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Bank

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 also available in Age of Empires II, Age of Empires III, and Age of Empires IV.

Age of Empires II[]

Unique building AoE2

In Age of Empires II, there are six unique buildings. They were first introduced in The African Kingdoms, and since then a unique building has been introduced in every expansion except in Return of Rome. Since The Mountain Royals, the concept of shared unique buildings was introduced (similar to the Winged Hussar), which was changed to the concept of regional buildings with update 141935, hence dropping the number. Since update 141935, unique buildings appear in crimson pink in the technology tree as shown to the right, prior to which they shared the rusty red with generic buildings.

Expansion Building Civilization Requires Cost Purpose
The African Kingdoms Feitoria Portuguese Imperial Age 350 gold
300 stone
Passively generates all resources
Takes up 20 population space
Rise of the Rajas Harbor Malay Thalassocracy 150 wood Upgrades from Dock
Acts as a defensive structure by shooting arrows
The Last Khans Krepost Bulgarians Castle Age 350 stone Acts as a mini-Castle
Can train Konniks but cannot research technologies or create Trebuchets
Provides 20 population
Lords of the West Donjon Sicilians Dark Age 50 wood
175 stone
Replaces the Watch Tower line
Can train Serjeants and Pikeman and is upgraded for free with Age advancements
Dawn of the Dukes Folwark Poles Dark Age 100 wood Upgraded Mill
Immediately collects 8% of the food provided by nearby Farms upon being seeded
Provides 5 population
The Three Kingdoms Pasture Khitans Dark Age 100 wood Farm replacement which can be worked on by two Villagers at once
Is its own drop-site

Availability icons[]

Dark Age Feudal Age Castle Age Imperial Age

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[]

Egyptians[]

Norse[]

  • Dwarven Armory: 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 fortress
  • Longhouse: Classical age building used to train and upgrade infantry units
  • Great Hall: Classical Age building where heroes and cavalry are trained and upgraded

Atlanteans[]

Chinese (Immortal Pillars)[]

Chinese (Tale of the Dragon)[]

  • Castle: Chinese fortress
  • 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.

Civilization Building Description
British Manor House Replacement for the House that is more expensive and spawns a Settler upon creation.
Dutch Bank Produces a steady supply of coin.
Ottomans Mosque Reskin of the Church that trains Imams instead of Priests.
Russians Blockhouse Replacement for the Barracks that can attack enemies and supports 10 population.
Aztecs Nobles' Hut Functions similarly to the War Hut, but produces different units.
Haudenosaunee Longhouse Replacement for the House that supports 15 population, but is more expensive and has a lower build limit.
Siege Workshop Used to produce siege units.
Lakota Teepee Increases the hitpoints of nearby friendly units.
Chinese Village 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 Replacement for the Barracks that can train Banner Armies.
Indians Sacred Field Provides a steady trickle of experience when being worked.
Roughly analogous to the Livestock Pen.
Caravanserai Replacement for the Stable that trains camel and elephant cavalry instead.
Mango Grove Can be worked like a coin mine; but provides wood instead.
Japanese Shrine Replacement for the House that costs more but can be worked by animals (including huntable animals), producing a steady trickle of a resource.
Dojo Automatically creates units in a fashion similar to a Factory.
Cherry Orchard Can be worked like a coin mine; but provides food instead.
Inca Stronghold Roughly analogous to the Fort, but can be garrisoned by military units.
Kancha House 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 Replacement for the Trading Post that supports 5 population, has a weak ranged attack, can garrison Villagers, and can receive Home City shipments.
Kallanka 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 Replacement for the House that costs more, but automatically gathers nearby resources and spawns a Berry Bush when built.
United States Meeting House Replacement for the Church that can train Surgeons and research unique improvements.
Saloon 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 Can be constructed on a coin mine on which Villagers and Abuns can be tasked to gather coin and influence.
Hausa University Trickles experience or influence under the Sphere of Influence aura. Trickles faster when near a Town Center, Trading Post, or Palace.
Mexicans Cathedral 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.
Italians Basilica Ships powerful Papal allies and boosts nearby building construction speed.
Lombard Trains Outlaws and Mercenaries. Allows investing resources to gain a greater amount of another resource over a long duration.
Maltese Hospital Trains Maltese infantry. Heals nearby idle units.
Commandery Defensive Building that can transport units across other Commanderies. Trains powerful European units.
Depot Boosts attack speed of nearby gunpowder units, artillery, and buildings. Explodes if destroyed, damaging all nearby units.
Fixed Gun Powerful stationary artillery.

Age of Empires IV[]

Eleven out of the eighteen civilizations in Age of Empires IV have at least one unique building, not counting landmarks.

Civilization Building Description
Byzantines Aqueduct Connect Cisterns
Cistern Enhances productivity of nearby Villagers, and one of military production speed, research speed, or damage resistance of nearby buildings.
Mercenary House Used to train unique units of other civilizations.
Olive Grove Farm which generates Olive Oil in addition to food.
Chinese
Zhu Xi's Legacy
Village Provides 40 population space.
Granary Serves as a more powerful Mill, improving the gather rate of nearby Farms.
Pagoda Generates resources when garrisoned with a Relic.
English Campfire Provides Line of Sight to player and +30% Line of Sight boost to allied units.
House of Lancaster Manor Generates 70 food, 45 wood passively every minute and provides population.
Japanese Castle Stronger replacement for the Keep, available only in the Imperial Age
Farmhouse Combination of Mill and House - replaces both
Forge Combination of Mining Camp and Blacksmith - replaces both
Knights Templar Templar Headquarters Sturdier Capital Town Center which can Age-up with commanderie system and also spawns Pilgrims every minute automatically
Fortress Keep replacement, available in the Feudal Age
Malians Pit Mine Generates 35 gold/min upon being placed on a Gold Vein without depleting the deposit.
Cattle Ranch Garrisoned Cattle generate 25 food/min.
Mongols Ger Combines the effects of the Mill, Lumber Camp, and Mining Camp.
Ovoo Automatically gathers from Stone Outcroppings and allows nearby buildings to research improved technologies and produce two units at once.
Pasture Automatically produces Sheep.
Ottomans Military School Produces a specific type of unit continuously at no cost at a slower rate.
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 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.
Notes
  • The Malian Toll Outpost is not counted because it is statistically identical to the generic Outpost, except for its unique Taxation Aura. However, having such influence mechanics is very common in Age of Empires IV. For example, even the Mongol Outpost, which is not listed as a unique building, has a unique Yam aura.
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