American Citadel
American Citadel is a building used by All from Commerce Age. It attacks nearby enemies * Trains infantry, healers and artillery * Receives Home City shipments.

Recorded values
- Available
- Commerce Age
- Builder
- American Citadel Travois
- Ranged attack
- 10 (6) ranged damage · range 26 · interval 3.0 · 0.5x vs. Artillery; 0.5x vs. Siege unit; 0.25x vs. Villager
- Function
- Attacks nearby enemies; Trains infantry, healers and artillery; Receives Home City shipments
- Construction
- 150 sec · limit 1
- Structure
- 6,000 hit points · 26 line of sight · 6x6 footprint
- Garrison
- 50 villagers, Homestead Wagons, healing units, Regent
- Anti-siege attack
- 33.35 (6) anti-siege damage · range 40 · interval 3.0 · 0.5x vs. Siege unit
Function & construction
Built by American Citadel Travois; costs 400 Wood, 400 Coin; takes 150 seconds to build; has a limit of 1; 6,000 hit points; 26 line of sight; its functions are attacks nearby enemies * Trains infantry, healers and artillery * Receives Home City shipments.
Placement & timing
Commit to the American Citadel when a single durable forward site can protect a resource area and also keep production or eligible Home City shipments close to the fighting. Its 400 Wood and 400 Coin cost and 150-second construction make the Travois a substantial investment, so escort it and choose a location with long-term value. The building can shelter up to 50 listed Villagers, Homestead Wagons, healing units or a Regent; garrisoning is for protection, not a way to house the field army. Keep mobile troops near the 26-range defensive position to answer siege units and threats outside its useful firing role. Because the building is limited to one in the recorded profile, avoid a forward placement that the opponent can simply bypass.
A forward stronghold and production site
The American Citadel is a unique Commerce Age structure built by an American Citadel Travois. It costs 400 Wood and 400 Coin, takes 150 seconds to construct, has a 6,000-hit-point frame, line of sight 26 and a one-building limit. Its 6-by-6 footprint requires a clear and defensible site. The Citadel attacks nearby enemies and can train Infantry, healers and artillery, as well as receive Home City shipments where the selected card permits. It can garrison up to 50 Villagers, Homestead Wagons, healing units or a Regent, giving it both shelter and a defensive role. A ranged attack deals ten damage at range 26 every three seconds, with reduced damage against Artillery, siege units and Villagers. Its separate anti-siege attack has range 40 and helps contest siege approaches. This makes placement important: put it where it covers an economic area or a route the army can defend, and do not construct it so far forward that the Travois is lost before the building is complete.
Shipment timing and defensive limits
The Citadel can receive eligible shipments and train several unit categories, so it can anchor a forward expansion or restore production after a Town Center is threatened. Its one-building cap means the chosen location has lasting consequences; choose a site with access to resources or a route that remains strategically useful as the front moves. The Travois needs protection throughout the 150-second build. Once complete, keep mobile troops nearby, because 6,000 hit points and defensive attacks do not prevent an enemy from bringing siege or bypassing the position. The Citadel cannot garrison military units according to the comparison in its source entry, despite allowing Villagers, wagons, healing units and the Regent; use the listed garrison types rather than treating it like a generic Fort. Its artillery production and shipments depend on the United States roster and card conditions. Plan population, resources and the destination before sending a shipment, and avoid relying on the building as the only production point if the opponent can isolate it. The structure belongs to the United States civilization in Definitive Edition and campaign-specific versions should be checked separately.
Choosing a site and using the garrison
The Citadel’s defensive value depends on its position. A site near workers or a valuable crossing gives the 26 line of sight and attack a useful area to cover; a site cut off from the United States army can be surrounded and besieged. The 6-by-6 footprint needs preparation, and the Travois must survive a 150-second construction. Keep Villagers and permitted support units ready to shelter inside if a raid arrives, then use mobile troops to counter the siege units that the Citadel’s own fire cannot efficiently remove. Its listed garrison includes up to 50 Villagers, Homestead Wagons, healing units and the Regent, but not military units. The building’s artillery, healer and infantry production can reinforce a forward push, while eligible Home City shipments provide another reason to hold it. Because the Citadel is limited to one, treat the site as a long-term investment and avoid placing it where the enemy can bypass it without giving up a meaningful objective.
Coordinate shipments with production
Use the Citadel as a shipment point when a card explicitly permits delivery there, and pair an arriving force with the building’s production queues. Avoid sending a shipment into a forward position with no defending army; a strong building cannot protect units from a siege already surrounding it.
Protect the construction window
Send the Travois with an escort and clear nearby threats before beginning construction. If the 150-second build cannot be protected, wait for a safer timing; losing the only Citadel before it can train or receive shipments wastes the entire investment.
Defensive anchor and local protection
The American Citadel is a United States defensive structure that can secure an important area such as a Town Center, production cluster or resource line. It creates a safer position from which troops can respond, but cannot cover every approach; place it to overlap useful territory and keep mobile units ready against siege. Building too early can divert resources from Villagers or the army, while waiting until artillery arrives may be too late. Scout which side of the base needs protection and keep production active behind the defensive line.
Citadel timing and Federal progression
United States age-ups use Federal States, granting an immediate reward and unlocking Federal Home City Cards. Coordinate a Citadel plan with the selected state and follow-up cards rather than treating it as standalone fortification. A state may support defense, economy or a military timing, and its cards affect how quickly the position is reinforced. Keep population and resources for arriving units; a structure alone will not stop concentrated siege. The Citadel works best with nearby troops, protected Villagers and a route to counterattack once the opponent commits.