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Resource icons in Age of Empires II: Definitive Edition.

Resources are the supplies required for any player running a civilization that form a key gameplay element in the Age of Empires series.

Resources are generally gathered by Villagers, but there are also other methods of resource-gathering, such as trade or resource-generating buildings.

Several resource-gathering methods may overlap with each other. For instance, the Factory in Age of Empires III can produce any of the non-export resources, while Rice Paddies in The Asian Dynasties feature the ability to toggle between the production of food or coin.

Depending on the game, AI-controlled teams playing on the hardest difficulty may receive extra resources and/or a bonus in the speed of collecting them.

Legend in the following remarks:

Conventional resources[]

Aoe2de food Food[]

Food is the basic resource in all of the games. It represents stored food stocks, and can be gathered through a variety of methods:

  • Fishing: ALL - Fish is available on water maps where fishing ships can gather from. Also, in I and II, there is Shore Fish that Villagers can fish for.
  • Hunting: ALL - Early food source. In II, Hunters can carry a higher than normal amount of food.
  • Livestock: II, M, III, ON, IV - Includes standard herdable animals, as well as the livestock that can be produced in III.
  • Berry Bushes: ALL - Defines food in Age of Empires.
  • Farming: ALL - Most basic food gathering after the normal stocks are empty. Also useful because the player could throw the Farms up near drop-off points and not have to worry about resource trips taking up time.
  • Relics: IV - Relics provide a trickle of food when garrisoned inside a Pagoda, or in any other allowable religious building after researching Tithe Barns.
  • Trickle: II, M, III, ON, IV - Certain buildings, Home City Cards, and improvements provide a slow trickle of resources to the player's stockpile, such as the Plenty Vault, the Feitoria, Babylonian Gardens, the Factory, the Ship of Fingernails Relic, or the Hisar Academy or Guild Hall Landmarks.
  • Treasure: III - Guarded by treasure guardians; also has wood, coin, or units.
  • Trade: IV - Several civilizations, including the Abbasid Dynasty, French, and Malians, can generate food through trade.
  • Trading Posts: III - Trading Posts placed in Trade Routes can be ordered to provide food.

Aoe2de wood Wood[]

Wood is the other abundant resource in Age of Empires. Found on every map, it is needed for almost every building and chopped from every tree. For example, the trees in I have a standard 40 wood, trees in II have 100 wood, trees in III have 300 wood, etc etc etc. Other ways of obtaining wood are:

  • Relics: IV - Relics provide a trickle of wood when garrisoned inside a Pagoda, or in any other allowable religious building after researching Tithe Barns.
  • Trickle: II, M, III, IV - Certain buildings, Home City Cards, and improvements provide a slow trickle of resources to the player's stockpile, such as the Plenty Vault, the Feitoria, the Factory, or the Guild Hall Landmark.
  • Treasure: III - Guarded by Treasure guardians; also has food, coin, or units.
  • Trade: IV - All civilizations generate wood with Trade Ships, and several civilizations, including the Abbasid Dynasty and French, can generate food through land-based trade.
  • Trading Posts: III - Trading Posts placed in trade routes can be ordered to provide wood.

Aoe2de gold Gold/Coin[]

Gold, called coin in III, is usually the limiting resource. Found on maps just like food and wood, gold comes in several forms:

