AoE4 Holy Roman Empire Build Order List


This page explains the civilizational characteristics of the Holy Roman Empire and the operation procedure (order) by operation.

AoE4 Features of the Holy Roman Empire

  • Difficulty: ★★ ☆
  • AoE4 melee infantry with only one unique unit “Landsknecht", an infantry powerhouse. When you accumulate, you are stronger than soldiers. Knock it down with a range attack!
  • Military soldiers can be trained from era II, and from III to the strongest military soldiers with unique technology. It is one step away from countries that can only send out spears, bows and mounted men. ※ However, military soldiers are expensive, and there are other countries where knights come out …
  • There is no domestic policy bonus unless you put out a priest, so give one out for every seven townspeople!!
  • The speed up study of infantry also makes the bow legs faster, so the bow can also be used soberly
Graphics of the town of the Holy Roman Empire. A fortress or a clock tower? Church? And so on.

AOE4 The Holy Roman Empire is an infantry state

The Holy Roman Empire of AOE4 is a nation specializing in infantry strengthening.
There is also Landsknecht who appeared in 3 and the infantry army is cool!
Because the indirect defense is high, it can also be relied on for siege power, and since the soldiers can be taken out of the era II (early soldiers at that time), it is also good to decide on a quick attack with the rush of soldiers.
In addition, there is a wealth of research on military personnel reinforcement.

High-ranking clergy can be brought out of the center of the city from time I, and townspeople near the clergy will be better gathered, and the army will be more capable.
From the time III, it became possible to pick up holy relics on the map, and only in the Holy Roman Empire it has different effects depending on the building to which it is transported (it can be entered in addition to the church).

What is the Holy Roman Empire in AOE4?

The fire spear rush on the way and the final game are interesting!
Official introduction to the Holy Roman Empire released on October 2, 2021

The Holy Roman Empire was a civilization shaped by a powerful infantry army and made stronger with the support of their religious unit, the higher clergy.

The Holy Roman Empire of Age of Empires IV spanned 936-1517 AD. The region-centered empire, including modern Germany, claimed to be the rightful successor of the ancient Roman Empire. Its emperor aimed to dominate Central Europe with a vibrant Landsknecht solid infantry and to occupy Rome, the center of Christendom itself.

The Holy Roman Empire stands out, through early access from Era I to religious units, usually accessible from Era IV. By using high-ranking clerics with care, players can buff villagers and accelerate economic growth.

Age of Empires 4 official page

Gameplay of the Holy Roman Empire

The Holy Roman Empire is a powerful infantry-based civilization that allows you to fend off enemies with several options for defensive turtles. Standing up to them in battle requires careful consideration. The Holy Roman Empire could recover quickly from the attack, and Landsknecht’s devastating sphere of influence capabilities should make it difficult to advance against them.

Economically, the Holy Roman Empire has great advantages. A religious unit of its own, the high-ranking clergy help increase the rally rate of villagers and quickly launch the economy.

Defeating the Holy Roman Empire is not an easy task. Their construction is very durable, difficult to break, and further strengthened by increased strength through upgrades. Outposts, towers, and forts can garrison Relic for bonus armor and damage, making the Holy Roman Empire a truly impenetrable civilization.


The religious unit is the high-ranking clergy.
It seems strong that a unit that can be used from Normal Age III can be used from I.

Unique Units of the Holy Roman Empire


The Landsknecht is a light infantry unit with a two-handed sword and is good at damage within its effective range.

High-ranking clergy

A high-ranking clergyman is a support unit that heals, stimulates and benefits nearby armies.


In AoE3, Landsknecht was a powerful mercenary.
In AoE4, range attacks are powerful, but defenses are paper and HP is very low, so it is not good enough.
It is effective if it is mixed with soldiers with high defensive strength.
If you include research to increase the speed of infantry, it will be the fastest mobility among infantry. Keep in mind that
infantry sieges are very high.
In addition, in AoE4, infantry can build and create battering rams and siege towers anywhere.

Like other priests, the high-ranking clergy of the Holy Roman Empire cannot convert enemies until the study of Age 4, but don't forget that in addition to restoring HP, they can also strengthen villagers and armies.

Lanzuknecht’s strength and usage

Lantsukunecht is weak on paper when it is alone, but when it accumulates, it can be defeated before it takes damage, due to duplication of range attacks, and its strength increases. Also, because his legs are fast, he can catch up with the bow.

