“ | All Resources can be dropped off here. Produces Villagers, Scouts, and increases your maximum Population. Adds additional attacks while garrisoned. Capital Town Centers can detect units stealth or disguises. | ” |
—Age of Empires IV description |
The Capital Town Center (called simply Town Center in-game) is the most important building in Age of Empires IV around which every civilization expands. It acts a landmark, trains and improves Villagers and Scouts, serves as a drop-off point for all resources, and provides ten population.
The Knights Templar Capital Town Center is renamed Templar Headquarters.
Overview[]
In regular random map games, the Capital Town Center is the only building with which almost every civilization starts, and its position is fixed, except for the Mongols, who start with their Town Center in its packed form and can reposition it anywhere on the map at any time. On nomad starts, the player can build their Capital Town Center anywhere on the map.
In addition to being the primary source for growing a player's economy at the start of the game, the Capital Town Center acts as a strong defensive building. In addition to having a strong attack of its own, up to 15 units can garrison inside to shelter from attacks. By doing so, each one adds an extra arrow to the Town Center's attack, irrespective of its own attack stats. This helps players survive and fend off early attacks and provides a valuable defender's advantage in fights. The Capital Town Center also acts as a landmark, meaning that its destruction is required for a traditional Landmarks Victory. It is even shown with a different icon on the minimap.
Compared to the standard Town Center, it has extra hit points, an additional and stronger arrow, and +2 range. Additionally, the Capital Town Center can detect units in Stealth mode, and defensive landmarks such as the Kremlin or Barbican of the Sun cannot be built within eight tiles of it. All of its functionality is otherwise identical. For this reason, only the unique aspects of the Capital Town Center are covered on this page. The abilities and influences, trainable units, and available technologies are all located on the generic Town Center page.
Templar Headquarters[]
The Capital Town Center of the Knights Templar is called the Templar Headquarters. Compared to the Capital Town Centers of other civilizations, it has additional health and more differences from the generic Town Center. It contains special Pilgrim related technologies and functions as the starting point from which Pilgrims spawn to seek out Sacred Sites. It also has an influence mechanic which the Templar generic Town Center does not have. Finally, players can find their chosen commanderie allies' flags hoisted on the rooftops of this building and their associated unlocked unique units stationed in the courtyard.
Additional technologies[]
Abilities and influences[]
Templar Headquarters Influence (Influence): Stone Walls within a 14 x 14 tile influence range gain +25% health and an arrowslit emplacement. They do not extend the influence range.
Pilgrim Destination: Select a Sacred Site for your Pilgrims to travel to. Pilgrims cannot travel to a Sacred Site captured by an enemy.
Further statistics[]
These boosts are unique to the Capital Town Center. All other boosts relevant to the generic Town Center also apply to the Capital Town Center, with the exception of the +100% build speed for the Chinese and Zhu Xi's Legacy (which anyway applies only to nomad mode).
Civilization bonuses | |
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Additional projectiles | ![]() |
Changelog[]
- Originally, Mongol Town Centers could be set up anywhere. With patch 7989, they can no longer unpack within 20 tiles of an enemy Town Center.
- Originally, Capital Town Centers had a default weapon attack rate and a garrison attack rate of 1.12. With patch 20249, they have a default weapon attack rate and a garrison attack rate of 1.88.
- Originally, Capital Town Centers had a garrison capacity of 20. With patch 20249, they have a garrison capacity of 15.
- Season Two Update 17718 fixed a bug where Capital Town Centers didn't fire an additional weapon for each of their garrison slots after 13.
- Originally, Town Center arrows had a +25 attack bonus vs Ships. With the Season Three Update, this was reduced to +10.
- With the Season Four Update, the Abbasid Dynasty Fresh Foodstuffs technology was moved from the House of Wisdom to their Town Center. With update 10.0.576, it was moved to their Mill.
- Originally, the garrison arrows shared the same range as the default arrow's at 8. With patch 9.2.628, it was reduced to 6 range.
- With the Season Four update 6.0.878, the Network of Castles attack speed bonus provided by English Town Centers was reduced from 20% to 15%.
- With patch 10.1.48, Abbasid Dynasty Town Centers now benefit from the Medical Centers upgrade.
Campaign version[]
Because the original four campaigns have not been rebalanced since the release of the game, Capital Town Centers have the following main differences in those campaigns:
- Capital Town Centers have 2400 hit points and can only garrison 10 units.
- The main Town Center attack deals 6 damage every 1.12 seconds. Garrison arrows deal 6 damage every 2.62 seconds. Both attacks have 10 range, and no attack bonus vs Ships.
- Textiles cannot be researched at the Town Center.
Trivia[]
- Both in-game English Town Center and real-life Stokesay Castle had the exact same layout with walls and gatehouses.
- The English landmark building King's Palace has neither, despite being based on both and is a Town Center itself.
- Japanese Town Center is the only one that doesn't automatically change its visual appearance when advancing through the Ages.
- While the surrounding visual enhancements do change in the Castle Age, the actual Town Center model only changes when upgrading it with the Daimyo Manor upgrade line.
Gallery[]
Buildings in Age of Empires IV | ||||||||||||||||
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