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This article is about the building in Age of Empires II. For the building in Age of Mythology, see Mining Camp (Age of Mythology).
Mining Camp
Miningcampicon
Overview
Type Economic
Introduced In KingsIcon The Age of Kings
Civilization All civilizations
Age Dark-age-logo-small Dark Age
Construction Time 35 seconds
Use Drop off gold and stone
Research mining technologies
Cost
Wood 100
Stats
Size 2x2 tiles
Hit Points Dark-age-logo-small 600
Feudal-age-reseach 800
Castle-age-reseach 1000
Imperial-age-research 1000
Melee Armor Dark-age-logo-small 0
Feudal-age-reseach 1
Castle-age-reseach 2
Imperial-age-research 3
Pierce Armor Dark-age-logo-small 7
Feudal-age-reseach 8
Castle-age-reseach 9
Imperial-age-research 10
Armor Classes Building
Standard Building
Line of Sight 6

"Used to deposit stone and gold and research stone-gathering and gold-gathering improvements."

Age of Empires II description

The Mining Camp is an economic building in Age of Empires II. It is a drop-off point for gold and stone. Also, mining technologies are researched here.

Tactics and Placement Edit

It is advantageous always to build Mining Camps near Stone Mines or Gold Mines so that the player's Villagers will be able to transport the resources to the Mining Camp quickly. Leaving one tile of space between the Mine and the Mining Camp will optimize the gathering speed if there are at least three Villagers working on that Mining Camp.

Mining Camps can be created in Dark Age but they do not need to be built at this point unless the player needs to gather gold or stone to perform certain tactics early in the game. A Dark Age rush with Militia will require extra gold for the Militia. A Monk rush requires a lot of gold in the Castle Age and if the player uses that strategy it is advised to start mining gold in the Dark Age already (except for the Saracens, who need to mine stone instead which they then can profitably sell at the Market). A Tower rush on the other hand requires stone in the early Feudal Age and therefore stone should be gathered in the Dark Age already if that is the chosen strategy.

Technologies Edit

Darkage Feudalage Castleage Imperialage
Goldminingavailable Goldshaftminingavailable
Stoneminingavailable Stoneshaftminingavailable

Further statistics Edit

Building Strengths and Weaknesses
Strong vs. Nothing
Weak vs. Everything
Upgrades
Hit points Masonry Masonry (+10%)
Architecture Architecture (+10%)
Armor Masonry Masonry (+1/+1, +3 building armor)
Architecture Architecture (+1/+1, +3 building armor)
Line of Sight Townwatch Town Watch (+4)
Townpatrol Town Patrol (+4)
Conversion defense Faith Faith
Heresy Heresy
Construction Speed Treadmillcrane Treadmill Crane (+20%)

Civilization bonuses Edit

  • Burmese: Researching Faith is 50% cheaper.
  • Byzantines: Mining Camps have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age. Town Watch is free.
  • Chinese: Technologies that benefit Mining Camps are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
  • Japanese: Mining Camps are 50% cheaper.
  • Malians: Mining Camps are 15% cheaper.
  • Persians: Researching Town Watch and Town Patrol is 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
  • Spanish: Mining Camps are built 30% faster.

Team bonuses Edit

Changelog Edit

The Age of Kings Edit

  • Mining Camps always have 1000 HP.

The Conquerors Edit

The Forgotten Edit

  • Mining Camp HP staggered: 600/800/1000/1000 in the Dark/Feudal/Castle/Imperial Age.

History Edit

Mining continued throughout the Middle Ages, especially for iron, salt, copper, tin, gold, coal, and silver. The invention of gunpowder greatly increased demand for sulfur and saltpeter. By 500 AD, valuable surface deposits were rare and mines had to be driven into the earth. The desire to improve mining productivity and safety led to many important technology improvements. Early tramways for pulling ore carts out of mines foreshadowed railroads of the future. The demand for more powerful mine shaft pumps to pull out water and push in fresh air eventually led to steam engines.

Gallery Edit

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