Church
The Church is a European religious and technology building whose options vary by civilization. It can unlock military, economic or shipment-related research, and several civilizations use a named equivalent such as the Basilica, Hospital or Cathedral. As a result, “build a Church” does not describe the same technology tree for every faction.

Recorded values
- Cost
- 150 Wood
- Available
- Commerce Age
- Builder
- Settler and its counterparts, Church Wagon
- Function
- Trains healing units and Spies; Researches town and unique technologies; Auto gather xp 0.7/s
- Construction
- 20 sec · up to 8 builders · limit 1
- Structure
- 1,500 hit points · 12 line of sight · 3.5x5; 5x5 (Poles only) footprint
Function
Inspect the available technologies and their Age, Home City card and prerequisite requirements before investing. Depending on the civilization, the building may also train healing units or Spies and can receive shipments. Some research affects a specific unit class or production rate, while other options change exploration or economy; the active roster determines which apply.
Placement & timing
Build it when a listed upgrade answers a specific army or economy need, or when a technology is required for a planned strategy. Research selectively rather than treating the entire menu as mandatory. Check the civilization’s equivalent building name and the active version’s technology tree before using an older guide.
Availability, cost and core statistics
The Church is a European economic building in Age of Empires III, normally available once the colony reaches the Commerce Age. Settlers and civilization counterparts construct it, and some civilizations can receive a Church Wagon. In the Definitive Edition profile, it costs 150 Wood, has a build limit of one, allows up to eight builders, takes 20 seconds to construct, has 1,500 hit points and 12 line of sight. Construction awards 30 XP and destroying one awards 60 XP. Older versions used a 100 Wood cost, 10-second build time and 20/40 XP build and destruction rewards. The changes matter for early build orders: the Church is a significant Wood investment, so it competes with Houses, a Market, military buildings and an age-up. Build it when its training, technology access or passive XP will repay that investment.
What the building does
The Church has three main strategic jobs. It trains healing units, provides access to Spies in The WarChiefs and later editions, and researches town improvements or civilization-specific technologies. Definitive Edition also gives it an automatic experience trickle. In the current article data, that trickle is 0.7 XP per second; earlier Definitive Edition updates used 0.6 XP per second, and the African Royals update raised it. Its original function was primarily a place to train healers and research upgrades, so older guides may describe no XP income. A Church can therefore pay off through several different parts of a match: a Priest or Missionary sustains an army, a technology strengthens the economy or military, and the XP trickle advances Home City shipments while the building remains standing.
Healers and other Church units
The standard Church can train a Priest for 100 Coin. Priests occupy one population and have a limit of 30. The Spanish train Missionaries in place of Priests; a Missionary costs 50 Wood and 50 Coin, uses no population and is limited to ten. The Surgeon is a specialized healer costing 225 Coin and requires the Master Surgeons Home City Card before it can be trained. In The WarChiefs and later rulesets, the Church can also train Spies for 110 Coin, with no population cost or unit limit. These units do not replace an army, but they change how long it can remain in the field: healing reduces the need to retrain damaged troops, while a Spy provides a specialized answer to high-value targets. Check civilization restrictions and the active expansion before planning a Church queue.
The Master Surgeons card
Master Surgeons is a European Home City Card that allows Surgeons to be trained from the Church and Mosque and makes them heal 50% faster. It is not available to the British and Spanish. The Surgeon is not a default Church unit, so constructing the building alone does not unlock it; the required card must first be sent. This makes the Church a possible anchor for a healing support plan, but the card has an opportunity cost because it occupies a shipment that could instead deliver economy or military support. A Surgeon is most useful when the player has an army worth preserving and can protect the healer. In a short rush, a card that delivers immediate combat units may have a more direct impact.
Civilization building equivalents
Several civilizations use a building with the Church’s broad role but a different official name. The Ottomans use the Mosque, the United States uses the Meeting House, Mexicans use the Cathedral, and Italians use the Basilica. Ethiopians have the Mountain Monastery and Hausa have the University as their primary equivalents, each with its own technology set. These are not all simple visual replacements: the Cathedral, Basilica, Mountain Monastery and University have civilization-specific functions and technology systems. Ethiopians can gain Church and Mosque access through the Jesuit alliance, while Hausa can gain those buildings through the Moroccan alliance. The Japanese do not normally have a Church equivalent; a Church Wagon can be obtained through the Consulate with Dutch relations. Asian Monasteries are spiritual buildings but function more like Taverns for unit recruitment, so their role is not identical.
