|This article is about the building in Age of Empires II. For similar buildings in other games of the series, see Mill.|
|“||Used to deposit food and research farming improvements.||”|
|—Age of Empires II description|
Tactics and placement[edit | edit source]
Mills are one of the most important buildings in the Dark Age as they are drop places for food. They should be placed near a rich source of food like Berry Bushes and Shore Fish. Building a Mill next to Wild Boars, Deer, or herdables is not always necessary, as these units can be lured/herded to the Town Center or an already built Mill. In later stages of the game, the Mill becomes less important, as usually all freely available food is gathered and enough Town Centers are built to produce enough food with Farms next to them.
In most matches, players use a Mill and a Lumber Camp as the required buildings to advance to the Feudal Age as that is the most cost effective way to cover that requirement (since both buildings only cost 100 wood address the most important resources in that early stage of the game). Having a Mill is also prerequisite to get access to Markets and Farms. Losing the Mill does not lose the access to the Market or Farm.
The possibility to queue Farms (since The Conquerors) is very handy as it saves the player time, especially in the busy early Castle Age when the Farms usually have to be renewed for the first time. Queued Farms have the same cost as normally built ones. So it is recommended to always have enough Farms in the queue so that Farmers never stand idling (given, of course, that enough wood is available). If there is a shortage of wood, Farms can also be unqueued.
Technologies[edit | edit source]
Clicking on the icon links to the corresponding page.
Further statistics[edit | edit source]
|Building strengths and weaknesses|
|Hit points|| Masonry (+10%)|
|Armor|| Masonry (+1/+1, +3 building armor)|
Architecture (+1/+1, +3 building armor)
|Line of Sight|| Town Watch (+4)|
Town Patrol (+4)
|Conversion defense|| Faith|
|Construction speed||Treadmill Crane (+20%)|
Civilization bonuses[edit | edit source]
- Burgundians: Technologies from Mills can be researched one Age earlier.
- Burmese: Researching Faith is 50% cheaper.
- Byzantines: Mills have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age. Town Watch is free.
- Chinese: Technologies that benefit Mills and Mill technologies are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
- Franks: Horse Collar, Heavy Plow, and Crop Rotation are free.
- Japanese: Mills are 50% cheaper.
- Malians: Mills are 15% cheaper.
- Persians: Researching Town Watch and Town Patrol is 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
- Spanish: Mills are built 30% faster.
Team bonuses[edit | edit source]
Changelog[edit | edit source]
The Age of Kings[edit | edit source]
- Mills always have 1000 HP.
The Conquerors[edit | edit source]
The Forgotten[edit | edit source]
- Mill HP staggered: 600/800/1,000/1,000 in the Dark/Feudal/Castle/Imperial Age.
Definitive Edition[edit | edit source]
- Automatic reseed button introduced.
Trivia[edit | edit source]
- The Native American Mill is a windmill featuring sails and wheel mechanisms; however, this is historically inaccurate as they didn't posses the wheel technology.
- The Dark Age Native American Mill is powered by a donkey like in all other civilizations, despite donkeys not being native to the Americas.
- The African Mill is the only that is not a windmill or a water mill but retains the animal-powered mechanism after the Dark Age. In the Definitive Edition, after the Dark Age, the mill is powered by a Water Buffalo instead of a donkey.
- There are three main types of mills: windmills (the most common), water mills (used by Asian and Southeast Asian civilizations), and animal mills (shared by everyone in the Dark Age, but only used by the African civilizations after the Dark Age).
- The Indian and Central Asian Mill are based on the Nashtifan Windmills in Iran.
- The Mill is only one of three (or four, counting the Harbor) buildings that have an animation; the others are the Dock and the Southeast Asian Stable (all Stables in the Definitive Edition). This does not include the Fish Trap.
History[edit | edit source]
|“||One of the early industrial enterprises of the Middle Ages was the grinding Mill. Handed down from antiquity, this technology greatly sped the otherwise backbreaking process of grinding wheat and other grains into flour. Mills used water, wind, and animal power to turn the grinding stone. Grain was converted into flour and the mill owner kept a percentage of the flour as compensation. Mills might be owned by a local lord, a monastery, or a local entrepreneur. The profits of mills led to conflict and competition, and the right to grind grain for a community had to be paid for and defended. Millers could become modestly wealthy. They became part of the rising middle class of merchants and craftsmen that grew in importance as the Middle Ages progressed.||”|
|—Age of Empires II manual|
Gallery[edit | edit source]
|Buildings in Age of Empires II|
|House · Monastery · Wonder|
|Economic||Town Center · Dock · Fish Trap · Mill · Farm · Market · Lumber Camp · Mining Camp · Feitoria|
|Research||Blacksmith · University|
|Barracks · Archery Range · Stable · Siege Workshop · Castle · Harbor · Krepost · Donjon|
|Tower||Outpost · Watch Tower · Guard Tower · Keep · Bombard Tower|
|Wall||Palisade Wall · Stone Wall · Fortified Wall · Palisade Gate · Gate|