Comparison video of soldiers and Landsknecht


Evolution of the Holy Roman Empire

Era I

The Holy Roman Empire has access to high-ranking clergy who have been their religious units since the first days. In addition to having more armor, their town center is also a church that trains high-ranking clergy.

Unique Units: High-ranking clergy are available in Town Centres from Era I.

Era II

Landmarks: The Holy Roman Empire can choose the Aachen Chapel as one of its landmarks to make it period II. When high-ranking clergy are garrisoned inside, the Aachen Chapel creates a great inspired area.

Unique Technology: Marching drills available in the blacksmith improve the movement speed of infantry units.

Age III.

Landmarks: At the end of the II era, the Holy Roman Empire had the option to build a landmark for the Castle Count’s Palace. Built in the former III period, the Castle Count’s Palace produces five Landsknecht, spearmen, or armored soldiers in the time it takes to train, allowing the Holy Roman Empire to quickly catch up with its military might.

Unique Technology: The monastery offers several different upgrades in this era, including warriors inspired by it. This allows high-ranking clergy to stimulate their troops and improve their armor and damage.

Age IV.

Landmarks: Entering the last era by choosing the landmark of Erzbach Palace, the Holy Roman Empire can further strengthen their defensive position. The Erzbach Palace acts as a fort, giving the landmark a health bonus and reducing damage to buildings under its influence.

Unique Technology: Enhanced defenses from keep improve the health of walls, towers and gates.

AOE4 Holy Roman Empire Civilization Bonus

Imperial Army

Upgrade your infantry with groundbreaking technology and send your toughest soldiers to the battlefield ahead of other civilizations.

Religious enthusiasm

In addition to getting more gold from the relics, you can also inspire your unit with high-ranking priests created in the center of the city.


Buildings built within the center of the city or within the influence of the tower will gain the ability to “emergency repair" and use it to repair themselves.

Civilization Bonus

  • High priests available in the Dark Ages (First Age).
  • Early soldiers can be used in the Age of Lords (Second Age).
  • Stationing relics in outposts, towers, and towers increases visibility, range, armor, and damage.
  • When stationed in the harbor, the attack speed of all ships +5% (up to 25%) per relic.
  • Unique Units
  • High-ranking clerics: Gives “revelation" to the villagers and increases the speed of work by 40% for 30 seconds.
  • Landsknecht: Light infantry with large two-handed swords. It can deal heavy damage over a wide area.

Clergy can be trained from the beginning, and internal affairs support and military reinforcement can be carried out. Conversely, there are no other domestic policy bonuses, and from III. the study of the church will allow for further speed of internal affairs support and military inspire.
To cross paths with opponents of the same level, send out the priests!!
There are seven people around the town who can keep one priest buff at all times.
If you get more than 8 people, the buff will not catch up and some people will start to cut it!

Also, in Rome alone, there is a study from II to make the foot of an infantry 10% faster in the forge, and the foot of an archer is also 10% faster to 1.36.

AoE4 Era Evolution Landmark of the Holy Roman Empire

Ⅰ→ⅡMinewerk PalaceMeat 400 Gold 200It works like a forge. -25% of the cost of technology research here.
Aachen Chapel Meat 400 Gold 200 While high-ranking clergy are stationed, they inspire a wide range of units.
Ⅱ→ⅢThe Count’s PalaceMeat 1200 Gold 600It serves as a warrior training ground that produces 5 infantry units at the same time.
Regnitz Cathedral Meat 1200 Gold 600 The relics enshrined in Regnitz Cathedral produce +200% gold per minute (up to three can be enshrined).
Ⅲ→ⅣSchwagen PalaceMeat 2400 Gold 1200It serves as the center of the city. The production speed of the people in the city is +75%, the production cost is -20%.
Erzbach Palace Meat 2400 Gold 1200 It functions as a tower for +50% physical strength. All buildings within the affected area will suffer -33% damage.
Ethnic Symbols4000 each, no stones requiredLet’s defend the symbols of our nation and make victory a certainty. Other civilizations that have noticed the symbol of the nation should try to destroy it somehow.
Holy Roman Empire Evolution Table

AOE4 Holy Roman Empire Order List

Soldier II Rush

It is especially effective against opponents like England who have 2 soldiers but have a high probability that the main force is the bow, a country
where 2 infantry is only spears like the Abbasid dynasty,
or a tower alone (a tactic that does not want to fight in the age of 2 and is aiming for the age of 3).
The high siege power of the soldiers themselves, the ability to create a battering mallet, and the tactics that rely on the ironworks’ anti-bow armor UP.
The game starts 10 minutes into the run.

