| This article is about the building in Age of Empires IV. For the building in other games of the series, see Granary. |
| โ | Villagers can drop off Food at this building. Improves the Farm gather rate of nearby Villagers by +10% (stacks with other Granaries). Generates Tax each time a resource is dropped off. | โ |
| —Age of Empires IV description | ||
The Granary is a unique building in Age of Empires IV available to the Chinese and to Zhu Xi's Legacy. It acts as a Mill and boosts the gather rate of surrounding Farms with the Irrigated Field enhancement.
Abilities and influences[]
Irrigated Field (Passive): The Granary generates a 7.5 tile radius Aura which improves the Farm gather rate of all Villagers within by 10%. This effect stacks with other Granaries nearby for a total of +30%.
Similar to the Mill, the Granary acts as a food drop-off point for Villagers, and it contains all technologies that are available at the Mill. In addition, it also generates 1 gold in tax every time a Villager drops off food, and 32 gold every time a technology is researched. This tax gold can be collected by an Imperial Official. Like all dynasty buildings, a maximum of 3 Granaries can be built.
Available technologies[]
Horticulture
Fertilization
Precision Cross-Breeding
Professional Scouts
Survival Techniques
Wheelbarrow
Tactics[]
Placing a Granary and its surrounding Farms takes more planning than is required for the standard Mill and eight Farm setup. This is because the gather rate improvement from each Granary stacks, and Villagers within the overlap of all three Granary auras can gather very quickly. It is therefore inefficient to place each Granary far away from one another, where their auras do not overlap. However, the closer the Granaries are placed together, the fewer total Farms that can be placed within any Aura, leading to a trade-off between gather rate, total Farms improved, and placement area. Three of the more common placement schemes are shown in the Gallery.
- Placing all three Granaries right next to each other will result in the largest possible number of triple-boosted Farms, and is convenient when space on the map is limited. For a smaller number of Farms, this will be one of the most efficient placement schemes, but falls off as further Farms are added in the late game, since fewer Farms can fit within a Granary aura.
- Separating the Granaries by one or two Farms is another common scheme, which can fit more Farms within an Aura than scheme #1 for a better overall late-game boost, but will not give as large of a gather rate boost for the earliest Farms. However, it can be difficult to find an open 24 x 8 tile area to do this.
- Placing the Granaries in a triangle formation gives similar performance as #2, but in a different area. This method can be preferable depending on the base layout.
Further statistics[]
| Further statistics | |
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| Resource cost | |
| Other | |
Changelog[]
- Originally, Granaries were only available in the Yuan Dynasty (Castle Age dynasty), had 1,000 hit points, and gave a 15% harvest bonus. With the Season One Update, they are unlocked in the Song Dynasty (Feudal Age dynasty), have 1,500 hit points, and give 10% harvest bonus.
- Originally, Granaries cost 250 wood. With Season Two Update 17718, they cost 150 wood.
- With the Season Three Update, the Granary contains Mill technologies and can be accessed with economy building shortcuts.



