Buildings of Age of Empires III

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[edit] Age of Empires III

[edit] Discovery Age

Town Center (600 wood, Covered Wagon)
The center of a colony. Settlers are trained (automically and free spawned for the Ottomans) and Minutemen can be drafted (though only once, a specific upgrade enables the player to call out Minutemen for a second time) here. The Dutch town center can train envoy. Also, shipments from the Home City arrive at this location unless otherwise specified (See Section 9.1 - Game Cards). The Town Center can garrison civilian units, which give the building a weak ranged attack. It is the first building to appear in any game, and does not need to be built; however, should the need arise, they can be built by the Explorer in Age 3.
House (100 wood)
A small building that supports 10 population slots. Up to 20 houses can be built at a time (with a corresponding maximum population of 200). Like the Town Center, the house can be built from the Discovery Age onwards. Germans can gain an upgrade which allows each house to support 30 population slots. Note that the British build Manor Houses instead that cost 135 wood and get a free villiger. (See Variations)
Market (100 wood)
An economic building. Resources can be bought and sold, with corresponding effects to the world market. Players can also research settler improvements from this building.
Mill (400 wood)
A farm which allows food to be harvested at a slow rate. A maximum of ten Settlers can work at a single Mill. The Mill can be built in the Discovery Age. Mill gather rates can be improved at the mill.
Livestock Pen (200 wood)
An economic building available in the Discovery Age, the Livestock Pen allows herdable animals (Cows, Sheep, and Llamas) to fatten at quicker rate. The livestock pen can hold up to 10 animals at one time, and can build sheep for 100 food each. Also, a technology is available at the Livestock Pen to dramatically increase the fattening rates of animals. It can train up to 30 sheep a time.
Dock (200 wood)
A building that can only be built near water, the Dock builds both economic ships (fishing boats) and Fighting Ships (Caravels, Frigates). They automatically heal nearby ships and can garrison fishing boats. When having a garrison, they gain an attack. Available in the Discovery Age, the dock can improve ships' attack and armor plating, starting from the Colonial Age.
Outpost (250 wood, Outpost Wagon)
A tower equipped with an attack. Available from the Discovery Age. In Fortress Age it can be improved to Frontier Outpost, and in Industrial Age to Fortified Outpost. This can act as a base for a colony, as it can receive Home City Shipments, defend the base and garrison cívil units. The Russian instead use Blockhouses. There is a limit of seven Outposts/Blockhouses.
Trading post (250 wood)
An economic building that can be built at both Trade Routes and Native Encampments. Building Trading Posts along trade routes generate expirence. Upgrading to Stagecoach and Iron Horse allows the player to choose resources to deliver. A Trading Post at a Native Village allows the player to train native military units and research improvements. The Trading Post can be built in the Discovery Age. The Advanced Trading Post card enables Trading Posts to attack.
Wall (5 wood)
Palisades which are erected to keep out intruders. Available in the Discovery Age, they can be upgraded to Bastions (stone walls) at the Church in later ages.

[edit] Colonial Age

(800 Food)

Church (250 wood)
An economic building available in the Colonial Age, the Church trains Priests (Spanish trains Missionaries) and allows the player to improve building attributes (such as Line of Sight and Training Rate). When a specific card (Royal Decree To Colonize The New World/Treaty) is sent, unique and often double-edged improvements become available. Also only one Church can be built. Mosque is available only to the Ottoman. (See Variations)
Barracks (200 wood)
A basic military building available to all civilizations. The Barracks can train and upgrade infantry. Russians have blockhouses instead. (See Variations)
Stable (200 wood)
A military building similar to a barracks, the Stable trains and upgrades cavalry.
Artillery Foundry (300 wood)
An advanced military building available in either the Colonial (for the British, Ottomans, Dutch and Russians) or Fortress Age (for everyone else). The Artillery Foundry builds high-power cannon units such as Falconets and Mortars, which are later upgraded to Field Guns and Howitzers. Grenadiers and Abus Guns, which are foot soldiers that use artillery- like weapons, are also built here, as are cannon counter units, culverins.