  • Mines: ALL - Standard mining-out-of-the-earth resource. I has Mines with 400 gold, II has Mines with 800 gold, III has Gold Mines with 5,000 coin, and smaller Silver Mines providing 2,000 coin, and M has Gold Mines as well as Jade Mines with 6,000 gold and two smaller Mines providing 3,000 gold and 1,500 gold. IV has mines with 8000 gold and 4,000 gold.
  • Trade: I, II, M, ON, IV - Involves a trade unit running between points. I relies on a Trade Boat that physically trades e.g. 20 wood for x (based on distance) gold between Docks. II relies on either Trade Carts moving between Markets or Trade Cogs moving between Docks, in a similar fashion to I but with no resource cost. M has Caravans running around between any Town Center and the Market. In II, M, ON and IV trade practically provides infinite gold. Trading with other players is more effective than with the player's own buildings, if the latter is even allowed. In IV, most maps have a neutral trade which enables trading in 1v1, and is more effective than trading with allies.
  • Relics: II, IV - Garrisoning Relics inside Monasteries provides a slow trickle of gold to the player's stockpile. The more Relics the player gets, the larger is the trickle of gold. While Relics are present in M, they offer a variety of benefits, with only the Ring of the Nibelung providing a gold trickle.
  • Estate: III - A coin source like the Mill's food source; relies on Villagers working it.
  • Whaling: III - In previous games, Whales were the Elephant of fishing sources. In III, three types of Whales exist that can be gathered by no more than four boats and provide unlimited coin. It represents the sale of valuable whale oil.
  • Civilization Bonuses: IV - Several civilizations have alternative methods of obtaining gold through unique mechanics, such as Chinese Taxes, or Rus Bounty.
  • Trickle: II, M, III, ON, IV - Certain buildings, Home City Cards, and improvements provide a slow trickle of resources to the player's stockpile, such as the Plenty Vault, the Feitoria, the Factory, the Mansa Quarry, or Guild Hall landmarks. ON also enables resource trickles with two Milestone technologies, with the Persian Taxes specifically providing gold.
  • Treasures: III - Guarded by Treasure guardians; also has food, wood, or units.
  • Trading Posts: III - Trading Posts placed in trade routes can be ordered to provide coin.

Aoe2de stone Stone[]

The resource of stone is available only in I, II, ON and IV. It is typically used to build and upgrade defenses and buildings such as Towers, Walls, Castles, and Wonders, and is rarely used for any units or technologies (unless they serve to improve buildings). It is the rarest resource in terms of total quantity placed on the map and also the most expensive resource in the Market.

  • Mines: I, II, ON and IV - Natural resource containing 250 stone and 350 stone in I and II, 1,000 in ON, and 1,200 and 2,400 in IV, respectively.
  • Civilization bonuses: IV - Several civilizations have alternative methods of obtaining stone through unique mechanics, such as the Mongols through Trade and Stone Bounty, the Byzantines through constructing buildings, and the French through their Guild Hall landmark.

FavorAOM Favor[]

Favor is exclusive to Age of Mythology, and is required to produce myth units and technologies in M. Every civilization has a different means to produce favor:

  • The Greeks must worship their gods at Temples to gain favor.
  • The Egyptians build Monuments to acquire a trickle of the resource.
  • The Norse receive favor through their non-myth units killing units in combat, though their Hersir heroes also provide a passive trickle.
  • The Atlanteans earn favor based on the number of Town Centers constructed.
  • The Chinese earn favor by building Gardens, and can also earn a passive trickle through the myth technology Sacrifices.

Aoe3 export Export[]

Export is only available to Asian civilizations in Age of Empires III: The Asian Dynasties. It is generated by Settlers/Villagers as they gather other resources. Export is used to purchase specialized military or economic shipments from European allies at the Consulate. The export gather rate can be adjusted at the Consulate, at the expense of reducing the gather rate of all other resources.

Aoe3de influence Influence[]

Influence is only available to African civilizations in Age of Empires III: Definitive Edition - The African Royals. It can be generated by many types of units and buildings. Influence is used to purchase certain units and upgrades. Much like export, it cannot be bought or sold like standard resources, but can be easily gained through Home City Cards.

Resource olive oil Olive Oil[]

Olive Oil is only available to the Byzantines in Age of Empires IV: The Sultans Ascend. It can be obtained as a by-product from farming, and a few other means. It is primarily used to recruit mercenaries from the Mercenary House.

Gather rates & bonuses[]

Age of Empires[]

Civilization bonuses

Age of Empires II[]

Villagers gather resources from different sources at a different speed. The table below shows all gathering rates from various sources. The gather rates are shown as "resource collected per second / resource collected per minute". The table shows only base gather rates - gather rates without technologies, civilization bonuses, or any other factor, to prevent making the table more complicated than it needs to be.

