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 trade system of carts, boats, and caravans in the previous games. Unlike most buildings, Trading Posts can only be built on site sockets found along Trade Routes and in 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 those settlements.
The Inca build Tambos instead, which is identical in function with the Trading Posts; but with the difference is that the Tambos have a weak ranged attack and its attack can be strengthened if garrisoned with villagers as well as receive Home City shipments, and supports 5 population.
Shotgun Messengers (automatically activated when an enemy is in range or 8 (or when attacking and the enemy is in a range of 8 with the "Advanced Trading Post" Home City Card) with a cooldown of 7 seconds, requires the "Shotgun Messengers" card): The Trading Post attacks with a powerful shotgun fire that does 115 damage (with a ×1.5 multiplier against cavalry, ×1.3 against shock infantry, ×0.5 against siege unit) with an Area of Effect of 2.
Lighthouse (only if the Trading Post is built on a Somali settlement; Requires Somali Lighthouses): Reveals a radius of 8 around enemy ships, Trading Posts/Tambos, Docks/Ports, and defensive buildings for 10 seconds. 60 seconds cooldown (shared across all Trading Posts built on Somali settlements).
Upgrades the Trade Route where the Trading Post is built to use a Level 3 Trade unit which moves faster and has greater LOS; requires Level 2
Levy Trading Post Rickshaw can be researched repeatedly but has a global (shared across all Trading Posts) cooldown of 160 seconds between each research.
To see specific names of upgrades, see Trade Route.
Civilization differences[]
The Dutch can sent the "Peace of Münster" Home City Card which allows Envoys to build Trading Posts, and do this two times faster.
The FrenchExplorer builds Trading Posts an additional 33% faster by default. Also, French Grenadiers can build Trading Posts through the "Génie Troops" Home City Card after revolting to Revolutionary France.
The German Explorer builds Trading Posts 100% faster through the "Buergermeister" Home City Card.
Further statistics[]
Building strengths and weaknesses
Strong vs.
Nothing (short-ranged units with "Advanced Trading Post" Home City Card)
Ship 16 Minutemen; when destroyed by enemies, your buildings spawn a number of Minutemen equal to 1.5% of their cost rounded up
"The Alamo" is available to the United States upon selecting the TexasFederal State and Mexicans upon revolting to Texas, and spawns 3 Minutemen when a Trading Post is destroyed.
Ships 4 Owlhoots and 4 Cowboys; Trading Posts get +12 Line of Sight and the Shotgun Messengers charged ability
Chinese Immigrants
[Immigrant] Ships 1 Trading Post Rickshaw; Trading Posts get +40% hit points and can use a special version of Levy which levies Trading Post Rickshaws for free
Scottish Immigrants
[Immigrant] Ships 1 Highlander for each Saloon, Meeting House and Trading Post (up to 10); costs 400 coin
With patch 1.02, Trading Posts cost 200 wood and have 2,500 hit points.
Bugs/glitches[]
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.
A similar bug occurs when it is not possible to build the Trading Post because the Trading Post site is near a cliff. It has been observed that this happens very often in the California map. It can also happen in the Yukon map, when it is very close to the river.
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).
Trivia[]
The Trading Post in European maps is a Baroque building. The entrance on the Royal House palaces resemble a very similar configuration seen in the Château de Dampierre. The pastel wall paint reflects the player color.
History[]
“
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.