[edit] Fortress Age

(1200 Food & 1000 Coin)

Arsenal (250 wood)
A research building available in the Fortress Age, the Arsenal provides upgrades to infantry, cavalry, and artillery units. The card Advanced Arsenal unlocks even more powerful upgrades, and makes it available in the colonial age.
Plantation (800 wood)
An economic building that allows Settlers to gather Coin at a slow rate. A maximum of ten Settlers can gather from a single Plantation. The card Advanced Plantation makes the plantation available at any ages and reduces the amount of wood needed to build it.
Fort (Fort Wagon)
A specialized military building that can only be sent from the Home City. The Fort defends a large area of land and can train units, but it cannot upgrade any units when a player ages up. The Fort can be sent during the Fortress Age (Age III). The French can send a second fort in the Industrial (IV) Age.

[edit] Industrial Age

(2000 Food & 1200 Coin)

Factory (Factory Wagon)
An advanced economic building that can specialize in high production output of any resource or produce powerful artillery units. The Factory can only be built via a Factory Wagon, which can be sent from the Home City. With high home city levels, a second Factory can be used by most civilizations.

[edit] Imperial Age

(4000 Food & 4000 Coin)

Capitol (400 wood)
A late-game building that can only be built in the Imperial Age (Age V). The Capitol allows the player to research powerful improvements (such as Spies, Blockade and Immigrants) at an exorbitant cost.

[edit] Variations

Bank (350 food, 350 wood)
An economic building available only to the Dutch. The Bank supplies a steady stream of coin (base rate= 5.6 coin/second). It´s build limit is 4, but this limit can be increased by shipping shipment cards; so up to 6 banks may be erected. You may also get an upgrade from the church, after sending in the correct card, that allows for two more, making the grand total 8.
Blockhouse (250 wood)
Blockhouses are available only to the Russians and serve double duty as a barracks and as an outpost, it can be built in the Discovery Age. It can train infantry in large groups when the player has aged up to the Colonial age, albeit units cost less as a result of the faster training, in groups. It can be upgraded to Frontier Blockhouses in the Fortress age, and to Fortified Blockhouses in the Industrial Age, same as the names of the upgrades of Outpost. Blockhouses' build limit is 7, like Outposts.
Manor House (135 wood)
The British build Manor Houses instead of regular houses, but Manor Houses are more expensive. It costs 135 wood and it can spawn a settler upon completion. Later on, a shipment evolves them into Estates, which enables them to slowly train settlers as well.
Mosque (250 wood)
Only to the Ottoman Empire, the Church is replaced by the Mosque, it can train Imam, which can be built in the Discovery Age. It improves the limit, the creating rate of the settlers and other improvements in regular church. Also only one Mosque can be built.

[edit] Expansion

The natives of the expansion, Age of Empires III: The War Chiefs, will have buildings that are more varied than the buildings of the European Civilizations. It will also include a new european building, the Saloon where map specific mercenaries can be hired. European civilizations also get the embassy, where natives from allied tribes can be trained, as well as human treasure guardians. The Sioux civilization, which lives with the nature, has the 200 population cap from the beginning and don't have to build houses. They don't either have Artillery Foundries, Forts or Factories.

  • Native buildings in expansion:
  • Farm (instead of Mill and Livestock Pen) From age 1.
  • Firepit (where settlers can dance to gain bonuses, and instead of Church) From age 1.
  • Longhouse - only for Iroquois (instead of House supporting 15 population) From age 1.
  • War Hut (instead of Barracks, also works as outposts, and seven can be built, similar to Blockhouses) From age 1/2.
  • Teepee - only for Sioux (gives bonuses to settlers)´From age 3
  • Corral - (instead of Stable) From age 2.
  • Nobles' Hut - only for Aztec, where elite soldiers are trained. From age 3.
  • Siege Workshop - only for Iroquois (instead of Artillery Foundry)