Resource type Gatherer Resource Gathering rate
Food FishingShipDE Fishing Ship Shore Fish 0.280 / 16.8
Deep Sea Fish 0.487 / 29.22
Fish Trap 0.348 / 20.9
MaleVillDEFEMALEVILLDE Villager Shore Fish 0.426 / 25.56
Hunt 0.408 / 24.48
Herdable animal 0.330 / 19.8
Farm 0.319 / 19.14
Berry Bush 0.310 / 18.6
Wood Tree 0.388 / 23.28
Stone Stone Mine 0.359 / 21.54
Gold Gold Mine 0.379 / 22.74
N/A Relic 0.500 / 30
Civilization bonuses

The following civilizations have bonuses that affect at least one resource gathering speed.

Age of Mythology[]

This section needs expansion. You can help by adding to it.
Civilization bonuses, god powers and technologies
  • GreekPortrait Greeks
    • PlentyIcon Plenty god power: Generates 15 food, 15 wood, 15 gold every 5 seconds (if Hephaestus is chosen as a minor god).
    • CurseIcon Curse god power: turns human units into pigs, which can be killed for food (if Aphrodite is chosen as a minor god).
    • GoldenApples Golden Apples technology: Villagers gather favor 15% faster (if Aphrodite is chosen as a minor god).
    • DivineBlood Divine Blood technology: Villagers move 20% faster, carry 10 extra resources and build buildings 15% faster (if Aphrodite is chosen as a minor god).
    • Bonus: Villagers gather favor 37.5% faster (if Zeus is chosen as a major god).
    • Bonus: Start with 15 favor, as well as the maximum amount of favor being increased from 100 to 200 (if Zeus is chosen as a major god).
    • VaultsOfErebus Vaults of Erebus technology: Generates a trickle of 0.75 gold per second (if Hades is chosen as a major god).
    • LureIcon Lure god power: Draws in nearby animals, making food collection easier (if Poseidon is chosen as a major god).
  • EgyptianPortrait Egyptians
    • Pharaoh Icon Pharaohs: Can empower a drop site for resources, increasing resources by 20% when a laborer drops them off at the empowered building.
    • SacredCats Sacred Cats technology: Farm gather rate +10% (if Bast is chosen as a minor god).
    • AdzeOfWepwawet Adze of Wepwawet technology: Laborers can chop down trees in one hit; wood gather rate +10% (if Bast is chosen as a minor god).
    • LocustSwarmIcon Locust Swarm technology: Summons hordes of Locusts to destroy enemy farms or Fishing Ships, damaging an enemy's food sources (if Hathor is chosen as a minor god).
    • BookOfThoth Book of Thoth technology: Improves gather rates of food, wood, and gold by 10% (if Thoth is chosen as a minor god).
    • RainIcon Rain god power: Laborers farm 300% faster, whilst allies and enemies farm 200% faster (if Ra is chosen as a major god).
    • Bonus: Pharaohs yield a +25% resource bonus at drop sites instead of +20% (if Ra is chosen as a major god).
    • Bonus: Priests gain the ability to empower buildings similar to the Pharaoh, though only adds a +15% resource increase at drop sites rather than the Pharaoh's 20%/25% (if Ra is chosen as a major god).
    • ProsperityIcon Prosperity god power: Gold mining speed is doubled for 50 seconds. This does not affect the Villagers of allies (if Isis is chosen as a major god).
    • FloodOfTheNile Flood of the Nile technology: Provides 0.75 food per second (if Isis is chosen as a major god).
    • Bonus: Animals of Set can be spawned or created through conversion, creating food sources, but only provide 50-60% of the food that a standard version of the animal provides (if Set is chosen as a major god). Converted animals can be controlled for easier gathering, but only provide 75% of the normal food as well.
  • NorsePortrait Norse
    • Unit: Can train Dwarves in addition to the normal worker unit, which mine gold 20% faster than other workers, while being less effective for food and wood.
    • GreatHuntIcon Great Hunt god power: Multiplies animals in a selected area, creating an even bigger food source (if Odin is chosen as a major god).
    • Bonus: Hunters gather food 20% faster (if Odin is chosen as a major god).
    • DwarvenMineIcon Dwarven Mine god power: Creates a Gold Mine at a selected area. The mine contains more gold if created at later Ages. Allies and enemy teams can also gather from it, but gold is gathered the fastest from the team it was created from (if Thor is chosen as a major god).
    • PigSticker Pig Sticker technology: Villagers gain +5 attack power against animals as well as gather food 10% faster from hunting (if Thor is chosen as a major god).
    • Bonus: Start with 2 Dwarves instead of 2 Gatherers, giving a possible further head start on gold mining (if Thor is chosen as a major god).
    • Bonus: Dwarves cost -10 gold, gather food at the same rate as regular Villagers and gather wood only slightly slower; regular Dwarves gather food and wood 20% slower (if Thor is chosen as a major god).
  • AtlanteanPortrait Atlanteans
    • GaiaForestIcon Gaia Forest god power: Grows a lush aspen forest, with its trees providing 200 wood instead of the standard 150 (if Gaia is chosen as a major god).
    • Channels Channels technology: Gives Citizens +20% movement speed, adding less time between walking to other resources (if Gaia is chosen as a major god).
    • DeconstructionIcon Deconstruction god power: Enables the player to choose an enemy building to deconstruct, with the all of the resources used in constructing the building being returned to the casting player. This power does not work on Walls, Gates, Town Centers, Wonders, or Titan Gates (if Kronos is chosen as a major god).
  • ChinesePortrait Chinese

