Home City
A Home City is a civilization’s off-map capital and shipment system in Age of Empires III. It supplies selectable cards that deliver resources, units, buildings or lasting improvements to a colony during a match.

How it works
Players prepare a card deck before play, earn Experience during the match and choose an available card when a shipment is ready. Civilization and Age restrictions shape each deck, and cards can be sent only as their shipment rules allow. Home City presentation and card systems differ among European, Native American, Asian, African and newer civilizations.
Player decision
Build a deck for the intended civilization and map, then choose shipments to answer the current resource or army need. Early shipments can support an opening; later cards can unlock a composition or reinforce a specific timing.
Experience unlocks shipments
The Home City system turns experience earned during a match into shipments of units, resources, technologies or economic support. When enough experience is available, the player chooses a card from the deck and sends it to the colony. A shipment’s arrival time and contents depend on the card and civilization, so a Home City plan should connect card order to a specific game phase. Early cards can establish workers or production; later cards can reinforce an army or improve its statistics. Experience comes from actions such as building, defeating units, collecting certain treasures and operating Trade Route posts. The shipment system rewards active play, but cards should be chosen for what they enable rather than sent immediately without regard to the board.
Deck construction and card slots
Players prepare a deck before the match from cards available to the selected civilization and Home City level. The deck is a limit on the options that can be shipped, not a list of everything the civilization can ever access. Choose cards that support an opening, cover likely counters and leave room for later upgrades or economy. A focused deck has a clearer sequence; an overly broad deck may lack the cards required to complete a plan. Some civilizations use different systems or have smaller deck limits, and special content can add cards during an Age-up. Read the exact entry for the civilization rather than assuming all decks share the same slot count and card pool.
Home City level and customization
Home City experience and customization are separate from the in-match economy. As the Home City develops, additional cards become available for deck construction, while cosmetic customization can change its appearance where supported. European Home Cities use themed buildings such as a trading company, military academy, cathedral, manufacturing plant and harbor; other civilizations may use Wonders, Tribal Councils or different interfaces. Customization does not itself change unit statistics or the in-match resource rate. Some civilizations received Home City customization in later Definitive Edition updates, so the interface differs by release. Treat visual features and playable card effects as separate parts of the Home City system.
Shipment timing and rally points
Before sending a card, consider how long it will take to arrive and where the units will appear. A unit shipment should arrive behind a safe rally point, not beside a hostile force. A technology card is most valuable when its units already exist or will be trained soon enough to benefit. Resource shipments can unlock an Age-up or production queue, while an economic unit shipment creates value over time only if its workers remain safe. If the colony is under attack, a card with an immediate defensive effect may be better than a long-term upgrade. Track experience progress and plan the next shipment before the current one is ready.
Civilization and version differences
Each civilization has a distinct Home City and card set. European shipments, Asian Consulate systems, African Influence choices and the American Federal State cards do not follow one universal format. Some civilizations choose Politicians or Tribal Council members during Age advancement, while others use Wonders or Federal States and add associated cards. Expansion and Definitive Edition updates add, rename or rebalance cards, and campaign missions may assign a special deck. Use the page matching the selected civilization, game release and mode. A campaign shipment or scripted reward should not be assumed to exist in ordinary multiplayer.
A practical shipment sequence
Build a sequence around the next objective. Start with a card that accelerates the opening or answers an immediate threat, then send an economic or unit shipment that supports the next Age. Reserve upgrades for a unit line that will remain in the army. If the opponent changes composition, use the next shipment to cover the new counter instead of following a fixed order. Trade Route posts and exploration can help generate experience, but fighting for them costs time and units. The best sequence keeps the economy, production and army in step so that each shipment has a safe place and a useful job when it arrives.
Experience sources and map priorities
Experience can come from several ordinary match actions, including exploration, building, combat and Trade Route activity. A Trading Post on a route can shorten the wait for the next shipment, but the player must protect the site and choose whether experience is worth more than direct resources. Treasure rewards can add experience early, making the Explorer’s route part of the shipment plan. Do not risk the main army solely to accelerate a card; the experience advantage matters only if the arriving shipment can be used safely.
Card order and available options
The deck determines which options can be sent, while the Home City level determines which cards can be unlocked for deck construction. Some cards are age-gated, some require a shipment condition and some arrive with a delay. Check the card’s own entry for requirements before placing it early in the deck. A strong sequence leaves a useful card available for the next phase rather than exhausting every option in the opening.
Shipments are choices, not a queue
A shipment arrives only after experience is earned and a card is selected. Keep useful responses in the deck for an unexpected counter or defense, and avoid sending an upgrade before the affected units exist. The player chooses each card when ready, so an available shipment can be held until the board state makes its effect useful.
Shipment cards, one-time and repeatable effects
Home City cards differ in how their benefit arrives. A unit or resource card usually creates a one-time shipment; a technology may apply a lasting improvement; other cards unlock production or can be sent repeatedly under their stated rules. Infinite cards can be shipped more than once, while team cards apply their effect to allies as described on the card. These categories affect deck building: a one-time army card can create a timing attack, while a repeatable resource card supports a longer game. Do not assume that every card can be sent again or that every shipment includes workers. Civilization pages and the card’s own requirements determine age restrictions and delivery details.
Prepare a safe shipment point
Shipment value depends on where its contents arrive and how quickly they can be used. Set the Home City rally point behind a safe line before sending military units, especially when a Mercenary card has a longer arrival delay. Place resource crates where Villagers can collect them without crossing enemy fire. A technology shipment is most useful when the relevant units already exist or are in production, while an unlock should arrive before the building or army needs it. The Home City deck is prepared before the match, so adapt the order within the cards chosen rather than expecting to access every civilization card during play.
Deck size and card categories
A standard Home City deck contains up to 25 cards; the United States and Mexicans use a 21-card limit. Cards cover economic resources, military upgrades, building upgrades, economic upgrades, and naval upgrades or mercenaries. Haudenosaunee and Lakota represent these groups through Tribal Council members rather than the European-style building categories. The slot limit forces a choice among opening support, counters and later improvements: a card can be available to the civilization but still be absent from the deck prepared for that match. Check the current faction's deck and card text instead of assuming that every listed Home City option can be sent.
Card unlocks and Home City levels by release
In the original release, card availability was tied to Home City progression: a new level could unlock a card, and collecting every shipment required high levels. The WarChiefs and The Asian Dynasties Home Cities began at level 10, while original-game cities began at level 1 with an initial card selection. Definitive Edition changed this system: all shipment cards are unlocked from the start, so leveling no longer gates the competitive card pool and instead advances cosmetic customization. This is why older profiles and guides may describe locked cards or a different starting level. Treat Home City level rules as edition-specific, and distinguish a card's in-match Age requirement from the account-level unlock rules of older releases.
Civilization interfaces and customization
European Home Cities present cards through themed buildings such as a trading company, military academy, cathedral, manufacturing plant and harbor. Other civilizations use different spaces: Tribal Councils, Asian courts or other civilization-specific interfaces. These are presentation and card-selection systems; their visual layout does not change a card's effect. Home City customization is also separate from the match economy. Definitive Edition extended customization to civilizations that did not have it at launch through later updates, so the available cosmetic options can depend on the installed release while the shipment itself follows the card rules.