
Archery Range
1500
6
50s
Used to train and upgrade Ranged Soldiers.
Reference
Costs, durability and production for all 40 structures.

1500
6
50s
Used to train and upgrade Ranged Soldiers.

1200
6
50s
Used to train and upgrade Infantry. Required for Archery Range and Stable.

1800
6
40s
Used to research technologies to improve armor and attack of units. Required for Siege Workshop.

2220
10
80s
Cannon tower with a powerful ranged attack. Units can garrison inside for protection. Strong vs. everything in range. Weak vs. long range Siege Weapons.

2700
6
60s
Unique economic building of the Hindustanis and the Persians. Heals and increases speed of Trade Carts in an 8 tile radius.

4800
11
200s
Used to train and upgrade your Unique Unit, build Trebuchets, and research technologies. Automatically attacks enemies within range. Units can garrison inside for protection. Ranged Soldiers and Villagers provide additional projectiles. Provides 20 population. Cannot be converted by enemy Monks.

1800
8
35s
Used to train and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea.

625
10
125s
Unique fortification of the Sicilians used to train your Unique Unit and Spearman-line. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Unlocks Archery Range and Stable.

480
1
15s
Renewable food source. Provides a limited amount of food before it goes fallow and must be rebuilt. Only one Villager may work a Farm at a time. You can farm abandoned enemy Farms. Cannot be converted by enemy Monks.

2700
6
120s
Portuguese unique economic building. Passively generates wood, food, gold and stone resources. Requires 20 population.

250
1
40s
Renewable food source, similar to a farm but built by Fishing Ships. Provides a limited amount of food before it collapses and must be rebuilt. Cannot be converted by enemy Monks.

1000
6
40s
Unique building of the Poles. Used to deposit food and research farming technologies. Immediately collects 10% of food from nearby newly constructed farms. Provides 5 population. Build near forage bushes or other source of food to gather food faster.

2400
10
40s
Unique Monastery of the Armenians and the Georgians. Used to train and upgrade Monks. Garrison relics to generate gold. Villagers and Monastery Units can garrison inside for protection. Villagers and Relics provide additional projectiles. Cannot be converted by enemy Monks.

3000
2
10s
Fortified stone wall that is difficult to breach without Siege Weapons. Slows down your enemies and warns you of their approach. Cannot be converted by enemy Monks.

1650
6
70s
Sturdy stone gate that can be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks.

1500
10
80s
Tower with a ranged attack. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Strong vs. Ranged Soldiers. Weak vs. units at close range, especially rams.

2000
10
35s
Unique building of the Malay that automatically attacks enemies within range. Used to build and upgrade ships, deposit food from Fishing Ships, and trade with other players by sea.

550
2
25s
Provides 5 population. Your current/supportable population is shown at the top of the screen.

2250
10
80s
Tower with a ranged attack. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Strong vs. Ranged Soldiers. Weak vs. units at close range, especially rams.

2600
10
150s
Unique fortification of the Bulgarians used to train your Unique Unit. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Provides 20 population. Cannot be converted by enemy Monks.

600
6
35s
Used to deposit wood and research wood-gathering technologies. Build near forests to gather wood faster.

1800
6
60s
Used to buy and sell resources, trade with other players by land, and research trade technologies. Required to send resources to other players. Default trading fee and tribute tax at 30%.

600
6
35s
Used to deposit food and research farming technologies. Build near forage bushes or other sources of food to gather food faster. Required for Farm, Market.

600
6
35s
Used to deposit stone and gold and research mining technologies. Build near stone or gold mines to gather these resources faster.

2100
6
40s
Used to train and upgrade Monks. Garrison relics to generate gold. Cannot be converted by enemy Monks.

300
4
25s
Unique mobile dropsite of the Armenians and the Georgians. Used to deposit wood, stone, gold, and hunted food. Can be tasked to a resource to remain close to it as it depletes.

500
6
15s
Observation tower with great line of sight to discover nearby enemy activity. Does not attack and cannot garrison units inside.

240
6
30s
Fragile wooden gate that can be built into existing walls to allow movement of friendly units. Can be locked and unlocked. Cannot be converted by enemy Monks.

150
2
7s
Wooden wall that is cheap and easy to build. Slows down your enemies and warns you of their approach. Cannot be converted by enemy Monks.

560
1
22s
Khitan unique renewable food source. Provides a limited amount of food before it must be rebuilt. Only two Villagers may work a Pasture at a time. Cannot be converted by enemy Monks.

1000
6
40s
Used to deposit all resources and research economic technologies. Provides 5 population. Build near resources to gather faster. Required for Farm, Market.

1500
6
40s
Used to train and upgrade Siege Weapons.

1500
6
50s
Used to train and upgrade Cavalry.

1080
2
10s
Stone wall that is difficult to breach without Siege Weapons. Slows down your enemies and warns you of their approach. Cannot be converted by enemy Monks.

2400
8
150s
Used to train Villagers, deposit resources, advance to the next Age, and research technologies. Units can garrison inside for protection. Ranged Soldiers and Villagers provide additional projectiles. Provides 5 population. Cannot be converted by enemy Monks.

2400
8
100s

2400
8
100s
Used to train Villagers, deposit resources, advance to the next Age, and research technologies. Units can garrison inside for protection. Ranged Soldiers and Villagers provide additional projectiles. Provides 5 population. Cannot be converted by enemy Monks.

2100
6
60s
Used to research technologies to improve units and buildings.

850
10
80s
Tower with a ranged attack. Units can garrison inside for protection. Ranged Soldiers and Villagers shoot additional projectiles. Strong vs. Ranged Soldiers. Weak vs. units at close range, especially rams.

4800
8
3500s
A Wonder of the World that demonstrates the superiority of your civilization. Constructing a Wonder that stands for a certain period of time is one way to win the game. Cannot be converted by enemy Monks.