Age of Empires III[]

This section needs expansion. You can help by adding to it.
Civilization bonuses

Age of Empires IV[]

This section needs expansion. You can help by adding to it.

The gather rates are theoretical numbers without taking into account the Villager walking time and the animation when starting to gather or when dropping resources. One can expect about 3% to 5% drop in efficiency in a real game when a small walking distance exists. When it comes to Farms, the effective gather rate is lower than the theoretical gather rate due to walking time.

The following gather rates are figured out with in-game testing, which means that those numbers can be susceptible to sub-second inaccuracies.

Deer gather rates[]

Civilization Setting Effect Base AoE4 SurvivalTechniques Survival Techniques
Generic Base +0% 49.5 56.9
ABB Golden Age Tier 1 +15% 56.9 65.5
AYY Golden Age Tier 1 +10% 54.5 68.1
BYZ Aqueduct +5% 51.9 65.0
+10% 54.5 68.1
+15% 56.9 71.2
+20% 59.4 68.3
+25% 61.8 71.2
CHI & ZXL Supervised +20% 59.4 68.3
HRE Inspired +40% 69.3 76.7
Devoutness +50% 74.3 85.4
MON Improved Technology +extra 7.5% for AoE4 SurvivalTechniques Survival Techniques 49.5 60.6
OOTD Dragon villagers +25% 61.8 71.2
RUS Bounty +5% 51.9 65.0
+10% 54.5 68.1
+15% 56.9 71.2

Boar gather rates[]

Civilization Setting Effect Base AoE4 SurvivalTechniques Survival Techniques
Generic Base +0% 53.0 60.9
BYZ Aqueduct +5% 55.6 63.9
+10% 58.3 67.0
+15% 60.9 70.0
+20% 63.6 73.1
+25% 66.3 76.2
CHI & ZXL Supervised +20% 63.6 73.1
HRE Inspired +40% 74.2 85.3
Devoutness +50% 80.0 91.4
MON Improved Technology extra 7.5% for AoE4 SurvivalTechniques Survival Techniques 53.0 64.9
OOTD Dragon Villager +25% 66.3 76.2
RUS Bounty +5% 55.6 63.9
+10% 58.3 67.0
+15% 60.9 70.0

Farming rates[]

