
A Bank, a unique building for the Dutch in Age of Empires III
A unique building is a special kind of building first introduced in Age of Mythology. Unique buildings are, as the name suggests, only available to a single civilization. They are available in Age of Empires II HD: The African Kingdoms, Age of Mythology, and Age of Empires III.
Age of Empires II[]
In Age of Empires II, there are six unique buildings:
Caravanserai (Hindustanis): Imperial Age building that heals and improves the speed of all friendly Trade Carts within an 8-tile radius.
Donjon (Sicilians): Sicilian replacement for the Watch Tower line that can train Serjeants and is stronger, but costs more and takes up more space. Can be built by Serjeants as well as by Villagers.
Feitoria (Portuguese): Slowly generates resources.
Folwark (Poles): Mill which instantly gathers 10% of nearby Farm food upon seeding. Provides 5 population room.
Harbor (Malay): Upgraded Dock that shoots arrows. Requires Thalassocracy.
Krepost (Bulgarians): Small Castle that can train Konniks but cannot research technologies.
Age of Mythology[]
As there are only five civilizations in the game, there are many more differences between them. For this reason, there are quite a lot unique buildings.
Greeks[]
Archery Range: Classical Age building used to create and upgrade archers.
Fortress: Powerful Greek castle.
Lure: God power building that attracts animals, available only to worshipers of Poseidon.
Military Academy: Classical Age building used to create and upgrade Infantry.
Vault of Plenty: God Power building that generates a steady trickle of resources, available only to worshipers of Hephaestus.
Storehouse: Archaic Age building used as a drop-off point for wood and gold, as well as to research lumber and mining upgrades.
Underworld Passage: God Power building that serves as a portal across the map, available only to worshipers of Apollo.
Other: Sentinel: A statue. Considered an archer, but practically dual-classed: archer + building because it can't move and has the armor stats of a building. Available only to worshipers of Hades.
Egyptians[]
Ballista Tower: Extremely powerful upgraded Guard Tower.
Barracks: Classical Age building used to produce and upgrade basic units.
Citadel: God Power building that acts as an upgraded Town Center, available only to worshipers of Sekhmet.
Citadel Wall: Upgraded Fortified Wall.
Lighthouse: Provides enormous Line of Sight.
Lumber Camp: Archaic Age building used to drop-off wood and research lumber upgrades.
Migdol Stronghold: Cheap Egyptian castle.
Mining Camp: Archaic Age building used to drop-off gold and research mining upgrades.
Monument: Used to generate favor.
Obelisk: Archaic Age building with substantial Line of Sight.
Siege Works: Heroic Age building used to create and upgrade Siege Units.
Norse[]
Dwarven Foundry: Unique Armory that is available earlier and is much cheaper, available only to worshipers of Thor.
Healing Spring: God Power building that heals nearby friendly units, available only to worshipers of Forseti.
Hill Fort: Cheap, but weak Norse castle.
Longhouse: Classical age building used to train and upgrade units.
Atlanteans[]
Bronze Wall: Classical Age wall.
Counter-Barracks: Classical Age building used to train and upgrade Counter Units.
Economic Guild: Used to research economic upgrades.
Hesperides Tree: God Power building used to train Dryads and block God Powers from being cast near it, available only to worshipers of Theia.
Iron Wall: Heroic Age wall.
Manor: Larger, more expensive replacement for the House that can garrison units.
Military Barracks: Classical Age building used to create and upgrade basic units.
Mirror Tower: Defensive building that is particularly strong against ships and flying units. Available only to worshipers of Helios.
Orichalkos Wall: Mythic Age wall.
Palace: Atlantean castle that is built quickly and can garrison 12 units.
Sky Passage: Cheap portal and tower, available only to worshipers of Oranos.
Tartarian Gate: God Power building that creates Tartarian Spawns, available only to worshipers of Hekate.
Other: Lush terrain: Grows out from buildings and cannot be built on by enemies. Available only to worshipers of Gaia.
Chinese[]
Castle: Chinese castle.
Earthen Wall: Archaic Age wall.
Garden: Generates a steady supply of a resource.
Great Wall: Extremely strong Mythic Age wall.