Soldier Rush Explainer Video

Era I

As soon as it started, one high-ranking priest was placed in the queue, and the rest were peasants.

The early peasants hunted sheep and increased their speed with the priests who came out.

The scouts return to the center in search of the sheep and do not cut the sheep (there is no room for trees to build granaries).

The first farmer to produce a house 1 and build a mine on the gold floor. Five people in a row hit the gold digger,

The rest is added to the sheep.

2 Evolution is a church that increases work efficiency extensively if one high-ranking clergy is stationed.
Build with peasants who have taken 200 gold.
It is a good idea to build in a place where the place to be built will cover the field to be built in the future + nearby trees or gold.

Around 14 people in the town during evolution increased the number of people who cut trees near the center and added houses.

The infantry training center is built from Era 1, so even if you say 、、、 near the opponent, it will be countered with the barrel, so build it in the middle.

Era II

The money should be taken by about four people.

Lumberjack 5 or so. Adjust if the research is lacking.
When there is a shortage of houses, we will build them repeatedly.
The number of training centers will be increased to two, and an ironworks will be built.

Research on the far left of meat and felling is good to do. Nothing else is needed.

The sheep will soon be cut off, so remember where the meat will go, and the townspeople will increase it only to the meat.

Turn the troops around at the infantry training center. If you can afford the resources, you will open a third training center.
The townspeople can also be interrupted after 20, so the soldiers turn so that they do not stop.

If resources are available, the ironworks will do research on infantry anti-bow armor +1, and if there is more room, soldiers can build battering rams.


  • In England or the Holy Roman Empire, if you are a main soldier, it is dangerous if there is no difference in the number of soldiers by more than 10.
  • If there is no tower, the number of opponents will be outnumbered, and when there are about 15 or more troops, they will charge.
  • If there is only one tower and there is no army, you can rush in with about 15 soldiers.
  • If there are multiple towers that reach the center, it is better to wait for the study of the battering ram and make one.

If it is an AI hard level, you should be able to drop it just by charging at about 15 soldiers who have finished researching the armor of the ironworks and continuing to turn the training. (It will be blurred around 10 minutes of game time.) )

General-purpose land order

Era I

If you collect the sheep from the center of the town and have the gold on the side, and leave the priests out, you can give a boost only to those who take the sheep and those who go out to dig for gold. The order of production will be 7 sheep with the addition of the townspeople 1, so the clergy, gold 6, sheep.

Mineberg Palace of Ironworks Evolution, where research is cheap.

Era II

I try to make as many clergy as possible for every seven people in the town. If we don’t create clerics, our internal affairs will lose out to the bonuses of other nations. For example, in France, the townspeople were quick to produce from the beginning, the Abbasids were at Golden Age Grade 1 at the beginning of Age 2, Rus was deer hunting and became a bounty level 1 ~ 3, and so on.

Rome prevents this from being a cheap outpost, while saving troops while turning a cheap research ironworks made at landmarks out of siege engineering (infantry can produce battering rams). If the opponent is a knightly country, a spear.
Gradually advancing while increasing the outpost.

Since it is necessary to finely adjust domestic affairs so that the standard of seven priests and townspeople is set, the amount of operation is required compared to one difficulty ★country.

Reckoning gold 3x Regnitz evolution. Collect 3 relics and you will get 900 gold in 1 minute!!!

If it’s a team game, you want to build your first market while you’re evolving.

Age III.

Gather the relics at all costs.

Rome’s inherent domestic policy bonus can only be obtained by building churches in III and studying the speed of gathering of clergy, so don’t forget to do so when you enter III. The study of the church will allow the military to be buff as well, so it is necessary to send enough clergy to the front lines.

If there is a town center on the front line, it is good that nearby buildings will get emergency repair ability.
Click on the damaged building and click the icon to activate it.
A little auto-repair without sending a villager.

If you want to fight using the Roman infantry of AoE4, you can turn the trebuchet training to defeat the bow and prevent the attack of knights with infantry.
There will be three more studies on infantry reinforcement at the Warrior Training Center. If you study how to increase the movement speed of infantry, you will be able to catch up with the soldiers such as the longbow, and the other two are also powerful, so be sure to do it.

