This article is about the building in Age of Empires II. For the similar building in other games of the series, see Town Center.
"Used to create villagers, deposit resources (food, wood, stone, gold), advance to next age, and improve buildings, villagers. Units can garrison inside for protection."
Age of Empires II description

The Town Center is an economic building in Age of Empires II that becomes available once the Castle Age is reached. As it trains and improves Villagers, advances through Ages, and serves as a drop off point for all resources, it is the most important of all buildings. Town Centers also provide five population.

In regular random map games, every player starts the game with a Town Center. Until the Castle Age is reached, no more Town Centers can be built unless the only Town Center is destroyed, in which case the player may build one new Town Center. If the player has no starting Town Center (e.g. on Nomad), one Town Center can be built (and rebuild if destroyed) before the Castle Age.

Up to 15 Villagers can garrison in Town Centers for shelter from attacks. By doing so, they give the Town Center an attack (arrow fire). This way, players can survive and fend off early attacks. Archers can also garrison in Town Centers to give it an attack.

Town Centers cannot be converted.

Tactics and placement Edit

The Town Center is the most important building in the game, it is the nucleus of every players settlements and the only way to produce Villagers that are the backbone of every player's empire.

Once the Castle Age is reached, building more Town Centers is critical as it allows the player to increase Villager production and with it the entire economy. Town Centers should be built close to freely available resources, preferably gold or stone, because Miners are often target of aimed attacks.

Losing Town Centers in the Castle and Imperial Age will often hinder the economy of the player, so they are often target of attacks.

There is a game mode called Sudden Death in which the players are limited to their starting Town Center. If the player loses it they are automatically defeated, so when playing Sudden Death, players must defend their Town Center at all cost.

Town Center rush Edit

The Town Center rush is a tactic that was very popular in the earliest times of Age of Empires II, before The Conquerors made it nearly unviable due to balance changes. It revolves itself around deleting the own Town Center at the game start and rebuilding it close to the enemy's. That way, it could function as a tower and drastically hamper the targeted player's economy early on. To successfully employ that tactic, the Teutons were the only civilization in question, because their Town Centers got +5 range and +2 attack. With that bonus, the Town Center could be placed so that it could attack the enemy's without being in range to be attacked itself. That led to many hosts adding 'No Teutons' in the lobby description, and kicking players choosing the Teutons. That was very unfortunate for those favoring the Teutons for other of their qualities. Persian players can still employ this tactic, as their Town Centers have double hit points, but at the risk of losing Villagers in the process.

Repairing Edit

Repairing a Town Center doesn't cost any stone but twice the wood building a new one requires. So repairing an almost destroyed Town Center costs almost 550 wood compared to 275 wood and 100 stone for building a new one. That's very different from usual repairing costs which are simply half the building costs.

Trainable units and technologies Edit

Darkage Feudalage Castleage Imperialage
Villageravailable Townwatchavailable Townpatrolavailable
Feudalageavailable Castleageavailable Imperialageavailable
Loomavailable Wheelbarrowavailable Handcartavailable

Further statistics Edit

Building strengths and weaknesses
Strong vs. Short-ranged weak units (with garrison only)
Weak vs. Long-ranged units, Tarkans, Huskarls, War Elephants, Rams
Hit points Masonry Masonry (+10%)
Architecture Architecture (+10%)
Attack Fletching Fletching (+1)
Bodkinarrow Bodkin Arrow (+1)
Bracer Bracer (+1)
Chemistry Chemistry (+1)
CastleAgeUnique Tigui (enables Town Centers to shoot arrows without garrison, Malians only)
Accuracy Ballistics Ballistics (hit moving targets)
Armor Masonry Masonry (+1/+1, +3 building armor)
Architecture Architecture (+1/+1, +3 building armor)
Line of Sight Townwatch Town Watch (+4)
Townpatrol Town Patrol (+4)
Construction speed Treadmillcrane Treadmill Crane (+20%)
Other Herbalmedicine Herbal Medicine (garrisoned units heal faster)
Unique-tech Crenellations (Teutons only, enables garrisoned infantry to shoot arrows)

Civilization bonuses Edit

  • Britons: Town Centers cost -50% wood from the Castle Age on.
  • Byzantines: Town Centers have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age. Town Watch is free.
  • Chinese: Technologies that benefit Town Centers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. Town Center technologies (except Age advance) are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. Town Centers support 10 population and have +5 Line of Sight.
  • Incas: Town Centers cost 15% less stone.
  • Malians: Town Centers cost 15% less wood.
  • Persians: Town Centers have +100% HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
  • Spanish: Town Centers are built 30% faster.
  • Teutons: Town Centers can garrison 25 units.

Team bonuses Edit

  • A team containing Malians: University technologies that benefit Town Centers are researched 80% faster.

Changelog Edit

The Age of Kings Edit

  • Town Centers cost 275 wood.
  • Teutons: Town Centers have +2 attack and +5 range.

The Conquerors Edit

The Forgotten Edit

  • Town Centers now benefit from Chemistry.
  • Chinese: Town Centers now have +5 LOS (moved from Teutons).
  • Teutons: Town Centers now can garrison 25 units instead of having +2 attack and +5 LOS.

The African Kingdoms Edit

  • Camels are moved out of the ship armor class, and the Town Centers lose their attack bonus against them. They now have +1 attack against them.

History Edit

"All villages and towns had an administrative center that was the seat of governmental power and leadership. During the Dark Ages this might have been the local leader's home. Later it might have been the town hall or local lord's manor house. The town center was often the place where important supplies were stored, especially food surpluses. The destruction of the town center usually meant the loss of the town's governmental infrastructure. If this could not be restored, the town or village ceased to function."

Gallery Edit

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