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Town Center (Age of Empires II)

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This article is about the building in Age of Empires II. For the similar building in other games of the series, see Town Center.
Town Center
Towncentericon
Building Info
Type Economic
Introduced In KingsIcon The Age of Kings
Civilization All civilizations
Age Castle-age-reseach Castle Age
Construction Time 150 seconds
Use Create and improve Villagers
Advance Ages
Drop off resources
Cost
Wood 275
Stone 100
Stats
Hit Points 2400
Garrison 15
Attack 5 pierce
Attack Bonuses +5 vs Ship
+5 vs Building
+1 vs Camel
Rate of Fire 2.03
Range 6
Accuracy 100%
Projectile Speed 7
Melee Armor Dark-age-logo-small 0 (+3 with garrison)
Feudal-age-reseach 1 (+3 with garrison)
Castle-age-reseach 2 (+3 with garrison)
Imperial-age-research 3 (+3 with garrison)
Pierce Armor Dark-age-logo-small 7 (-2 with garrison)
Feudal-age-reseach 8 (-2 with garrison)
Castle-age-reseach 9 (-2 with garrison)
Imperial-age-research 10 (-2 with garrison)
Armor Classes Building
Standard Building
Line of Sight 8

"Used to create villagers, deposit resources (food, wood, stone, gold), advance to next age, and improve buildings, villagers. Units can garrison inside for protection."

Age of Empires II description

The Town Center is an economic building in Age of Empires II that becomes available once the Castle Age is reached. As it trains and improves Villagers, advances through Ages, and serves as a drop off point for all resources, it is the most important of all buildings. Town Centers also provide five population.

In regular random map games every player starts the game with a Town Center. Until the Castle Age is reached, no more Town Centers can be built, unless the only Town Center is destroyed, in which case the player may build one new Town Center.

Up to 15 Villagers can garrison in Town Centers for shelter from attacks. By doing so, they give the Town Center an attack (arrow fire). This way, players can survive and fend off early attacks. Archers can also garrison in Town Centers to give it an attack.

Town Centers cannot be converted.

Tactics and Placement Edit

The Town Center is one of the most important buildings on the game, it is basically the nucleus of every players settlements and the only way to produce Villagers that are the backbone of every player's empire.

Once the Castle Age is reached, building more Town Centers is critical as it allows the player to increase Villager production and with it the entire economy. Town Centers should be built close to freely available resources, preferably gold or stone, because Miners are often target of aimed attacks.

Losing Town Centers in the Castle and Imperial Age will often hinder the economy of the player, so they are often target of attacks.

Trainable Units and Technologies Edit

Darkage Feudalage Castleage Imperialage
Villageravailable Townwatchavailable Townpatrolavailable
Feudalageavailable Castleageavailable Imperialageavailable
Loomavailable Wheelbarrowavailable Handcartavailable

Further Statistics Edit

Building Strengths and Weaknesses
Strong vs. Short-ranged weak units (with garrison only)
Weak vs. Long-ranged units, Tarkans, Huskarls, War Elephants, Rams
Upgrades
Hit Points Masonry, Architecture
Attack Fletching, Bodkin Arrow, Bracer, Chemistry, Tigui (Malians only, enables Town Centers to shoot arrows without garrison)
Accuracy Ballistics
Armor Masonry, Architecture
Line of Sight Town Watch, Town Patrol
Construction Speed Treadmill Crane
Other Herbal Medicine (garrisoned units heal faster), Crenellations (Teutons only, enables garrisoned infantry to shoot arrows)

Civilization Bonuses Edit

  • Britons: Town Centers cost -50% wood from the Castle Age on.
  • Byzantines: Town Centers have +10%/+20%/+30%/+40% HP in the Dark/Feudal/Castle/Imperial Age. Town Watch is free.
  • Chinese: Technologies that benefit Town Centers are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. Town Center technologies (except Age advance) are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age. Town Centers support 10 population and have +5 Line of Sight.
  • Incas: Town Centers cost 15% less stone.
  • Malians: Town Centers cost 15% less wood.
  • Persians: Town Centers have +100% HP and work 10%/15%/20% faster in the Feudal/Castle/Imperial Age.
  • Spanish: Town Centers are built 30% faster.
  • Teutons: Town Centers can garrison 25 units.

Team Bonuses Edit

  • A team containing Malians: University technologies that benefit Town Centers are researched 80% faster.

Changelog Edit

The Age of Kings Edit

  • Teutons: Town Centers have +2 attack and +5 range.

The Conquerors Edit

The Forgotten Edit

  • Town Centers now benefit from Chemistry.
  • Chinese: Town Centers now have +5 LOS (moved from Teutons).
  • Teutons: Town Centers now can garrison 25 units instead of having +2 attack and +5 LOS.

The African Kingdoms Edit

  • Camels are moved out of the ship armor class, and the Town Centers lose their attack bonus against them. They now have +1 attack against them.

History Edit

All villages and towns had an administrative center that was the seat of governmental power and leadership. During the Dark Ages this might have been the local leader's home. Later it might have been the town hall or local lord's manor house. The town center was often the place where important supplies were stored, especially food surpluses. The destruction of the town center usually meant the loss of the town's governmental infrastructure. If this could not be restored, the town or village ceased to function.

Gallery Edit

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