BUILDING · STRUCTURE
Mining Camp
Provides a nearby drop-off for miners and access to mining upgrades.


Overview
Provides a nearby drop-off for miners and access to mining upgrades.
Function and access
Provides a nearby drop-off for miners and access to mining upgrades 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.
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 Mining Camp is the drop-off point for mined gold and stone and provides the corresponding gathering upgrades. Place it close to the active mine so workers spend more time collecting and less time walking; protect it when the resource is exposed or likely to become a contested expansion.
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: 600 · Feudal Age: 800 · Castle Age: 1,000 · Imperial Age: 1,000
- 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
- Line of sight: 6
Function and availability
Provides a nearby drop-off for miners and access to mining upgrades. Available from: Dark Age; Construction cost: 100 Wood; Build time: 35 seconds; Line of sight: 6. Mining Camps give Gold and Stone miners a close deposit point, so their placement affects walking time and exposure around resource sites.
Building statistics
- Age
- Dark Age
- Cost
- 100 Wood
- Construction time
- 35 seconds
- Hit points by Age
- Dark Age: 600 · Feudal Age: 800 · Castle Age: 1,000 · Imperial Age: 1,000
- 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
- Mining Camp (Age of Empires II)
- Signature / category
- Construction & function
- Release / context
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- Classification
- Buildings