Buildings
Elpea, Theris, TheShadowDawn | Last Updated: August 23, 2005
Combining historical knowledge with some healthy speculation - based on previous Age games - here you can find information on the buildings of Age of Empires III.
Neutral Buildings
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Native American Camp Native American Camps are neutral structures. Players can gain control of them by building a Trading Post on them. Once a camp is controlled, it can build units and research technologies unique to the camp's tribe. Native units recruited by the player do not add to their population cap, but there is a limit as to how many can be recruited per camp. |
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Outpost Outposts are neutral buildings, located on the trade roads/railways of the map. The player can gain control of an outpost by building a Trading Post on it. (Much like Town Centers were built over Settlements in AoM.) Every time a trade unit passes a Trading Post, experience or a resource chosen by the player are generated for the player. Capturing four outposts invokes the "four of a kind" victory condition, starting a timer countdown to victory. |
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Road Roads carry uncontrolled Trade Carts and Stage Coaches across the map. Control of the outposts on these roads - and hence, the trade that travels along them - is a large factor to victory. |
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Railroad In the final ages of AoE3, roads and Trade Carts are replaced with railways and Trains. |
Colonist Buildings
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Town Center (Economic Building) The Town Center is the core hub of your colony. It trains settlers (villagers) and researches the upgrades to reach new ages. Unlike in previous Age games, Town Centers are not built by settlers. Rather, they are only built by the Explorer or Covered Wagon units. |
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Trading Post (Map Control Building) Trading Posts are structures built to control either a Native American camp or an Outpost, in order to secure their benefits for the player. |
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Train Station (Map Control Building) Train Stations replace Trading Posts on trade routes, when roads are placed with railways. They retain the same function, but the aesthetic change helps illustrate the forces of progress in the New World. |
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House (Support Building) Houses represent the food and beds that support your colonists. This functions in the same way as previous age games: Houses increase your population limit, and - like in AoM - each unit you build consumes one or more slots towards that limit while it is alive. |
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Manor House (British Unique) (Support Building) The Manor House is unique to the British. It is more expensive than the normal house, but generates a free settler when completed. |
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Mill (Economic Building) Building a mill generates farms that your settlers can gather food from. Unlike in previous age games, it is not a dropoff point (since gatherers in AoE3 do not need to drop off resources) but it still researches economic upgrades. |
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Farmstead (Economic Building) The Farmstead is a structure that can be stocked with domesticated animals (like cows and sheep) in order to produce more food from them. The exact nature of this benefit is unknown, but the general concept is similar to the Animal Nurseries in Star Wars: Galactic Battlegrounds. |
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Market (Economic Building) Markets continue to offer the player the ability to trade food and wood for gold, but unlike in previous Age games, they are not responsible for gathering resources through trade. (This is done, of course, through trading posts.) The Market also has a larger role in AoE3 in researching economic upgrades. |
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Plantation (Economic Building) The Plantation is a structure that can be garisonned with settlers to generate a steady supply of coin. |
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Factory (Economic Building) The Factory is a fourth age building that automatically generates resources over time, without the need for settlers. |
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Bank (Dutch Unique) (Economic Building) The Bank is a Dutch unique building that generates coin on its own, like the Factory does for other resources. |
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Barracks (Military Building) The Barracks, as can logically be expected, is where most infantry are created and upgraded. |
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Stable (Military Building) The Stable, as can also logically be expected, is where most cavalry are trained and upgraded. |
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Armory (Military Building) While we're not certain of the name of this building, it's pretty easy to figure out what its function is. The Artillery Depot creates and upgrades artillery units, including the Grenadier. |
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Dock (Military/Economic Building) The dock will be the creation point for both fishing boats and warships. Unlike in previous Age games, fishing boats no longer need to drop off their catch here. |
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Church/Mosque (Unknown) The exact features of the church remain unknown, though logically it is the production point for the Priest, a healing unit. The Ottomans build Mosques instead of Churches. |
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Tower (Defensive Building) This structure is armed with cannons and will prove very effective defence mechanism, especially against ships. |
Home City Buildings
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Trading Company The New World trading company, present in each nation's capital, researches Home City upgrades to your economy, and orders shipments of settlers ("buckets") to your colony. |
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Military Academy The Military Academy researches Home City upgrades to improve your military, and allows you to order shipments of soldiers ("buckets") to reinforce your colony in the New World. |
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Cathedral Each Home City has a Cathedral area, such as St Basil's for the Russians, or Notre Dame for the French. The Ottomans will likely have a Mosque such as the Hagia Sophia. It is unknown what upgrades the Cathedral area of the Home City provides. |
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Harbor The Harbor researches Home City upgrades to improve your navy, and possibly allows you to order new ships and recruit mercenary ships. |
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Manufacturing Plant The exact function of the Manufacturing Plant is unknown at this time. It possibly researches either advanced upgrades, or upgrades to Artillery. |
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