|This article is about the building in Age of Empires III. For the building in other games of the series, see Town Center.|
|“||Most important building in a colony. Home City arrival point. Supports 10 population.||”|
The Town Center is an economic building in in Age of Empires III that becomes available once the Fortress Age is reached. As it trains Settlers/Villagers and acts as the default drop-off point for Home City shipments, it is the most important of all buildings. Town Centers also support 10 population.
In standard random map games, every player starts the game with a Town Center. Until the Fortress Age is reached, no more than one Town Center can be built at a time. From the Fortress Age onward, two additional Town Centers may be built.
Up to 50 villager-type units can garrison in Town Centers for shelter from attacks. By doing so, they give the Town Center an attack, allowing players to survive and fend off attacks. Town Centers also automatically attack passing enemy ships at all times.
- 1 Overview
- 2 Attack
- 3 Civilization differences
- 4 Units
- 5 Technologies
- 6 Further statistics
- 7 Home City Cards
- 8 Changelog
- 9 Trivia
- 10 History
- 11 Gallery
The Town Center is the most important building in the game, as it is the nucleus of every players' settlements, produces Settlers/Villagers that are the backbone of every player's empire, and serve as the only means of advancing to the next Age for European and Native American civilizations.
The Town Center is a strong building. It can defend itself from land units with its top tower with a musket, from boats with a cannon and can garrison Settlers/Villagers to protect it and increase its firepower. Town Centers also can call in one (two with specific Home City Cards) levy of Minutemen or Irregulars and Sentries. The Haudenosaunee can make their Town Centers much stronger with Town Dance and the Great House Home City Card.
If the player's Explorer has fallen in battle too close to enemy territory, instead of manually retrieving the unit, they may choose to pay Ransom money from the Town Center and return the Explorer back safely. Asian civilizations retrain fallen Monks from the Town Center instead of ransoming them.
From The WarChiefs expansion, European civilizations can select to "revolt" from the Industrial Age. Revolting will also increase the Town Center's build limit to 10 and makes them no longer necessary to support population (unless when revolting to Canada, Finland, or South Africa in the Definitive Edition).
The total attack of a Town Center are calculated on the following formula:
Where A is the total attack, B is the Town Center's base attack, and G is the number of Settlers/Villagers garrisoned in the Town Center.
Players can garrison up to 50 Settlers/Villagers, but the attack will only increase with the first 10. For example, having 8 Settlers/Villagers garrisoned (at a base attack of 9) grants a total attack of 72.
- The Portuguese receive a free Covered Wagon every time they Age up until the Industrial Age, allowing them to have up to four Town Centers. With the Donatarios Home City Card, they can build two more, totaling of six Town Centers.
- The Haudenosaunee are the only civilization with access to both Town Dance and a card boosting their Town Center attack ("Great House").
100 coin (Dutch)
100 wood (Indians)
|Coureur des Bois||120 food||80||French|
|Buttercup the Pet Cougar||100 food||-||12||All|
|Native Scout||90 wood||1||∞|
|Chasqui**||40 wood, 40 coin||-||1||Incas|
|Shaolin Master||300 coin||-||1||Chinese|
|Barbary Warrior**||100 food||∞||Barbary States|
|Karelian Jaeger||100 wood||99||Finland|
|Trek Wagon**||250 wood||-||10||South Africa|
- Units with an asterisk (*) are added in The WarChiefs; units with two asterisks (**) are added in the Definitive Edition.
- Ottoman Town Centers automatically train Settlers for free with a limit of 25 (45 with Galata Tower District, 70 with Topkapi, 99 with Tanzimat).
- Coureur des Bois replaces Settler for the French.
- Buttercup the Pet Cougar requires the Tupi Animal Lore technology to be trained at Town Centers.
- Native Scout requires the Advanced Scout Home City Card to be trained at Town Centers.
- Revolutionary replaces Settler for revolutionary nations except Canada and South Africa.
- Barbary Warrior, Karelian Jaeger, and Vaquero replaces Revolutionary for Barbary States, Finland, and Mexico, respectively.
