Buildings

Bank

The Bank produces Coin automatically, giving the Dutch an economy that does not require assigning workers to a mine. Other civilizations gain access through specific revolutions or cards.

APPLIES TO Original game (2005); also in Definitive Edition
Bank in Age of Empires III
Bank
IN-GAME VALUES

Recorded values

Cost
350 Food, 350 Wood
Builder
Merchant, Bank Wagon, Envoy (with the "Dutch East India Company" card), Explorer (upon revolting to South Africa, British only)
Function
Auto gather coin 2.75/s
Construction
30 sec · up to 8 builders · limit 5
Structure
3,500 hit points · 12 line of sight · 3x3 footprint

Function

A standard Bank costs 350 Food and 350 Wood, has a limit of five, and generates 2.75 Coin per second in the current Definitive Edition data. It takes 30 seconds to build. Access is civilization- and version-dependent; the Dutch use Merchants, while other routes use a wagon, shipment or revolution.

Placement & timing

For the Dutch, plan Banks as a long-term Coin base and balance their cost against immediate Villager and military needs. Protect them from siege because losing a Bank removes its continuing income as well as the initial investment.

Dutch Coin economy

Banks are the core of the Dutch economic identity. A standard Bank costs 350 Food and 350 Wood, takes 30 seconds to construct, has 3,500 hit points and a limit of five. It produces Coin automatically at 2.75 per second in the current Definitive Edition data, allowing the Dutch to gather Coin without sending Settlers to mines. The steady income is valuable over a long match but the initial cost is large, especially when Food and Wood are also needed for Villagers, Houses and military production. Compare the payback time with the expected match length before building another Bank. Dutch Merchants construct Banks, while other civilizations have access through a Bank Wagon, a Home City card or a revolution rule; these are exceptions and do not make the Bank universal. The limit of five also means each placement should be protected. Banks have line of sight 12 and a compact 3-by-3 footprint, so fit them inside a defensible economy rather than on an exposed forward edge. Losing a Bank removes its future Coin production and the cost already invested, making siege defense important. The Dutch can use Banks to support Coin-heavy units and research while keeping Villagers focused on Food and Wood. Their presence does not remove the need to balance the other resources. Use the Dutch and Merchant pages for civilization-specific access and compare Bank income with other passive Coin sources in the selected version.

Bank timing and protection

Banks generate Coin continuously, so their value increases with the time they remain standing. Dutch players can build up to five, but reaching the limit quickly requires 350 Food and 350 Wood for each structure. That investment can delay early military production. Add Banks in steps, preserving enough resources to defend them and keep Villager production active. Other access routes such as a Bank Wagon, a Dutch East India Company card or the British South Africa revolution are version-specific, not standard for every civilization. Place Banks where a raid cannot destroy several at once and protect them from siege. A lost Bank removes future income as well as its construction cost.

Balancing income and active gathering

A Bank’s 2.75 Coin per second is automatic, freeing Dutch Settlers to gather Food or Wood. It does not provide those resources itself, so the economy still needs workers assigned to the other materials. Build Banks gradually and maintain the military production needed to defend them.

Payback and replacement

Banks generate income only while they remain in play. A Dutch player can expand toward the five-bank limit as resources permit, but must preserve Wood and Food for units and Villagers. Do not let an early bank boom leave the army too small to defend the structures.

Dutch economic identity

The Dutch can build Banks with Merchants, creating a passive Coin base that frees workers for Food and Wood. Other routes are tied to special cards or revolutions and should not be assumed in a normal Dutch game.

Protecting a growing network

Spread Banks inside a protected economy so one siege push cannot remove multiple income sources. Use the five-building limit gradually and retain enough active gatherers for Food and Wood.

Active Dutch economy

Banks provide Coin automatically, but Dutch players still need Settlers gathering Food and Wood to support production. Balance passive income with active workers instead of overbuilding to the five-bank limit.

Dutch automatic Coin income

The Bank is a Dutch economic building that generates Coin over time without assigning Villagers to gather it. This lets the Dutch sustain advanced units and technologies while workers collect Food and Wood. Banks have a build limit, and Home City Cards or technologies can increase that limit. The building is therefore a long-term investment: it uses resources and construction time before its passive income repays the cost.

Protect the limit and keep ordinary gathering active

A Bank does not replace Villagers or provide the Food and Wood needed for the rest of the economy. Build within the available limit, then use Bank-related cards and technologies only when the additional capacity is worth their deck or resource cost. Spread Banks through protected territory and defend them from raids. If the opponent attacks before a Bank has produced enough Coin to repay its cost, prioritize military production and safe worker income before expanding the network.