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Revision as of 18:10, 9 September 2019
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. | ” |
—In-game description |
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 regular 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.
Overview
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.
Unlike other buildings, the Town Center can only be built by the Explorer/War Chief/Monk and a Covered Wagon.
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 Iroquois 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.
Attack
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.
Civilization differences
- 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 Iroquois are the only civilization with access to both Town Dance and a card boosting their Town Center attack (Great House).
Units
Age | Unit | Cost | Pop. | Limit | Civ. |
---|---|---|---|---|---|
Settler | 100 food 100 coin (Dutch) 270 food (Russians) |
1 3 (Russians) |
99 50 (Dutch) |
Europeans | |
Villager | 100 food 100 wood (Indians) |
1 | 99 75 (Japanese) |
Native Americans Asians | |
Coureur des Bois | 120 food | 80 | |||
Envoy | 50 food | - | 5 | ||
Native Scout | 90 wood | 1 | ∞ | Native Americans | |
Shaolin Master | 300 coin | - | 1 | ||
Brahmin | 175 coin | ||||
Ikko-Ikki | |||||
Colonial Militia* | 100 food | 1 | ∞ | Revolutionary |
- Units with an asterisk (*) are added in The WarChiefs.
- Ottoman Town Centers automatically train Settlers for free with a limit of 25 (45 with Galata Tower District, 70 with Topkapi, 99 with Tanzimat).
- The Native Scout requires the Advanced Scout Home City Card to be trained at Town Centers.
- The Colonial Militia replaces the Settler for a revolting European player.
Improvements
Europeans
Age | Improvement | Cost | Effect |
---|---|---|---|
Levy | 150 food 150 coin |
Spawns 6 Minutemen | |
Colonial Militia | 150 food 150 coin |
Spawns 6 Minutemen; requires Colonial Militia Home City Card |
Native Americans
Age | Improvement | Cost | Effect |
---|---|---|---|
Aztec Scouting Party | 450 food | Ships 3 Jaguar Prowl Knights | |
Iroquois Scouting Party | 500 food | Ships 5 Tomahawks | |
Sioux Dog Soldiers | 1,500 food | Ships 1 Dog Soldier for every 3 minutes the game has passed, up to 30 minutes | |
Aztec Raiding Party | 450 food 450 wood |
Ships 6 Jaguar Prowl Knights | |
Iroquois Raiding Party | 500 food 500 wood |
Ships 10 Tomahawks | |
Aztec War Party | 450 food 450 wood 450 coin |
Ships 12 Jaguar Prowl Knights | |
Iroquois War Party | 500 food 500 wood 500 coin |
Ships 15 Tomahawks | |
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 | 1,500 food 1,500 wood |
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; not available for the Sioux |
- Aztec Scouting Party, Raiding Party, and War Party are exclusive to the Aztecs.
- Iroquois Scouting Party, Raiding Party, and War Party are exclusive to the Iroquois.
- Sioux Dog Soldiers is exclusive to the Sioux.
Asians
Age | Improvement | Cost | Effect |
---|---|---|---|
Sentry Uprising | 80 food 80 coin |
Spawns 4 Sentries | |
Town Defense | 80 food 80 coin |
Spawns 4 Irregulars | |
Sentry Revolt | 80 food 80 coin |
Spawns 4 Sentries; requires Enlist Irregulars Home City Card | |
City Defense | 80 food 80 coin |
Spawns 4 Irregulars; requires Enlist Irregulars Home City Card | |
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 | |
Exalted Natives | 1,500 food 1,500 wood |
Upgrades native warriors to Legendary/Exalted (+50% hit points and attack) | |
Immigrants | 2,000 coin | Can support 100 population without Town Centers and Villages/Houses/Shrines |
Further statistics
Building strengths and weaknesses | |
---|---|
Strong vs. | Infantry, cavalry, villagers (only when garrisoned), ships |
Weak vs. | Siege infantry, artillery, Monitors |
Improvements | |
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Green: TEAM Shipment that is sent to each player in a team All
Asians
Europeans
Germans
Indians
Iroquois
Portuguese
Russians
Spanish
|
History
“ | 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. | ” |