European and Japanese access
For most European civilizations, the Church is an ordinary buildable structure and can be placed wherever the player can safely reach with Settlers. Italians and Ottomans have their own religious buildings, while the British and Spanish have card restrictions relevant to Church improvements and Surgeons. Japanese access is conditional: the player must arrange Dutch relations at the Consulate and obtain the Church Wagon shipment. The Japanese Church is therefore a strategic exception rather than a routine opening building. In The Asian Dynasties, its artwork and Spy availability differed from the later Definitive Edition implementation. Before adding a Church to a Japanese plan, verify that the required Consulate option and shipment are available in the selected version.
Home City technologies
Many Church technologies are not automatically available when the structure is built. Some arrive through Home City Cards, after which they appear as research options. The Glorious Revolution gives the British Church access to Thin Red Line, The Black Watch and Roger’s Rangers. Dutch Religious Freedom unlocks Coffee Trade, Waardgelders and Stadholders. French Edict of Nantes provides Code Napoleon, Young Guard, Middle Guard and Old Guard. German Treaty of Westphalia unlocks Tilly’s Discipline, Wallenstein’s Contracts and Zweihänder. These are examples of the building’s card-dependent technology role: the card changes the Church’s research menu, and the player still needs to pay the listed in-game research cost and meet any age or prerequisite condition. The technologies are tied to their named civilization and should not be treated as a shared upgrade tree.
Shared building improvements
Improved Buildings is a shared Home City Card available to Europeans and Japanese that gives buildings 40% more hit points. Its defensive benefit applies broadly to structures, so sending the card can protect a Church along with the rest of the settlement. This is not the same as increasing the Church’s trickle or unlocking its unique technologies. Another European team card, TEAM Cheap Church, discounts certain religious and economic structures and improvements; its stated effects include making the Church and Mosque cost 80% less, Field Hospitals 50% less and Monasteries 30% less, along with discounts to several named technologies. Team cards are multiplayer investments: the cost reduction can help allies, but a player should still judge whether that shipment is more valuable than immediate units or resources.
Using a Church in an economy
A Church is easiest to justify when several of its outputs are relevant at once. A player may need healing for a sustained push, a civilization technology for an upcoming army, and an additional XP source to accelerate shipments. If only one of these matters, compare the Church’s 150 Wood cost with the alternatives available at the same time. Wood often pays for Houses and military production, while the Church’s XP trickle takes time to repay its construction cost. It is not a replacement for a Trading Post, and its technology options may depend on cards that are not in the current deck. Place it in a protected part of the base, where an opponent cannot remove both the upgrade access and the continuing XP trickle with a quick raid.
Healer use and army support
Priests and Missionaries heal friendly units outside combat and are best protected behind the front line. A small number of healers can preserve expensive cavalry, artillery escorts or veteran infantry during a long campaign, but they do not provide meaningful damage and should not be counted as combat units. Their movement speed and survivability matter: if the army outruns them or leaves them exposed, the investment is lost. Surgeons are a card-gated alternative for eligible Europeans and the United States. Spies fill a different role; they can expose or counter important enemy units according to the game’s Spy mechanics, but their coin cost and specialized use make them poor replacements for ordinary military production. Queue the unit that answers the current problem rather than training every Church option automatically.
Version and update differences
The Church changed between the original release, The Asian Dynasties and Definitive Edition. The original building cost 100 Wood, took 10 seconds to build and awarded 20 XP on construction and 40 on destruction. The Asian Dynasties introduced the Japanese Church obtained through Dutch Consulate relations; it used British artwork through the Commerce and Fortress Ages and could not train Spies. Definitive Edition changed the cost to 150 Wood and the build bounty to 30/60 XP, added an XP trickle, and initially used a 25-second construction time. Update 20322 reduced that time to 20 seconds. The Japanese version also received Dutch age appearances and Spy training. African Royals later raised the Church’s trickle to 0.7 XP per second. Advice that uses one of these values should name the applicable release or update.