Civilization Setting Effect Base AoE4 Horticulture Horticulture AoE4 Fertilization Fertilization AoE4 PrecisionCrossBreeding Precision Cross-Breeding
Generic Base +0% 45.0 51.7 58.5 65.3
ABB Golden Age Tier 1 +15% 51.7 59.5 67.3 75.0
Golden Age Tier 3 +20% 54.0 62.1 70.2 78.3
G.A.1 + Agriculture +32.3% 59.5 68.4 77.4 86.3
G.A.3 + Agriculture +38% 62.1 71.4 80.7 90.0
G.A.3 + A + Improved Processing +49% 67.1 77.1 87.2 97.2
AYY Golden Age Tier 1 +10% 49.5 56.9 64.4 71.8
G.A.1 + Economic Wing : Growth +21% 54.5 62.6 70.8 79.0
BYZ Aqueduct +5% 47.2 54.3 61.4 68.5
+10% 49.5 56.9 64.4 71.8
+15% 51.7 59.5 67.3 75.0
+20% 54.0 62.1 70.2 78.3
+25% 56.2 64.7 73.1 81.6
CHI/ZXL Supervised +20% 54.0 62.1 70.2 78.3
1 Granary +10% 49.5 56.9 64.4 71.8
2 Granaries +20% 54.0 62.1 70.2 78.3
3 Granaries +30% 58.5 67.3 76.0 84.8
3 Granaries + Supervised +56% 70.2 80.7 91.3 101.8
ENG Dark Age + Mill +15% 51.7
Feudal Age + Mill +20% 54.0 62.1
Castle Age + Mill +25% 56.2 64.7 73.1
Imperial Age + Mill +30% 58.5 67.3 76.0 84.8
HRE Inspired +40% 63.0 72.4 81.9 91.3
Devoutness +50% 67.5 77.6 87.8 97.9
JAP Daimyo Manor +25% 56.2 64.7 73.1 81.6
Daimyo Palace +50% 67.5 77.5 87.7 97.9
Shogunate Castle +75% 78.7 90.4 102.3 114.2
OOTD Dragon Villager +25% 56.2 64.7 73.1 81.6
Aachen Chapel +37.5% 61.9 71.2 80.4 89.7
RUS Bounty +5% 47.2 54.3 61.4 68.5
+10% 49.5 56.9 64.4 71.8
+15% 51.7 59.5 67.3 75.0

The farming rate in a real game is lower than the theoretical rate due to walking time. Also, a non-linear relationship is expected because the faster theoretical gather rate is partially offset by the fact that farmers have to walk to the outer ring to gather crops, which makes the gather rate boost less prominent than on paper.

The following test is done by setting 6 rings of Mills surrounded by 8 Farms each, with no Town Center or other drop-off buildings nearby, so that farmers always drop at their Mill. The number is obtained thanks to the in-game interface.

Civilization Setting Base AoE4 Horticulture Horticulture AoE4 Fertilization Fertilization AoE4 PrecisionCrossBreeding Precision Cross-Breeding
Generic Base 36.5±0.52 40.6±0.52 43.6±0.42 47.9±0.62
Generic Wheelbarrow 37.5±1.04 41.7±1.04 45.8±0.78 50.0±0.94
ABB Golden Age Tier 1 40.5±0.73 44.3±1.15 47.9±1.04 51.5±1.04
Golden Age Tier 1& WB 42.4±1.04 46.3±0.94 50.9±1.2 53.1±1.25
Agriculture & Golden Age & WB 46.2±1.2 50.2±1.09 53.5±1.25 57±1.15
A & GA & WB & improved processing 50.1±1.28 54.1±1.11 57.8±1.23 61.3±1.76
CHI Base 27.5±0.67 30.5±0.5 33.5±0.5 36.3±0.5
Wheelbarrow 30.4±1.33 34.3±1.21 38.1±1.58 40.7±0.96
3 Granaries 36±0.5 39.3±0.67 43.1±0.58 45.4±0.58
3 Granaries + WB 41.1±0.88 46.2±1.29 49.9±0.88 54±1
3 Granaries + WB + Song Ancient Techniques 44.1±1.13 48.2±0.58 52.6±0.92 56.6±1.13
3 Granaries + WB + Yuan Ancient Techniques 45.9±0.88 50.9±0.63 54.7±0.54 59.5±1.25
3 Granaries + WB + Ming Ancient Techniques 46.8±0.83 51.1±0.88 55±0.75 59.5±1.21
DEL Heavy Rations & WB 39.4±0.63 44.2±0.83 48.5±1.04 52.1±2.5
ENG Dark Age + Mill 40.7±0.52
Dark Age + Mill + WB 41.7±2.03
Feudal Age + Mill 41.8±0.73 46.0±0.83
Feudal Age + Mill + WB 43.0±1.67 48.3±1.72
Castle Age + Mill 42.5±0.83 47.1±0.83 50.9±0.73
Castle Age + Mill + WB 44.8±1.09 49.7±1.56 54.2±1.72
Imperial Age + Mill 44.1±0.94 48.6±0.73 52.5±0.62 56.6±1.77
Imperial Age + Mill + WB 45.9±0.94 51.2±1.88 55.2±2.03 60.0±1.25
HRE Base 36.2±1.46 39.8±0.73 44.0±1.46 46.3±2.27
Wheelbarrow 38.5±2.62 42.4±0.44 46.4±2.62 50.3±2.61
Inspired 45.5±1.75 48.6±1.75 52.1±0.88 55.3±1.53
Devoutness 47.9±1.53 51.8±1.97 54.5±1.53 58.0±1.53
Inspired & WB 49.2±3.27 53.5±1.62 56.8±1.64 61.7±1.31
Devoutness & WB 52.2±2.30 56.8±2.30 59.0±2.62 62.6±1.64
RUS 250 Bounty ? ? ? ?
250 Bounty & WB ? ? ? ?
350 Bounty ? ? ? ?
350 Bounty & WB ? ? ? ?
500 Bounty ? ? ? ?
500 Bounty & WB ? ? ? ?