Evolution is Schwagen if it has not been centrally added so far, otherwise it is the Erzbach Palace of the keep, which is strong on the front line.

Age IV.

If you fight without upgrading at the university, you will lose money, so immediately build a university and upgrade the military classes you use.

Add a musketeer.

AoE4 Holy Roman Empire Bow Order

II. The Holy Roman Empire had no choice but to put the clergy out of the center for domestic affairs, and it was not a big advantage in the end because the townspeople stopped producing.

Rome, on the other hand, can use the Forge to speed up the movement of infantry, which actually applies to bows.
As of 11/18/2021, Rome is said to be the weakest, but it seems that the only way to survive is to make use of the fastest infantry bow in all civilizations.

However, this method is currently not able to outnumber the Mongol Obo (infantry) bow of Meta’s full force, so someone please help me.

Era I

Early townspeople 1 built houses and went straight to the mine.

The villagers produce two, the priests are meat, the gold-diggers are five, and the sheep.

Three of the gold diggers evolved into the Mineberg Palace in a cheap forge.
After evolution, you can return to the gold digger and remain three forever.

If you accumulate Evolution Nakagi and your opponent is a knight country, the first is the Warrior Training Center (in which case you start building during evolution), and the other is the Archery Training Center after evolution.

Era II

First of all, it is not a matter of the speed of the soldiers’ feet, but the contest of the number of soldiers. Since it is up to the one who can land first and reduce the number of peasants of the opponent or stop the work, the gathering point of the training center will be the enemy’s base, and the training will be rotated.

If the opponent is a knighthood, the spear spear starts → adds a bow, if it is England, it is a bow bow and it is only equal to the landmark, so it is a further bow, and if it is otherwise, the bow bow starts→ spear or army soldier is added.
Of course, if the other party can definitely see everyone in the knight training center, it is good to start spear spearing.

Depending on the opponent, the type of training center will change, but the rabbit horn will turn two fosters immediately after entering 2.
Resource allocation should be limited to the military and townspeople, and no extra resources would be taken.
If you can afford 150 trees by continuing to make villagers, you can build a third house and start spinning it.
The archery training center was changed to two, and the Mineberg Palace studied the attack power, siege engineering, and defense power of the bow in the order of order.

When the money is accumulated 100, the second priest is raised, and when the money is accumulated about 190, the infantry’s movement speed is increased by 10%.

If the speed of infantry development increases, the opponent’s infantry and bow will not be able to keep up with this infantry / bow, and if the enemy escapes, it will be able to catch up, so if you are winning in numbers, you will be able to push and if you lose, you will be able to draw.
And the fact that you can reliably escape from the infantry makes it very easy to vandalize with a bow. Even when the main body is in battle, 1 ~ 2 people always want to number and operate as a separate squad attacking villagers.
Increasing the speed of movement also reduces damage from bow knights, but as a matter of course, knights and mounted soldiers are tough if they do not win with the number of spears, so do not overly trust the bow.
If you want to push in, create a battering ram with infantry.

If 2 is prolonged, of course increase it to 4 huts and 5 huts and turn it around. It is the bow that increases.

3 Landmarks should be selected based on whether there are relics or not.

Age III.

If you put it in 3, Rome will finally become stronger.
If you put in all the reinforcements of the troops, including the research indigenous to Rome, and the ironworks are also doing it, you can almost win the cost regardless of whether you are a knight or whatever.
From 3, the opponent will also become an armored soldier of knights and soldiers, so the bow will not do much damage.
Shake it off to the flesh and gold, and do it a maximum of a few times anyway.

Age IV.

Aachen Pro Scout Immediate 3

* The same professional scout Rus immediately 3 holy relic collection order is dangerous because there is a high possibility of losing the holy relic battle

II. Aachen Evolution.

In period II, he studied professional scouts (far right in the mill) and hunting efficiency, trained a large number of scouts from his stables, and brought back all the deer on the map to the enhanced range of the Aachen Chapel to eat.
Since the inner fabric is not enlarged, it is immediately 3 to protect it with this. Collect the relics in Regnitz.

Even if you enter III, the strength will not change from the II unless you upgrade, so it is important to match the opponent’s soldier type from the beginning such as taking the knight out of the stable immediately after III, forcing the opponent to produce a spear, and then hunting with a ramp or a trebuchet.