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This article is about the building in Age of Empires II. For similar buildings in other games of the series, see Barracks.
"Used to create and improve infantry. Required for Archery Range, Stable."
Age of Empires II description

The Barracks is the first military building available for construction in Age of Empires II; prerequisite to building the Archery Range and Stable. It trains and improves infantry.

Tactics and placement Edit

As the Barracks is the first military building that enables a player to create military units it is highly important to have at least one as soon as the player can afford it in order to defend themselves. Having a Barracks early in the game is important even if the player does not intend to use infantry units (unless they are Khmer), because it is prerequisite to build Archery Ranges and Stables.

The Barracks is a vital building when performing early game rushes like the Dark Age rush and Feudal Age infantry rush. Also placing Barracks close to an enemy's base gives the player an edge to cut off distances for the troops as they can be created near to the opponent and attack more effectively since infantry units trained there move rather slowly (except for Eagle Warriors). When playing defensively the Barracks should be placed within fortifications in order to produce support units that can deal with many siege units, many cavalry units, and trash units.

In the Goths' case they must use their Barracks extensively for offensive and defensive purposes as their Barracks' work extremely fast, enabling them to mass infantry at an incredibly high rate. Defensively, Goths should always substitute fortifications with just Barracks as they don't have access to Stone Walls and Guard Towers.

Trainable units and technologies Edit

Clicking on the icon links to the corresponding page.

Blue: Units
Green: Technologies
Purple: Unique units
DarkageDE FeudalageDE CastleageDE ImperialageDE
Militiaavailable Manatarmsavailable Longswordsmanavailable Twohandedswordsmanavailable Championavailable
Spearmanavailable Pikemanavailable Halberdieravailable
Eaglescoutavailable Eaglewarrioravailable Eliteeaglewarrioravailable
Suppliesavailable Squiresavailable Condottieroavailable
Arsonavailable

The Goths can also train Huskarls at the Barracks once Anarchy is researched.

Availability grid Edit

The following table shows the availability of the units and technologies for every civilization. Unique units and units and technologies that are available to all civilizations are not shown in the table. An 'X' in the last column indicates that all units and technologies are available.

Available = Available
Unavailable = Unavailable
Civilization2HandedswordsmanIconChampionIconPikemanIconHalberdierIconEagleScoutIconEagleWarriorIconEliteEagleWarriorIconSquiresSuplliesiconArsonDEAll
ConquerorsIcon Aztecs
AfricanIcon Berbers
KingsIcon Britons
AoE2-DLCicon-5 Bulgarians
RajaIcon Burmese
KingsIcon Byzantines
KingsIcon Celts
KingsIcon Chinese
AoE2-DLCicon-5 Cumans
AfricanIcon Ethiopians
KingsIcon Franks
KingsIcon Goths
ConquerorsIcon Huns
ForgottenIcon Incas X
ForgottenIcon Indians
ForgottenIcon Italians
KingsIcon Japanese
RajaIcon Khmer
ConquerorsIcon Koreans
AoE2-DLCicon-5 Lithuanians
ForgottenIcon Magyars
RajaIcon Malay
AfricanIcon Malians
ConquerorsIcon Mayans
KingsIcon Mongols
KingsIcon Persians
AfricanIcon Portuguese
KingsIcon Saracens
ForgottenIcon Slavs
ConquerorsIcon Spanish
AoE2-DLCicon-5 Tatars
KingsIcon Teutons
KingsIcon Turks
RajaIcon Vietnamese
KingsIcon Vikings
Civilization 2HandedswordsmanIcon ChampionIcon PikemanIcon HalberdierIcon EagleScoutIcon EagleWarriorIcon EliteEagleWarriorIcon Squires Suplliesicon ArsonDE All

Further statistics Edit

Building strengths and weaknesses
Strong vs. Nothing
Weak vs. Everything
Upgrades
Hit points Masonry Masonry (+10%)
Architecture Architecture (+10%)
Armor Masonry Masonry (+1/+1, +3 building armor)
Architecture Architecture (+1/+1, +3 building armor)
Line of Sight Townwatch Town Watch (+4)
Townpatrol Town Patrol (+4)
Conversion defense Faith Faith
Heresy Heresy
Construction speed Treadmillcrane Treadmill Crane (+20%)
Work rate Conscription Conscription (+33%)
Unique-tech-imperial Perfusion (+100%, Goths only)
Other CastleAgeUnique Anarchy (allows creation of Huskarls, Goths only)
Unique-tech-imperial Forced Levy (Militia line only costs food, Malay only)

Civilization bonuses Edit

Team bonuses Edit

Changelog Edit

The Age of Kings Edit

  • Tracking is available for research in the Feudal Age.
  • Goths: Units trained at the Barracks are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.

The Conquerors Edit

The Forgotten Edit

The African Kingdoms Edit

Rise of the Rajas Edit

Definitive Edition Edit

  • Tracking is free and automatic upon reaching the Feudal Age.
  • Supplies introduced, free for Slavs.
  • Bulgarians: Militia line upgrades are free.
  • Chinese: With update 37650, lose access to Supplies.
  • Cumans: With update 37650, lose access to Supplies.
  • Goths: With update 36202, lose access to Arson and infantry are 20% → 25% → 30% → 35% cheaper per age instead of 35% cheaper after the Feudal Age.
  • Huns: With update 37650, lose access to Supplies.
  • Khmer: With update 37650, lose access to Supplies.
  • Koreans: Spearman line costs -15% wood.
  • Lithuanians: With update 37650, lose access to Supplies.
  • Malay: Forced Levy changes gold cost into additional food cost (instead of removing it).
  • Mayans: With update 37650, lose access to Supplies.
  • Mongols: With update 37650, lose access to Supplies.
  • Tatars: With update 35584, receive access to the Halberdier; with update 37650, lose access to Supplies.

History Edit

"Weapons were made and stored and soldiers drilled in the barracks. During the late Middle Ages, the barracks was incorporated within a castle complex. It became also the part of the castle where professional soldiers lived, ready to help defend the castle or maintain order in the surrounding countryside."

Gallery Edit

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