This article is about the building in Chronicles. For the building in Age of Empires III, see Port (Age of Empires III). |
“ | Used to build and upgrade economic ships. | ” |
—In-game description |
The Port is an Archaic Age economic building in Chronicles. Constructing the first Port counts towards the building requirement for advancing to the Civic Age, and also spawns a free Lembos.
It is the equivalent of Dock in Age of Empires II, only for the economic aspects. Civilian ships as well as the Lembos line can be trained at the Port. It serves as a drop site for Fishing Ships, Oystering Ships, Fishermen, and Oyster Gatherers. It serves as the end points of naval trade routes. Fishing Ships can also garrison inside a Port for safety. Garrisoned ships are not repaired.
The maritime military matters are handled by the Shipyard.
Tactics and placement[]
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As it is an economic building, it should be placed in areas which are bountiful in fish and Oysters, are difficult to raid, and are in a suitable trade route.
On its base price, the Port is 25 wood cheaper than the Dock. Considering that the first Port spawns a free Lembos, the first Port practically costs only 45 resources. The Lembos, while not a good military unit in the Archaic Age, is a decent scout and can be used to find fish and the enemy base, and harass enemy Fishing Ships, which has intangible benefits. Overall, the Chronicles civilizations have a far superior first Age compared to Age of Empires II civilizations.
Ports can also garrison 10 Fishing Ships, unlike Docks which generally cannot garrison. This is like giving the Gurjaras' Dock bonus to every Chronicles civilization. On the other hand, from the second Age onwards, the Chronicles civilizations need to build another building to create better warships, or continue to create more Ports to expand their fishing economy, providing a choice with benefits and risks.
Trade[]
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Merchant Ships can trade between the player's Port and that of any other player. The longer the distance, the more gold and wood is generated (per trip as well as per unit of time). The player can change the portion of gold or wood they obtain from trading. There are three options:
Technology tree[]
Clicking on the icon links to the corresponding page.
- Orange: Buildings
- Blue: Units
- Green: Technologies
Availability grid[]
The following table shows the availability of the units and technologies for every civilization.
= Available | |
= Unavailable |
Civilization | |||
---|---|---|---|
Achaemenids | |||
Athenians | |||
Spartans |
Further statistics[]
Technologies | |
---|---|
Hit points | Masonry (+10%) Architecture (+10%) |
Armor | Masonry (+1/+1, +3 building armor) Architecture (+1/+1, +3 building armor) |
Conversion resistance | Exorcism (+4 min, +4 max) Hemlock (destroyed when converted) |
Line of Sight | Town Watch (+4) Town Patrol (+4) |
Build speed | Treadmill Crane (+20%) |
Team bonuses | |
---|---|
Conversion resistance | Teutons (+3 min, +1 max) |
Research speed | Portuguese (+25%) |
Other | Georgians (-25% repair cost) |
Gallery[]
Buildings in Chronicles | |
---|---|
Civilian buildings | |
Economic | Town Center · Port · Fish Trap · Mill · Farm · Market · Lumber Camp · Mining Camp |
Research | Blacksmith · Academy |
Miscellaneous | House · Temple · Wonder |
Military buildings | |
Production | Barracks · Archery Range · Stable · Siege Workshop · Shipyard · Fort |
Tower | Town Center · Outpost · Watch Tower · Guard Tower · Bastion · Fort |
Wall | Palisade Wall · Palisade Gate · Stone Wall · Gate · Fortified Wall · Fortified Gate |
Unconstructable | |
Greek Army Tent · Greek Commander Tent · Oracle's Temple · Sapper Tunnel |