.

-= The Siege of Wallingford =-
1. Wall Longbowmen on stone walls to hold infantry.
2. Train Light Cavalry to kill Battering Rams and Siege Towers quickly.
3. When reinforcements arrive, clear one enemy outpost first; garrison extras as
   reserve.

-= The Siege of Rochester =-
1. Build Barracks, Archery Ranges, and Stables immediately - raids start at once.
2. Seal the eastern approach with stone walls and Longbowmen; hold the north with
   Keeps.
3. Use Trebuchets on gates, towers, and production; Mangonels for unit clumps.
4. Set production rally points forward; destroy Rochester Keep to finish.


Reference:
----------
-= Age-up resource thresholds =-
* Feudal (II) - 400 food, 200 gold; about 3:10.
* Castle (III) - 1,200 food, 600 gold; about 3:40.
* Imperial(IV) - 2,400 food, 1,200 gold; about 4:10. Landmark wood/stone costs
  are extra. Chinese build both Feudal Landmarks to advance a Dynasty; Abbasids
  add Wings to the House of Wisdom instead of standalone Landmarks.

-= Chinese dynasties (both Landmarks in an age) =-
* Tang - Scouts +30% line of sight.
* Song - -35% villager train time; Zhuge Nu; Village (+40 pop cap).
* Yuan - +15% speed on villagers, officials, military; Fire Lancers.
* Ming - Military +10% HP; Grenadiers; Pagoda relic income.

-= Campaigns (story and challenge) =-
* The Normans - English/Normans tutorial; heavy castle defense.
* The Hundred Years War - English vs French story arc.
* The Mongol Empire - Mongol conquest scenarios.
* The Rise of Moscow - Rus rise scenarios.
* The Art of War - Short challenge missions (no story). Four campaigns ship with
  35 story missions; Art of War teaches economy, combat, and siege drills with
  civ-specific constraints.

* Chat cheats were added after launch (Season Three / Anniversary Edition). They
  work in custom games, skirmish vs AI, and many campaign missions - not in
  standard multiplayer against humans.
* Mode tags in the table: Custom = custom lobby; Campaign = story scenarios;
  Skirmish = skirmish vs AI only for codes marked Skirmish.
 
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