Berry gather rates[]

Civilization Setting Effect Base AoE4 Horticulture Horticulture AoE4 Fertilization Fertilization AoE4 PrecisionCrossBreeding Precision Cross-Breeding
Generic Base +0% 41.5 47.7 54.0 60.2
ABB/AYY/DEL Base +30% 54.0 62.0 70.1 78.2
ABB Golden Age Tier 1 +49.5% 62.0 71.3 80.62 89.9
Golden Age Tier 2 +56% 64.7 74.5 84.2 93.9
G.A. Tier 1 + Improved Processing +61.5% 67.0 77.1 87.1 97.2
G.A. Tier 2 + Improved Processing +68.5% 69.9 80.4 90.9 101.4
AYY Golden Age Tier 1 +43% 59.3 68.2 77.1 86.1
G.A Tier 1 + Imperial Age Economy Wing : Growth +57.3% 65.3 75.1 84.9 94.7
BYZ Aqueduct +5% 43.6 50.1 56.6 63.2
+10% 45.7 52.5 59.3 66.2
+15% 47.7 54.9 62.0 69.2
+20% 49.8 57.3 64.7 72.2
+25% 51.9 59.7 67.4 75.2
CHI/ZXL Supervised +20% 49.8 57.3 64.7 72.2
HRE Inspired +40% 58.1 66.8 75.5 84.2
Devoutness +50% 62.2 71.6 80.9 90.3
MON Improved Technology Extra 7.5% for each tier 41.5 50.8 62.3 76.3
OOTD Dragon Villagers +25% 51.9 59.7 67.4 75.2
OTT Twin Minaret Medrese +50% 62.2 71.6 80.9 90.3
JAP Unique technologies +25% each tier instead of 15% 41.5 51.9 62.3 72.6
RUS Bounty +5% 43.6 50.1 56.6 63.2
+10% 45.7 52.5 59.3 66.2
+15% 47.7 54.9 62.0 69.2

Sheep gather rates[]

Civilization Setting Base AoE4 Horticulture Horticulture AoE4 Fertilization Fertilization AoE4 PrecisionCrossBreeding Precision Cross-Breeding
Generic Base 46.9 53.9 61.0 68.0
ABB Golden Age Tier 1 53.9 62.0 70.1 78.2
CHI Supervised 56.3 64.7 73.2 81.6
HRE Inspired 65.7 75.5 85.4 95.2
MON Improved Technology 46.9 57.5 70.4 86.2
RUS 250 Bounty 49.2 56.6 64.0 71.4
350 Bounty 51.6 59.3 67.1 74.8
500 Bounty 53.9 62.0 70.1 78.2

