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Build near Native settlements or Trade Routes. Provides experience points and other benefits.
In-game description

The Trading Post is an economic/military building in Age of Empires III that replaces the old-fashioned trade system of carts, boats, and caravans in the previous games. Unlike most buildings, Trading Posts can only be built on a square-shaped site found on Trade Routes and minor civilization settlements. It periodically grants experience or resources if built on Trade Routes or allows access to native warriors and native technologies if built on minor civilization settlements.

Minor civilizations Edit

Main article: Minor civilization

Units Edit

Main article: Native warrior

Technologies Edit

For each native tribe or religious community's technologies, please see their respective articles.

Upgrades Edit

Age Upgrade Cost Effect
Ages colonial
Stagecoach icon Stagecoach
Trade cart icon Trade Cart
200 food,
200 wood
Upgrades the Trade Route where the Trading Post is built to use a stagecoach (trade cart in The Asian Dynasties maps) which can deliver resources, moves faster, and has greater LOS
Ages industrial
Iron Horse Iron Horse 300 wood,
400 coin
Upgrades the Trade Route where the Trading Post is built to use a train which moves faster and has greater LOS; requires Stagecoach/Trade Cart

Further statistics Edit

Building strengths and weaknesses
Strong vs. Nothing (short-ranged units with Advanced Trading Post Home City Card)
Weak vs. Everything, especially siege infantry, artillery, and Monitors
Improvements
Hit points Flying Buttress Flying Buttress (+20%)
Resource generation Silk Road Nanban Trade (+25%)
Attack Heated Shot Heated Shot (+1.5x multiplier vs. ships)
Sight Gas Lighting Gas Lighting (+4, European civilizations only)
Construction cost Cree Textile Craftsmanship Cree Textile Craftsmanship (-25% wood)
Tupi Forest Burning Tupi Forest Burning (-20% wood)
Penalties Code Napoleon Code Napoleon (+50% cost, French only)
Counter Infantry Rifling Customized Merc Weapons (+30% cost, John Black's Mercenaries only)

Home City Cards Edit

Bugs/glitches Edit

  • It is sometimes possible for Trading Post sites to be generated on broken terrain, which means that players cannot construct a Trading Post on these sites. Most notably this can occur on the New England and Amazonia maps. This problem has been addressed in patches, occurring with less frequency.
  • Another common glitch is units getting stuck within the perimeter of a Trading Post as a result of trying to pass through it and not being able to get out. This most notably happens with Native Trading Posts. It is possible to destroy the units inside the confines of the Trading Post, but if an Explorer/Monk/War Chief get stuck inside, there is no way of removing them unless they can be ransomed.
  • If the player gets any building HP improvement such as the Improved Buildings or Advanced Trading Posts Home City Cards, already built Trading Posts remaining HP will stay the same as before the upgrade (e.g. 2,500/2,500 before, 2500/2875 after).

History Edit

Trading posts were established by early explorers of the New World as places to stop, barter, rest, and engage in commercial activities in support of their efforts to find wealth for their patrons, usually kings and queens, who sponsored their voyages.

Wealthy and powerful trading companies between the seventeenth and nineteenth centuries competed viciously as they drove exploration of the New World in search of pelts (chiefly beaver), to market in Europe. They dotted the landscape with trading posts and continued driving west in search of new sources of pelts. The fur trade and the need for the trading posts declined as fashions in Europe changed and the demand for pelts collapsed. Many trading posts developed into proper settlements over time.

Gallery Edit

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