Storage Pit: Archaic age building used as a drop-off point for food, wood, and gold, as well as to research economic upgrades.
War Academy: Classical Age building used to train and upgrade basic units.
Age of Empires III[]
While quite rare for European civilizations, every Asian, Native American, Post-Colonial, and African civilization has at least one unique building.
British[]
Dutch[]
Ottomans[]
Russians[]
Blockhouse: Russian replacement for the Barracks that can attack enemies and supports 10 Population.
Aztecs[]
Nobles' Hut: Standalone unique building that functions similarly to the War Hut, but produces different units.
Haudenosaunee[]
Longhouse: Haudenosaunee replacement for the House that supports 15 Population, but is more expensive and has a lower build limit.
Siege Workshop: Standalone unique building used to produce siege units.
Lakota[]
Teepee: Standalone unique building that increases the hitpoints of nearby friendly units.
Chinese[]
Village: Chinese replacement for the House that costs twice as much and has an extremely low build limit, but supports 20 Population (40 with upgrades), can be garrisoned, can receive Home City shipments, and can also work as a Livestock Pen.
War Academy: Chinese replacement for the Barracks that can train Banner Armies.
Indians[]
Sacred Field: Standalone unique building that is roughly analogous to the Livestock Pen and provides a steady trickle of Experience when being worked.
Caravanserai: Indian replacement for the Stable that trains Camel and Elephant cavalry instead.
Mango Grove: Standalone unique building that can be worked like a coin mine; but provides wood instead.
Japanese[]
Shrine: Japanese replacement for the House that costs more but can be worked by animals (Including huntables), producing a steady trickle of a resource.
Dojo: Standalone unique building that automatically creates units in a fashion similar to a Factory.
Cherry Orchard: Standalone unique building that can be worked like a coin mine; but provides food instead.
Incas[]
Stronghold: Standalone unique building that is roughly analogous to the Fort, but can be garrisoned by military units.
Kancha House: Inca replacement for the House that provides a steady trickle of food and supports 12 Population, but costs more and has a lower build limit.
Tambo: Inca replacement for the Trading Post that supports 5 Population, has a weak ranged attack, can garrison Villagers, and can receive Home City shipments.
Kallanka: Standalone unique building that functions similarly to the War Hut, but produces different units and supports 10 population; additionally, units garrisoned in a Kallanka take up 1 less Population.
Swedes[]
Torp: Swedish replacement for the House that costs more, but automatically gathers nearby resources and spawns a Berry Bush when built.
United States[]
Meeting House: United States replacement for the Church that can train Surgeons and research unique improvements.
Saloon: United States replacement for the Tavern.
State Capitol: Capitol replacement that is available in the Fortress Age. Can train Wagons and research unique upgrades.
Ethiopians[]
Mountain Monastery: Unique Ethiopian building which Villagers and Abuns can be tasked to gather coin and influence. Can be constructed on a coin mine.
Hausa[]
University: Unique Hausa building that trickles XP or influence under the Sphere of Influence aura. Trickles fast when near a Town Center, Trading Post, or Palace.
Mexicans[]
Cathedral: Mexican Church building that can revive a fallen Padre, protects nearby buildings, and has powerful unique upgrades.
Hacienda: Economic building that combines Estate, Mill, and Livestock Pen.
Age of Empires IV[]
Three out of the eight civilizations in Age of Empires IV have at least one unique building.
Chinese[]
Village: Dynasty building that provides 40 population space.
Granary: Dynasty building that serves as a more powerful Mill, improving the gather rate of nearby Farms.
Pagoda: Dynasty building that generates resources when garrisoned with a Relic.
Mongols[]
Ger: Building that combines the effects of the Mill, Lumber Camp, and Mining Camp.
Ovoo: Building that automatically gathers from Stone Outcroppings.
Pasture: Building that automatically produces Sheep.
Rus[]
Hunting Cabin: Mill replacement that trains Scouts and generates gold based on the number of nearby trees.
Wooden Fortress: Outpost replacement that provides Lumber Camps within its Sphere of Influence with bonus wood upon drop-off.
Fortified Palisade Wall: Stronger replacement for the normal Palisade Wall.
Fortified Palisade Gate: Stronger replacement for the normal Palisade Gate.