Shore Fishing rates using Villagers[]

Civilization Setting Gather rate
Generic Base 60.0
ABB Golden Age Tier 1 69.0
CHI Supervised 72.0
HRE Inspired 84.0
RUS 250 Bounty 63.0
350 Bounty 66.0
500 Bounty 69.0

Fishing rates using Fishing Boats[]

Civilization Setting Base AoE4 ExtendedLines Extended Lines AoE4 DriftNets Drift Nets
Generic Shore Fish 42.0 50.4 58.0
Deep Fish 54.0 64.8 74.5
RUS Shore Fish 75.6 90.7 104.3
Deep Fish 102.6 123.1 141.6

Wood gather rates[]

Civilization Setting Base AoE4 DoubleBroadax Double Broadax AoE4 LumberPreservation Lumber Preservation AoE4 CrosscutSaw Crosscut Saw
Generic Base 46.7 53.7 60.7 67.7
ABB Golden Age Tier 1 53.7 61.8 69.8 77.9
CHI Supervised 56.0 64.4 72.9 81.3
HRE Inspired 65.4 75.2 85.0 94.8
MON Improved Technology 46.7 57.2 70.0 85.8
RUS Wooden Fortress 56.0 64.4 72.9 81.3

Gold gather rates[]

Civilization Setting Base AoE4 SpecializedPick Specialized Pick AoE4 AcidDistillation Acid Distillation AoE4 Cupellation Cupellation
Generic Base 44.2 50.8 57.5 64.1
ABB Golden Age Tier 1 50.8 58.5 66.1 73.7
CHI Supervised 53.0 61.0 69.0 76.9
HRE Inspired 61.9 71.2 80.4 89.7
MON Improved Technology 44.2 54.1 66.3 81.3

Stone gather rates[]

Civilization Setting Base AoE4 SpecializedPick Specialized Pick AoE4 AcidDistillation Acid Distillation AoE4 Cupellation Cupellation
Generic Base 46.7 53.7 60.7 67.7
ABB Golden Age Tier 1 53.7 61.8 69.8 77.9
CHI Supervised 56.0 64.4 72.9 81.3
HRE Inspired 65.4 75.2 85.0 94.8
MON Improved Technology 46.7 57.2 70.0 85.8
Other resources

Further resources[]

Population[]

Population determines how many units the player's empire can support. Certain buildings (most notably Houses) increases this number, and certain civilizations get population bonuses (for example, Huns in II, Lakota in III, and Mongols in IV do not need to build Houses and start the game with the population set to the maximum value). Depending on the game, the maximum value might be fixed (usually 200), or players might be limited based on how many buildings they can construct to increase their capacity. In M and ON, only a certain number of housing buildings are allowed, after which point only Town Centers can further increase the limit. In M, Town Centers can only be built in specific locations, while ON only allows one Town Center per age. Starting with ON, units can also take up more than one Population per unit, especially cavalry, bigger ships and siege units (villagers and other economic units usually still only cost one, however). More rarely, some units don't take any population space but have their own limitations.

Under certain conditions, players can have more more units than their capacity normally allows (such as reinforcements in a campaign scenario, or housing buildings being destroyed). This has no negative effects compared to simply being at capacity. Depending on the game, conversion may or may not be allowed to occur even when the player can't support the additional unit or is even already above normal capacity.

In some games its also possible to queue up more units for training than the capacity would allow, but training will be paused while at capacity.

Experience[]

Experience (XP) in Age of Empires III and Age of Empires: Online is gained primarily by construction, training, and combat. In III it can be used to send Home City shipments. Unlike other resources, it is not restricted to a particular game, but upgrades the Home City level, allowing for better shipments in the next game (This is dropped in the Definitive Edition, and all shipments are unlocked from the beginning). In ON, XP is used to upgrade the Capital level of the civilization, allowing for better units and technologies in the next game. It is gained from completing quest objectives or by killing enemy units (up to a certain limit per scenario). Each civilization has a separate bar and can reach a maximum level of 40, after which no more XP is gained.

