Forging

Forging

Blacksmith - Feudal
Food 150
Time 50s
Category infantry

Evolution

Forging

Feudal
Food 150
Food 220 Gold 120
Food 275 Gold 225
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Technology Effect

"+1 Attack for infantry & cavalry"

Coach's Tip

Forging provides +1 attack for all infantry and cavalry units. This is the first melee attack upgrade and should be researched early when going for melee units.

Strategic Analysis

Strategic Identity

Forging provides +1 attack for all infantry and cavalry units. This is the first melee attack upgrade and should be researched early when going for melee units.

When to Research

High Priority

Research Forging as soon as you have the resources and are using infantry units.

Combat Impact

+1 Attack for infantry & cavalry

Civilization Access

Armenians
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mapuche
Mayas
Mongols
Muisca
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Tupi
Turcs
Vietnamiens
Vikings
Wei
Wu

* 53 civilizations have access to this technology.

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AoE Coach analysis

Context & meta

Forging is the Feudal Age Blacksmith technology that gives Infantry, Cavalry and Hulk-line units +1 attack. It costs 150 food and takes 50 seconds to research. The official effect is deliberately narrow: it improves the units that deal their damage through contact, not Archers or other ranged classes outside the listed scope. Because the bonus is applied to every affected attack, it matters most when several melee units are already fighting or when a timing depends on reaching a damage breakpoint. It is the first melee attack upgrade in the progression, so the question is not whether the number is flashy; it is whether your next army will actually swing.

History & balance

Forging is the first step in the melee attack ladder and belongs to the Feudal Age Blacksmith rather than a unit production building. The upgrade data defines a clear audience—Militia-line, Spearman-line, Eagle Scouts and the listed Cavalry—and then continues the same attack path through later melee technologies. That makes it a foundation of the game's transition from early pressure to a scaled army: the first +1 arrives before the later Castle and Imperial investments. Its history is practical rather than cosmetic. Every civilization that intends to fight with bodies at close range must decide when the Blacksmith becomes more valuable than another building, farm or unit.

In pro play

Research Forging just before a real melee timing, not automatically because the Blacksmith exists. A Militia-line, Spearman-line, Eagle Scout or Cavalry mass converts the +1 attack into repeated value, while an Archer opening receives nothing from the listed effect. Use the 50-second window to keep producing; researching it after the army has already traded wastes the edge. The 150-food price is modest compared with a full army, but it still competes with villagers and production. Check the opponent before clicking: if the plan is ranged pressure or defense without melee contact, keep the food for the units that actually solve the match-up.

How to counter it

A technology has no counter unit, so do not search for one here. The classic mistake is researching Forging too late for the first melee wave, or researching it too early when the economy cannot keep units on the field. Its official effect is +1 attack for the listed Infantry, Cavalry and Hulk-line units; it does not add armor, speed or ranged damage. Choose it when the next fight will contain enough affected attackers to repay the 50-second research and 150 food, then keep the Blacksmith progression in step with production. If you keep missing the melee upgrade timing and do not know what to research or when, AoE Coach reads your match-up and gives you the composition and timing plan.