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.
AI-controlled teams playing on the hardest difficulty receive extra resources and/or a bonus in the speed of collecting them.
Legend in the following remarks:
- I = Age of Empires
- II = Age of Empires II
- M = Age of Mythology
- III = Age of Empires III
- ALL = All games of the series
- 1 Conventional resources
- 2 Gather rates & bonuses
- 3 Further resources
- 4 Gallery
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 - Includes standard herdables, as well as the livestock that can be produced in III.
- Berry Bushes: ALL - Defines food in Age of Empires. The oldest food gathering method, it has been in the tutorials even before hunting was.
- 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.
- Trickle: II, M, III - 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 Ship of Fingernails Relic.
- Treasure: III - Guarded by Treasure Guardians; also has wood, coin, or units.
- Trading Posts: III - Trading Posts placed in Trade Routes can be ordered to provide food.
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. The trees in I have a standard 40 wood, trees in II have 100 wood, and trees in III have 300 wood. Other ways of obtaining wood are:
- Trickle: II, M, III - 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, or the Factory.
- Treasure: III - Guarded by Treasure Guardians; also has food, coin, or units.
- Trading Posts: III - Trading Posts placed in trade routes can be ordered to provide wood.
- 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 Mines with 6,000 gold and two smaller Mines providing 3,000 gold and 1,500 gold).
- Trade: I, II, M - 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 and M, trade practically provides infinite gold.
- Relics: II - 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.
- Plantation: 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.
- 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.
The resource of stone is available only in I and II, and is gathered from Stone Mines respectively containing 250 stone and 350 stone. It was dropped in M, mainly because it was the most underutilized of the resources, with its main use centered around the construction of towers, walls, Castles, and Wonders.
- The Greeks must worship their gods at Temples to gain favor.
- The Egyptians build Monuments to acquire a supply of the resource.
- The Norse receive favor by combat.
- The Atlanteans in must construct and eventually increase the their amount of Town Centers to procure favor.
- The Chinese earn favor by building Gardens.
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.
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.
Gather rates & bonuses
Age of Empires
- Civilization bonuses
- Egyptians: Gold Miners carry +20% more gold.
- Minoans: +25% Farm production.
- Persians: Villagers hunt food faster.
- Phoenicians: Villager provide when woodcutting.
- Sumerians: Farms provide food.
- Palmyrans: Gold received per Trade Ship doubled. Villagers work faster and have armor.
Age of Empires II
|Source||Base gather rate (per sec/ per min)||Feudal Age upgrades||Castle Age upgrades||Imperial Age upgrades|
|0.408 / 24.48
|Herdable animal - Shepherd
|0.330 / 19.8
(0.413 / 24.78)
|0.310 / 18.6
|Farm||0.319 / 19.14||-||-||-|
|0.426 / 25.56
|Shore Fishing - Fishing Ship
|0.280 / 16.8
(0.294 / 17.64)
|0.280 / 16.8
(0.308 / 18.48 )
|0.350 / 21
(0.403 / 24.18)
|0.350 / 21
(0.420 / 25.2)
|Deep Fishing - Fishing Ships
|0.487 / 29.22
(0.511 / 30.66)
|0.487 / 29.22
(0.536 / 32.16)
|0.609 / 36.54
(0.700 / 42.00)
|0.609 / 36.54
(0.731 / 43.86)
|Fish Trap - Fishing Ships
|Trees - Lumberjack
|0.388 / 23.28
(0.446 / 26.76)
|0.466 / 27.96
(0.536 / 32.16)
|0.559 / 33.54
(0.643 / 38.58)
|0.615 / 36.90
(0.643 / 38.58)
|Gold Mine - Gold Miner
|0.379 / 22.74
(0.455 / 27.3)
|0.436 / 26.16
(0.523 / 32.16)
|0.504 / 30.24
(0.605 / 36.30)
|0.500 / 30
(0.667 / 40)
|Stone Mine - Stone Miner
|0.359 / 21.54
(0.431 / 25.86)
|0.413 / 24.78
(0.496 / 29.76)
|0.475 / 28.5
(0.570 / 34.2)
The following civilizations have bonuses that affect at least one resource gathering speed.
- Aztecs: Relics generate +33% gold.
- Britons: Shepherds work 25% faster.
- Celts: Lumberjacks work 15% faster.
- Franks: Foragers work 15% faster.
- Indians: Fishermen work 10% faster.
- Japanese: Fishing Ships work 5%/10%/15%/20% faster in the Dark/Feudal/Castle/Imperial Age.
- Koreans: Stone Miners work 20% faster.
- Mongols: Hunters work 40% faster.
- Spanish: Trade generates +25% gold.
- Turks: Gold Miners work 20% faster.
- Sicilians: Researching Scutage pays out +15 gold each to all team members for every military unit they own.
Age of Mythology
Civilization bonuses, god powers and technologies
- Plenty god power: Generates 15 food, 15 wood and 15 gold every 5 seconds (if Hephaestus is chosen as a minor god).
- Curse god power: turns human units into pigs, which can be killed for food (if Aphrodite is chosen as a minor god).
- Golden Apples technology: Villagers gather favor 15% faster (if Aphrodite is chosen as a minor god).
- Divine Blood technology: Villagers move 20% faster, carry 10 extra resources and build buildings 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).
- Vaults of Erebus technology: Generates a trickle of 0.75 gold per second (if Hades is chosen as a major god).
- Lure god power: Draws in nearby animals, making food collection easier (if Poseidon is chosen as a major god).
- Pharaohs can empower a drop site for resources, increasing resources by 20% when a laborer drops them off at the empowered building.
- Sacred Cats technology: Farm gather rate +10% (if Bast is chosen as a minor god).
- Adze of Wepwawet technology: Laborers can chop down trees in one hit; wood gather rate +10% (if Bast is chosen as a minor god).
- 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).
- Book of Thoth technology: Improves gather rates of food, wood and gold by 10% (if Thoth is chosen as a minor god).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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 technology: Gives Citizens +20% movement speed, adding less time between walking to other resources (if Gaia is chosen as a major god).
- 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 minor god).
- Sacrifices technology: Grants a slow favor trickle, providing 6 per minute (if He Bo is chosen as a minor god).
- Timber Harvest god power: Grants the ability for Peasants to gather wood 80% faster for 50 seconds (if Shennong is chosen as a major god).
- Wheelbarrow technology: Allows Peasants to carry +5 food, wood and gold (if Shennong is chosen as a major god).
- Bonus: Gardens generate +20% favor and provide +1 population each (if Nü Wa is chosen as a major god).
- Year of the Goat god power: Spawns a herd of Goats at a selected location, increasing the amount of food available. If used in later ages, more goats will spawn (if Fu Xi is chosen as a major god).
- Domestication technology: Increases Peasant gathering rate for Berry Bushes, Chickens and Ducks by 30%, and herdable animals by 15% (if Fu Xi is chosen as a major god).
Age of Empires III
- Dutch: Can build Banks to generate coin.
- Spanish: Home City shipments also arrive faster.
- Japanese: Can build Shrines (instead of Houses), which generate 0.14 food, 0.1 wood, or 0.1 coin per second.
- Incas: Houses passively produce food.
- Swedes: Torps gather nearby resources, and also produce a Berry Bush when built.
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 and Lakota in III do not need to build Houses and start the game with the population set to the maximum value).
Experience (XP) in III is gained by construction, training, and combat. 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.