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[]
In Age of Empires II, there are eight 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).
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 | Feudal 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 |
Dynasties of India | Caravanserai | Hindustanis Persians |
Imperial Age | 175 wood, 50 stone | Heals and improves the speed of all friendly Trade Carts by 1 HP/s and 20% respectively within 8 tiles from all edges of the building |
The Mountain Royals | Mule Cart | Armenians Georgians |
Dark Age | 20 food, 80 wood | Mobile drop-site for wood, gold, stone, and hunted food Replaces the Lumber Camp and Mining Camp |
Fortified Church | Castle Age | 200 wood | Upgraded Monastery Can also garrison and heal Monks, Villagers, Kings, and Mule Carts Garrisoned Villagers and Relics add projectiles |
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 ranged soldiers.
- 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.
- Plenty Vault: 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 cannot 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 Center: 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 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 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.
- Orichalcum 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.
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[]
Nine out of the 16 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. |
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 | |
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.