Buildings

Commandery

The Commandery is a Maltese defensive portal that attacks nearby enemies and trains Order units. It can also improve nearby Villager gathering when the Wignacourt Construction Home City Card is active.

APPLIES TO Definitive Edition — Knights of the Mediterranean
Commandery in Age of Empires III
Commandery
IN-GAME VALUES

Recorded values

Cost
250 Wood, 100 Coin
Available
Commerce Age
Ranged attack
30 ranged damage · range 24 · interval 3.0 · 1.5x vs. Cavalry; 1.3x vs. Shock troops; 0.5x vs. Siege unit; 0.25x vs. Villager
Function
Attacks nearby enemies; Trains Order units; Improves nearby villager gather rate (with the "Wignacourt Construction" card)
Construction
40 sec · up to 8 builders · limit 4
Structure
3,500 hit points · 32 line of sight · 5x5 footprint
Garrison
40 (except Petards)
Anti-siege attack
100 anti-siege damage · range 40 · interval 3.0 · 0.5x vs. Siege unit

Function

Available in the Commerce Age, each costs 250 Wood and 100 Coin; the Maltese may build up to four. It has 3,500 hit points, can garrison up to 40 eligible units, and can deploy its garrison with its ability. Units inside cannot be released through the ordinary ungarrison command.

Placement & timing

Place one to defend a forward resource or reinforce a lane where its Order roster is useful. Decide when to deploy its garrison before a fight, and protect it from siege.

Maltese portal, garrison and support effects

The Commandery is a Maltese defensive portal introduced in Knights of the Mediterranean. It becomes available in the Commerce Age for 250 Wood and 100 Coin, and the current profile limits a player to four. Construction takes 40 seconds, supports up to eight builders and awards 70 XP. At 3,500 hit points and 32 line of sight, it can defend an important forward position while training Order units; its ranged attack deals 30 damage every three seconds at range 24, with listed multipliers against Cavalry, Shock troops, Siege units and Villagers. It may garrison up to 40 eligible units, although Petards cannot enter. Its deploy ability releases the garrison as a group, so decide on a rally position before committing units: they cannot be released through the ordinary ungarrison command. Wignacourt Construction adds a nearby Villager gather-rate benefit, linking the structure to a protected economic point as well as military production. The Grand Master can build Commanderies after patch 15.59076, widening access to construction; the structure otherwise depends on its listed builders and wagons. Use one to secure a resource lane or forward approach where both the attack and Order roster matter. It is expensive enough that placing all four without a plan can delay the field army, and a forward Commandery still needs support against siege.

Deploy links the garrison across Commanderies

Deploy takes seven seconds to activate and then has a 90-second cooldown. It releases the garrisoned force through a Commandery, and the units can be deployed from any Commandery the Maltese own; the structure holding the troops does not have to be the one at the exit point. This makes multiple Commanderies a transport network for troops as well as separate defensive positions. Units cannot be removed with the ordinary ungarrison command, so decide whether they are committed before loading them. If a Commandery is destroyed, its units are ejected only when it was the player’s last remaining Commandery. Maintain another portal if the force needs to transfer, and position the destination so the arriving units are not trapped under enemy fire.

Order units scale with Ages and Tongue cards

The Commandery’s Order units are consulate-style versions of foreign troops: they gain 10% hit points, 10% attack and 10% Experience bounty, but cost more resources and take 10% longer to train than their ordinary counterparts. Their upgrade progression is automatic when the Maltese advance in Age. Tongue Home City Cards unlock additional national units and each raises the Commandery build limit by one, up to the listed maximum. The default roster and its card-gated options therefore change the building’s role over time: use early Order Hussars or Dragoons for mobile support, then add the specialist unit that answers the opponent’s army. Compare the longer queue and higher price before replacing ordinary production with an Order unit; the added durability and attack matter most when the unit remains in the field long enough to use them.