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This article is about the building in Age of Mythology. For the building in other games of the series, see Market.

You can train Caravans and trade resources at your Market.
—In-game description

The Market is a Classical Age economic building in Age of Mythology. With Nü Wa, it could be built in the Classical Age already. It is available to all civilizations and is a prerequisite to advance to the Heroic Age. At the Market, players can buy and sell resources, train Caravans and research technologies related to these and other economic functions. It also acts as the drop-off site for Caravans. Constructing a Market also unlocks tributing resources to allied players.

Functions[]

Resource exchange[]

When buying and selling resources, gold is considered the currency. Players can buy food and wood with gold, or sell food and wood to obtain gold. The more of a resource a player sells, the lower its buying and selling rates fall for all players; the converse is also true. Buying and selling resources is useful in cases when one resource is in short supply or is in surplus.

The base rates are:

After researching Tax Collectors, the base buy rate decreases to 122 and the base sell rate to 77. After Ambassadors, the rates change to 114 and 85 respectively.

Trade[]

Players can task a Caravan to their own or an allied Town Center. When tasked, the Caravan reaches the assigned Town Center, generates gold in its own carriage, and travels to the player's farthest Market to deposit it to the player's stockpile. The gold generated depends on the distance between the Town Center and the Market, with longer distance yielding a greater rate of gold income over a duration of time. The distance depends on the coordinates of the buildings, and not on the actual path that Caravans have to travel to trade. Trading with an allied Town Center provides 10% extra gold. Village Centers and enemy Town Centers cannot be traded with.

The gold generated is calculated without consideration for the Caravan's starting position when it is tasked to the Town Center, and depends solely on the fixed distance between the buildings. Chinese players can unlock trading in the Classical Age by researching the Silk Road technology.

Caravans travel from the Market to any Town Center the player or an ally controls, obtaining gold. This is added to the player's stockpile (i.e. is dropped off) when the Caravan returns to the Market. The gold amount depends on the distance between the Market and the Town Center (and not the actual path traveled by the Caravan), and each time the distance between Market and Town Center doubles, the gold gathered approximately quadruples, so it is wise to build a Market as far as possible from the Town Center it is trading with. Trading with an allied Town Center provides 50% extra gold.

The approximate formula for calculating gold production is:

where, y represents gold generated and X represents a Market-length of distance.

When a Caravan is tasked to a Town Center, upon reaching the target, it generates the gold amount calculated from its starting position, i.e. the location where it was tasked, to the Town Center. Therefore, if a Caravan is attacked by raiders and then retasked to the target, the generated gold on the first trip can be very miniscule, effectively wasting a trip.

If the player owns multiple Markets, Caravans will return to the farthest one from the target Town Center, but if a new Market is built, Caravans with set trade routes will ignore it until retasked.

Tribute[]

In Retold, players can tribute resources to their allies once a Market has been constructed and remains standing. If all of the player's Markets are destroyed, the player cannot tribute until another has been constructed.

At the start, tributes have a fee of 20%. E.g., if sending 100 food to an ally, another 20 food is deducted from the player's stockpile. Researching Tax Collectors reduces this to a penalty of 10, and Ambassadors removes this penalty.

Special ability[]

  • Lush (Passive, Gaia only): Spreads Lush terrain, which causes units and buildings to regenerate. With Channels researched, it also increases the movement speed of all ground units by 15%.

Further statistics[]

Civilization bonuses[]

God bonuses[]

  • Poseidon: Spawns 4 Militia when destroyed. Market exchange rates improved by 15%.
  • Gaia: Regenerate 1 hit points per second. Grows lush around itself.
  • Fuxi: Research speed +300% on Favored Land. (Immortal Pillars)
  • Nüwa: Foundations automatically construct. +1 Favored Land range. Creator's Auspice improves hit points in tiers as the player generates favor. (Immortal Pillars)
  • Fu Xi: -20% cost. (Tale of the Dragon)
  • Nü Wa: Markets are available from the Classical Age. (Tale of the Dragon)
  • Hades: +25% hit points (before Retold).

General technologies[]

Myth technologies[]

Relics[]

Units[]

Technologies[]

General[]

Myth[]

Technology tree[]


Market
Archaic Age
Classical Age

Silk Road
Chinese only

Caravan

Coinage

Tax Collectors

Ambassadors

Changelog[]

Age of Mythology[]

  • The Market costs 300 wood and can be built starting from the Heroic Age.
  • It is a prerequisite for advancing to the Mythic Age.
  • Tributing is unlocked from the start.
  • It has 96% pierce armor.

Retold[]

  • The Market costs 150 wood and can be built starting from the Classical Age.
  • It is one of two possible prerequisites for advancing to the Heroic Age, along with the Armory.
  • Tributing is possible only while a Market is present.
  • It has 90% pierce armor.
  • With an update[Which?], Markets no longer provide survival.

History[]

In each sizable town, residents created a trading center, or Market, where food items and craft goods were exchanged. In larger towns the markets became the center of trade with other towns. Markets such as the Greek agora became also a place for the exchange of ideas, entertainment (bards, acrobats, musicians), and the spreading of news.
—In-game help section

Gallery[]

Egyptians
Greeks
Norse
Atlanteans
Chinese (Immortal Pillars)
Chinese (Tale of the Dragon)
Buildings in Age of Mythology
Generic
Economic Town Center · Village Center · House · Farm · Armory · Market
Military Dock · Temple
Walls and gates Wooden Wall · Wooden Gate · Stone Wall · Stone Gate · Fortified Wall · Fortified Gate
Tower Sentry Tower · Watch Tower · Guard Tower
Special Wonder · Titan Gate
Unique
Greeks Granary · Storehouse · Military Academy · Archery Range · Stable · Fortress
Egyptians Granary · Lumber Camp · Mining Camp · Monument · Obelisk · Barracks · Siege Works · Migdol Stronghold · Citadel Wall · Citadel Gate · Ballista Tower · Lighthouse
Norse Longhouse · Dwarven Armory · Great Hall · Ox Cart · Hill Fort
Atlanteans Manor · Economic Guild · Sky Passage · Military Barracks · Counter Barracks · Bronze Wall · Bronze Gate · Iron Wall · Iron Gate · Palace · Orichalcum Wall · Orichalcum Gate · Mirror Tower
Chinese
(Immortal Pillars)
Silo · Imperial Academy · Machine Workshop · Military Camp · Baolei · Crossbow Tower · Great Wall · Great Wall Gate
Chinese
(Tale of the Dragon)
Storage Pit · Garden · Earthen Wall · Earthen Gate · War Academy · Stable · Castle · Great Wall · Great Gate
Non-constructable (non-campaign exclusive buildings)
God power buildings Asgardian Hill Fort · Citadel Center · Earth Wall · Healing Spring · Hesperides Tree · Lure · Peach Blossom Spring · Plenty Vault · Sentinel · Shennong's Farm · Tartarian Gate · Underworld Passage
Random map Great Wall · Qinghai Lake Shrine · Settlement · Trading Post
Scenario Editor Temple (Chinese SPC)
Cut/Removed
Bandit Migdol · Charioteria
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