- Haiti Pirates train for free from Town Centers and the Saloon (1 every 48 seconds).
|Spawns 6 Militiamen (Minutemen for the United States)|
400 food, 400 coin (United States)
|Spawns 15 Militiamen (16 Minutemen for the United States); requires Home City Card(Minutemen Companies for the United States)|
|Sentry Uprising||80 food,
|Spawns 4 Sentries|
|Town Defense||Spawns 4 Irregulars|
|Sentry Revolt||Spawns 4 Sentries; requires Enlist Irregulars Home City Card|
|City Defense||Spawns 4 Irregulars; requires Enlist Irregulars Home City Card|
|Aztec Scouting Party||450 food||Ships 3 Jaguar Prowl Knights||Aztecs|
|Haudenosaunee Scouting Party||500 food||Ships 5 Tomahawks||Haudenosaunee|
|Inca Scouting Party||600 food||Ships 5 Plumed Spearmen||Incas|
|Lakota Tokala Soldiers||1,500 food||Ships 1 Tokala Soldier for every 3 minutes the game has passed, up to 30 minutes||Lakota|
|Aztec Raiding Party||450 food,
|Ships 6 Jaguar Prowl Knights||Aztecs|
|Haudenosaunee Raiding Party||500 food,
|Ships 10 Tomahawks||Haudenosaunee|
|Inca Raiding Party||600 food,
|Ships 12 Plumed Spearmen||Incas|
|Aztec War Party||450 food,
|Ships 12 Jaguar Prowl Knights||Aztecs|
|Haudenosaunee War Party||500 food,
|Ships 15 Tomahawks||Haudenosaunee|
|Inca War Party||600 food,
|Ships 20 Plumed Spearmen||Incas|
|Blockade||100 coin per enemy unit||Stops all enemies from receiving Home City shipments|
|Spies||75 coin per enemy unit||Shows what all enemies can see|
| Legendary Native Warriors
|Upgrades native warriors to Legendary/Exalted (+50% hit points and attack)|
|Immigrants||2,000 coin||Can support 100 population without Town Centers and Houses/Longhouses|
|Building strengths and weaknesses|
|Strong vs.||Infantry, cavalry, villagers (only when garrisoned), ships|
|Weak vs.||Artillery, Monitors|
|Hit points||Flying Buttress (+20%)|
|Attack||Heated Shot (+1.5x multiplier vs. ships)|
|Sight||Gas Lighting (+4, European civilizations only)|
|Construction cost|| Cree Textile Craftsmanship (-25% wood)|
Tupi Forest Burning (-20% wood)
|Other||Tupi Animal Lore (train Buttercup the Pet Cougars)|
|Penalties|| Code Napoleon (+50% cost, French only)|
Customized Merc Weapons (+30% cost, John Black's Mercenaries only)
Home City Cards
|Click for a list of Home City Cards related to the Town Center|
Green: TEAM Shipment that is sent to each player in a team
Age of Empires III
- Town Centers cost 600 wood, give 120 XP when built and 240 XP when destroyed.
- Settlers cannot build Town Centers.
- Town Centers cost 500 wood and give 200 XP when destroyed.
- Settlers can now build Town Centers.
- With update 9476, Town Centers give 100 XP when built.
- Despite having no access to gunpowder, the Aztec Town Center defends itself with gunfire against land units and cannon fire against ships. This was not corrected in the Definitive Edition, where the same also occurs with the Inca Town Center.
- The Town Center is also able to garrison Fishing Boats, only if it is close to shore. This is due to the fact that the Fishing Boats have the tag
AbstractVillagerin the prototype file, which allows them to be garrisoned by the Town Center as well as the Settlers/Villagers.
|“||Churches, taverns, and town halls were all important colonial centers where leaders and citizens met to discuss the issues facing their towns and colonies. Carpenter's Hall in Philadelphia was the site of several important events in the history of the American colonies. One, the First Continental Congress, was the meeting of the thirteen colonies in the fall of 1774 to discuss their grievances with British governance and just what they could do about it.
This historic hall also housed Benjamin Franklin's Library Company and the First and Second Banks of the United States.