BUILDING · STRUCTURE
Town Center
Creates villagers, advances to the next Age, and provides a place to garrison workers.


Overview
Creates villagers, advances to the next Age, and provides a place to garrison workers.
Function and access
Creates villagers, advances to the next Age, and provides a place to garrison workers 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 Town Center trains Villagers, advances the civilization through the Ages, and serves as a drop-off point for every resource. In a standard random-map start, players begin with one; additional Town Centers become available in the Castle Age. Garrisoning Villagers shelters them and lets the structure return defensive fire, so it can anchor both economy and emergency defense.
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: 2400
- Melee armor by Age: Dark Age: 3 · Feudal Age: 4 · Castle Age: 5 · Imperial Age: 6
- Pierce armor by Age: Dark Age: 5 · Feudal Age: 6 · Castle Age: 7 · Imperial Age: 8
- Garrison capacity: 15
- Range: 6
- Line of sight: 8
Function and availability
Creates villagers, advances to the next Age, and provides a place to garrison workers. Available from: Dark Age; Construction cost: 275 Wood, 100 Stone; Build time: 150 seconds; Garrison capacity: 15; Listed range: 6; Line of sight: 8. Its two core queues compete for food: steady Villager production grows the economy, while advancing to the next Age consumes resources and temporarily occupies the same landmark.
Building statistics
- Age
- Dark Age
- Construction time
- 150 seconds
- Hit points
- 2400
- Garrison capacity
- 15
- Range
- 6
- Reload time
- 2 seconds
- Accuracy
- 100%
- Melee armor by Age
- Dark Age: 3 · Feudal Age: 4 · Castle Age: 5 · Imperial Age: 6
- Pierce armor by Age
- Dark Age: 5 · Feudal Age: 6 · Castle Age: 7 · Imperial Age: 8
Building values can vary by edition or scenario.
- Also known as
- Town Center (Age of Empires II)
- Focus
- Economy · civic
- Signature / category
- Construction & function
- Release / context
- Core roster
- Region
- Structure
- Classification
- Buildings