Church compared with a Monastery
The name can be confusing because Age of Empires III has several spiritual buildings. The Church serves as a European religious and technology center. The Asian Monastery instead operates primarily as a Tavern for recruiting units, while also providing an XP trickle and improvements for Monks. It is not the same building with a different skin. The Japanese can obtain the separate Church through the Dutch Consulate route, and the Ethiopians and Hausa can gain Churches or Mosques through specific alliances. Distinguish the structure by its civilization and recruitment menu: a Monastery’s mercenary or Monk-related options do not imply access to the Church’s European healers and card-unlocked technology tree.
Defensive placement and siege risk
Churches have 1,500 hit points and 12 line of sight in the Definitive Edition profile, but they are still economic buildings rather than fortifications. Put one behind the main defensive line and within the area that can be protected by Town Centers, Outposts or an army. Its range of vision can reveal nearby movement but is not sufficient to scout a whole approach. If the Church is destroyed, the player loses access to its queue and any unresearched technologies, as well as the passive XP income; the opponent also receives a destruction bounty. Keep a healer with the army rather than relying on the Church itself to protect units in the field. Repairs may preserve a strategically valuable research building, but repairing under active siege is usually unsafe without army support.
When to build and when to wait
Build early when the civilization’s Church technologies are central to the planned composition or when healing will keep an expensive army active. A later Church can still matter if it unlocks a card technology for an Industrial Age army, provides a place to train Spies, or adds a continuing XP source after the economy is stable. Wait when the Wood cost would delay essential housing, a military building or the age-up, or when the opponent can destroy the structure before its benefits are used. The best timing is not universal because Church cards, civilization equivalents and scenario rules vary. Confirm the correct building name, technology availability and version-specific statistics before applying a build order from another civilization.
Research menu and prerequisites
The Church does not contain one universal list of upgrades for every player. Its research menu depends on civilization and on the Home City cards that have been sent. A locked technology may therefore be unavailable even when the structure is complete; check the card deck and the in-game age requirement before planning around it. Technologies such as the British, Dutch, French and German examples listed above are distinct from ordinary shared building improvements. A technology can strengthen units or the economy, but the Church cannot research it until its unlock conditions are met and the resource cost is paid. This card-based layout lets the civilization specialize its religious building without giving every player the same set of upgrades.
Quick construction decision
The Church is a worthwhile investment when its units, research or XP trickle will be used over time. Its single-building limit means placement and protection matter, and its 150 Wood price competes with early infrastructure. Check the active edition because original-release build time and rewards differ from Definitive Edition.
Passive Experience and faction-specific research
The standard Church costs 150 Wood, takes 20 seconds to build and is limited to one in the recorded profile. It automatically generates 0.7 Experience per second, trains healing units and Spies, and researches town or unique technologies. This passive trickle can advance Home City shipments without sending the army into a fight, but its value depends on building the Church early enough for the trickle to matter and on having a useful shipment ready. Access includes most European civilizations, plus Japanese and Ethiopians under their own rules; Italians use the Basilica and Ottomans use the Mosque. The building’s technology list is not identical across those equivalents, so check the individual faction page rather than assuming any Church upgrade is universal. The Church also creates a vulnerable fixed investment: its XP and production stop providing value if it is lost, and the Wood spent on it cannot fund an immediate unit batch. Build it when its unique research or support unit has a clear role in the plan.
Healing units, Spies and safe placement
A Church’s military support comes from its specialist training and research rather than from a large defensive attack. Healing units can restore an army between engagements, which is especially useful when the player wants to retain expensive troops instead of paying to replace them. Spies provide a different tool for scouting or hunting Heroes and Mercenaries, but their value depends on stealth and the opponent’s detection. Neither unit should be produced without checking whether the current roster and matchup can use it. Place the Church behind the main defensive line but close enough for healing units to reach the army without crossing exposed ground. If the player needs a shipment or a specific technology, account for the building’s construction time and any civilization-specific prerequisite; a Church built after the critical timing may not repay its Wood investment. Use the Basilica, Mosque, Hospital or other named equivalents as distinct entries when their production, research or access rules differ.