To garrison a unit means to put it inside a unit or building. Once units are inside, the garrisoning building often gains an attack, or a greater attack.
Units can be garrisoned in a building by selecting the units the player wants garrisoned, holding ALT, and then right clicking the building. The player can also use the default hotkey 'G' with units selected and left or right click the desired building.
Garrisoned units are safe from attacks until ungarrisoned and in Age of Empires II, they will slowly heal. If a building gets damaged to a certain degree, it is impossible to garrison units inside it and all units that were garrisoned are dropped out of that building.
Age of Empires II Edit
- Town Center: Up to 15 Villagers, foot archers, and/or infantry (25 for the Teutons)
- Barracks1: Infantry
- Dock1: Ships
- Archery Range1: Archers
- Stable1: Cavalry
- All towers (except Outposts and Sea Towers): Up to five Villagers, foot archers, and/or infantry (10 for the Teutons)
- Castle2: Up to 20 of any non-siege unit
- Siege Workshop1: Siege weapons
- Monastery3: Monks and Relics
- Houses4: Up to five Villagers
- Harbor1: Ships
- Buildings may only garrison up to ten units trained at the building itself upon creation by means of a gather point. Once ejected, the dropped units cannot reenter the building.
- The Castle can normally only garrison non-siege units, but if the gather point is set to the Castle itself, Trebuchets and Organ Guns can be garrisoned inside, but cannot reenter after ejecting.
- The Monastery may only garrison Monks if the gather point is set on the Monastery itself. Monks may eject, but cannot reenter the building. Relics, however, may be garrisoned and ejected at any time. Garrison limit: 10.
- Khmer only.
If a building with units garrisoned in it gets converted, all the units that were garrisoned in the building will be automatically ejected.
Some units can also garrison other units:
- Transport Ship: Up to five units (+5 with Careening researched, another +10 with Dry Dock researched; +5 for the Saracens)
- Battering Ram: Up to four Villagers and/or foot soldiers
- Capped Ram: Up to five Villagers and/or foot soldiers
- Siege Ram: Up to six Villagers and/or foot soldiers
- Siege Tower: Up to 10 foot soldiers
Unlike with buildings, garrisoned units are not ejected if the garrison unit is heavily damaged. If a unit with garrison is converted, the garrisoned units are not converted, but stay inside the garrison unit. Only the new owner can eject the enemy units.
- The stats of a Teutonic Sea Tower indicate that it can hold five units inside, but no units can actually garrison in it. This is because all Teutonic towers add an additional five units to their garrison stats, but Sea Towers are a type of tower that can hold no units.
- The stats of Trade Workshops and Mosques indicate that they can hold ten units, but there are no apparent units that can enter. The Trade Workshop has this feature since it was originally supposed to hold Villagers inside for trading, but this idea was scrapped and the garrison count remains.
Age of Mythology Edit
In Age of Mythology, the buildings in which players may garrison units are:
- Town Center/Citadel Center: Up to 25 worker, foot archer, and/or infantry type units
- Dock: Up to 10 naval units
- Sentry Tower/Watch Tower/Guard Tower/Ballista Tower: Up to 5 worker, foot archer, and/or infantry type units
- Manor: Up to 5 worker, foot archer, and/or infantry type units
- Castle-type buildings (Fortress, Migdol Stronghold, Hill Fort, Palace, Castle): Up to 10 worker, foot archer, and/or infantry type units
- Lighthouse: Up to 5 worker, foot archer, and/or infantry type units
- All military buildings can garrison trained units but only upon creation.
Some general rules about garrison differ from Age of Empires II. Units may only garrison into a building once its construction is completed but can enter and exit at any time. If the building is destroyed or removed, units will be ejected and line up around its perimeter or head to a gather point designated for that building, prior to being destroyed. The gather point can be another building in which units can garrison. Units garrisoned in a building will not regenerate HP and cannot be healed by healers but they can remain within regardless of how much HP it has left. Defensive structures do more damage as more units garrison in them. There needs to be at least one ship garrisoned in a Dock for it to be able to attack. Units that are garrisoned within a building are not only protected from attacks but also from some god powers such as Locust Swarm, Fimbulwinter, or Great Flood. Monks cannot convert units garrisoned in a building.
The following units can also garrison other units:
The Helepolis and Siege Towers are the only siege weapons in which units can garrison. As with buildings, their attack is increased for every unit they hold and they will eject their cargo if destroyed. These are especially useful for maps with large natural obstacles, such as Jotunheim (cliffs), Islands (water), and Deep Jungle (trees). Here, players can garrison units in the siege weapons then garrison the siege weapons in transport type units, reducing the amount of the latter that need to be trained. Both siege weapons can garrison up to 5 worker, foot archer, and/or infantry type units.
Each civilization has its own variant of a Transport Ship. These can initially only garrison 10 units (12 for the Atlanteans) but that number doubles if Enclosed Deck researched. The Norse arrow ship, the Longboat, can also garrison 10 units and is also upgraded by Enclosed Deck. Furthermore, the Egyptians can train two myth units that can act as transports. The Roc (the only airborne transport) and the Leviathan can garrison 15 and 20 units, respectively. These units are a more risky means of transport because if they are sunk or killed, all the cargo they carry will be killed as well.
Charon’s Ferry and the Pirate Ship are transports that are exclusively encountered in the Fall of the Trident campaign. The Raft and Monkey Raft are Easter egg transports that can be found in the Scenario Editor.
Age of Empires III Edit
- Agra Fort1: Up to 50 villagers
- Blockhouse1: Up to 20 villagers
- Castle1: Up to 40 villagers
- Dock2: Up to 20 Fishing Boats
- Fort1: Up to 50 units
- Nobles' Hut1: Up to 15 villagers
- Outpost1: Up to 10 villagers
- Town Center2: Up to 30 villagers
- Village2: Up to 20 villagers
- War Hut1: Up to 20 villagers
- These structures receive a boost to their attack in proportion to the units inside. Once the Town Bell is rung, villagers will run there and garrison inside the closest available defensive structure or Town Center. Once the danger is over, the Bell may be rung again to release all villagers and send them back to work.
- These three structures are in a special category because they lack an attack by default, though this is partially averted by the Town Center, which can use an anti-ship attack. Either way, Docks, Town Centers, and Villages require villagers to be garrisoned if they are to fire against nearby enemy units. The Village also requires a Home City Card named Village Defenses in order to be able to fire, supplied from the Chinese Home City Cards.
The units to which units might be garrisoned are limited entirely to ships. According to the type of ship, the amount of units that can be garrisoned varies:
- Flat-bottomed Boats* might garrison up to 15 units.
- Canoes and Marathan Catamarans might garrison up to 20 units.
- War Canoes and Tlaloc Canoes might garrison up to 40 units.
- As for the rest of the ships that may garrison units, they can garrison up to 50 units. This also includes Morgan's Flagship* and Lizzie's Flagship*.
- Ships that may not garrison units are Dinghies*, Fishing Boats, Fire Junks Fireships* and Treasure Ships*. The rest of the ships may freely accommodate any land unit in the game, including artillery, herdable animals, and wagons.
* Campaign exclusives