Building
From GenieWiki
A building in Age of Empires II: Age of Kings (AoK) is technically a unit that cannot move. From the player's perspective, buildings represent more or less familiar real-world structures, such as a house. Buildings are constructed by villagers and destroyed by hostile attacks. Every building that a player's villagers can construct contributes some capability, allowing the player's civ to become larger and stronger.
There are some buildings available in the map editor that can be placed in custom scenarios, but cannot be constructed by villagers. These may be purely decorative eye candy, serve as alternatives to normal buildings (e.g. a yurt or pavillion is essentially house) or serve some function within the scenario (e.g. as an objective or as a barrier to unit movement).
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Initial buildings
In a random map or death match game, the player's civ begins with one town center.
In a regicide game, the player's civ begins with a town center and a castle.
The player's villagers cannot construct additional town centers or castles until the Castle Age.
Dark Age buildings
During the Dark Age, villagers may construct:
- Houses to permit training more units by increasing the housing cap. Houses do not count as building prerequisites for researching the Feudal Age technology.
- Mills to serve as dropsites for villagers gathering food and satisfy one of the two building prerequisites for researching the Feudal Age technology.
- Lumber camps to serve as dropsites for villagers gathering wood and satisfy one of the two building prerequisites for researching the Feudal Age technology.
- Mining camps to serve as dropsites for villagers gathering gold or stone and satisfy one of the two building prerequisites for researching the Feudal Age technology.
- Barracks to train militiamen and satisfy one of the two building prerequisites for researching the Feudal Age technology.
- Docks to train fishing ships, serve as dropsites for fishing ships gathering food and satisfy one of the two building prerequisites for researching the Feudal Age technology.
- Outposts.
- Palisade Walls.
The initial town center has limited ability to research new tecnology: Loom and Feudal Age.
For more detailed information about each building type, such as costs and units that can be trained, see the article for that building.
Feudal Age buildings
Upon their civ achieving Feudal Age, villagers may construct:
- Any Dark Age building.
- Archery ranges.
- Stables.
- Blacksmithies.
- Markets.
- Watch Towers.
- Stone Walls.
- Gates.
The initial town center has increased ability to research new tecnology: Wheelbarrow, Town Patrol and Feudal Age.
For more detailed information about each building type, such as costs, research capabilities and units that can be trained, see the article for that building.
Castle Age buildings
Upon their civ achieving Castle Age, villagers may construct:
- Any Dark Age building or Feudal Age building, except Watch Towers and Stone Walls made obsolete by research.
- Siege workshops.
- Monasteries.
- Universities.
- Town centers.
- Castles.
- Guard Towers (after research).
- Fortified Walls (after research).
For more detailed information about each building type, such as costs, research capabilities and units that can be trained, see the article for that building.
Imperial Age buildings
Upon their civ achieving Imperial Age, villagers may construct:
- Any Dark Age building, Feudal Age building or Castle Age building]], except Watch Towers, Guard Towers and Stone Walls made obsolete by research.
- Keeps (after research).
- Bombard Towers (after research).
- Wonders.
For more detailed information about each building type, such as costs, research capabilities and units that can be trained, see the article for that building.
Map Editor buildings
With the map editor, custom scenario designers may place:
- Any Dark Age building, Feudal Age building, Castle Age building or Imperial Age building.
- Trade workshops.
- Yurts.
- Pavillions.
- And a whole lot of others! (To be continued.)
Vasterror 18:30, 13 January 2010 (UTC)

