BUILDING · STRUCTURE
Barracks
Trains infantry and researches upgrades for the foot-soldier lines.

Overview
Trains infantry and researches upgrades for the foot-soldier lines.
Function and access
Trains infantry and researches upgrades for the foot-soldier lines This determines what the structure contributes to the settlement: economic buildings support resource flow, production buildings add access to an army line, and defensive buildings protect space or routes.
Units produced here
The catalog associates this structure with the following units. This list is useful for tracing where reinforcements come from and which production line the building represents.
Research available here
These technology entries are associated with this structure. Their Age, cost, and effect determine whether the building is being used for a combat upgrade, an economic improvement, or progression to a later roster option.
Practical role and placement
The Barracks is the first military production building in a standard opening. It provides access to infantry and is normally a prerequisite for the Archery Range and Stable, so building one can unlock several later production choices even when infantry is not the planned main army. A forward Barracks shortens reinforcement travel but is easier for the opponent to punish.
Durability and battlefield role
The structural values describe what this building can protect, garrison, or attack. Use them to decide whether it is a safe production point, a defensive anchor, or a structure that needs support; scenario and campaign buildings may have rules that differ from standard matches.
- Hit points by Age: Dark Age: 1,200 · Feudal Age: 1,500 · Castle Age: 1,800 · Imperial Age: 2,100
- Melee armor by Age: Dark Age: 0 · Feudal Age: 1 · Castle Age: 2 · Imperial Age: 3
- Pierce armor by Age: Dark Age: 7 · Feudal Age: 8 · Castle Age: 9 · Imperial Age: 10
- Garrison capacity: 10
- Line of sight: 6
Function and availability
Trains infantry and researches upgrades for the foot-soldier lines. Available from: Dark Age; Construction cost: 175 Wood; Build time: 50 seconds; Garrison capacity: 10; Line of sight: 6. The Barracks opens the infantry and anti-cavalry part of the roster; building it near a vulnerable approach can also shorten reinforcement travel.
Building statistics
- Age
- Dark Age
- Cost
- 175 Wood
- Construction time
- 50 seconds
- Garrison capacity
- 10
- Hit points by Age
- Dark Age: 1,200 · Feudal Age: 1,500 · Castle Age: 1,800 · Imperial Age: 2,100
- Melee armor by Age
- Dark Age: 0 · Feudal Age: 1 · Castle Age: 2 · Imperial Age: 3
- Pierce armor by Age
- Dark Age: 7 · Feudal Age: 8 · Castle Age: 9 · Imperial Age: 10
Building values can vary by edition or scenario.
- Also known as
- Barracks (Age of Empires II)
- Focus
- Military · infantry
- Signature / category
- Construction & function
- Release / context
- Core roster
- Region
- Structure
- Classification
- Buildings