Certain civilization in Age of Empires IV can also collect experience for various purposes. The Ottomans gain experience by creating units and building landmarks, which they use to pick Vizier Points, very similarly to Home City shipments in III. Jeanne d'Arc gains experience by constructing buildings, participating in battle, and through a slow trickle, to level up the civilization's titular heroine.

Gallery[]

Resources in Age of Empires series
CommonFood · Wood · Gold/Coin · Stone*
Age of MythologyFavorAOM Favor
Age of Empires IIIResource xp XP · Aoe3 export Export · Aoe3de influence Influence
Age of Empires IVAoE4 Bounty icon Bounty · AoE4 Vizier Point icon Vizier Point · Resource olive oil Olive Oil
Extractable resource sources in the Age of Empires series
CommonTree · Gold Mine · Stone Mine· Berry Bush · Farm (I · II · M · III · IV) · Animals (Fish · Herdable animal)
Age of Empires IIFish trap aoe2DE Fish Trap
Age of MythologyAoM Gold Mine icon Jade Mine
Age of Empires IIICherry orchard portrait aoe3de Cherry Orchard · Coal mine portrait Coal Mine · Copper mine portrait Copper Mine · Food crate icon AoE3DE Crate · Gold mine portrait Diamond Mine · Plantation aoe3de Estate · Field portrait aoe3de Field · Hacienda portrait Hacienda · MangoGroveDE Mango Grove · Mill aoe3de Mill · China rice paddy icon aoe3de Rice Paddy · Rock supply icon AoE3DE Rock · Gold mine portrait Salt Mine · Silver Mine icon AoE3DE Silver Mine · Gold mine portrait Tin Mine
Age of Empires IVAoE4 OliveGrove Olive Grove
* not used in Age of Mythology and Age of Empires III
Gameplay elements in the Age of Empires series
Age · Ability (II · M · III · IV) · Architecture set (II · III) · Area of Effect (Trample damage) · Armor/Resists (hack/melee · pierce/ranged · crush/siege)  · Armor class/Tag (I - original · I - Return of Rome · II · IV) · Artificial intelligence · Attack (Attack bonus/Multiplier) · Attack delay · Attack ground · Aura (IV) · Auto Scout · Building (I · II · M · III · IV) · Civilization (I · II · M · III · IV) · Civilization bonus · Cheat code (I · II · M · III · IV) · Conversion · Counter · Diplomacy · Gaia/Mother Nature · Game modes · Garrison · Gather Point · Healing · Hit points · Hotkey · Line of Sight · Mini map · Player · Population · Range · Rate of Fire · Regeneration · Relic (II · M · IV) · Repairing · Resource (Renewable resources) · Scenario Editor (I · II · M · III · IV) · Score · Signal Allies/Flare · Soundtrack (I · II · M · III · IV) · Speed · Stealth mode · Taunt · Technology (I · II · M · III · IV) · Technology tree (I · II · IV) · Terrain (AoE:DS · AoM:DS) · Town Bell · Trade (IV) · Tribute · Unit (I · II · M · III · IV) · Unit formation · Unit stance (III) · Upgrade (I · II · III · IV) · User interface · Victory · Villager Priority
Genie Engine
Frame delay · Full Tech Tree · Team bonus
ReturnRome-AoEIcon Age of EmpiresRuins · Discovery
AoE2-DLCicon-0 Age of Empires IIPass-through damage · Projectile duplication
Bang Engine
Autoqueue · Snare
Aom original icon Age of MythologyGod (Major · Minor) · God power · Settlement
3Icon48px Age of Empires IIIAge-up methods (Politician/Tribal Council/Wonder/Federal State/Alliance· Banner army · Consulate · Damage Cap · Home City · Home City Card · Inspiring Flag · Minor civilization · Nuggets · Promotion · Revolution · Target Lock · Trade Monopoly · Trade Route · Treasure
Essence Engine
GameIcon-AoE4 Age of Empires IVBounty · Dynasty · Fire armor · Imperial Council (Vizier Point) · Influence · Landmark · Religion · Sacred Site · Variant civilization
If a gameplay element has different pages across games, like civilization, the individual pages are linked in brackets.
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