Building · Discovery Age
Town Center
Town Center (proto ID TownCenter) is a building in AoE3: Definitive Edition 100.19.18309 from the Discovery Age: 6,500 hit points, ranged 9 every 3 s at range 32 (×2 vs Villager). It costs 500 wood and takes 60 s to build. 24 civilizations have it.
Quick answers (3)
- How much does Town Center cost in AoE3?
- 500 wood; 60 s to build (AoE3: Definitive Edition 100.19.18309).
- Which civilizations have Town Center?
- British, Chinese, United States, Danes, Ethiopians, Hausa, Inca, Italians, Maltese, Mexicans, Poles, Swedes, Dutch, French, Germans, Indians, Japanese, Ottomans, Portuguese, Russians, Spanish, Aztecs, Haudenosaunee and Lakota.
- What is the proto ID of Town Center?
- TownCenter — the name scenario triggers, AI scripts and mods use.
Most important building in a town. Home City arrival point. Supports 10 population.
- Population space
- +10
- Siege resist
- 0%
- Build limit
- 1
- Available from
- IDiscovery
- XP when killed
- 100
- Game ID
TownCenter
In the game's words
How to use it
The Town Center is the heart of every colony or village. Gatherers are trained here. Shipments from the Tribal Council or Home City arrive here. The improvements that advance your colony through the Ages are here. Town Centers provide population spaces, or slots, for your total population limit. In the Fortress Age, units which can construct new Town Centers become available from the Tribal Council or Home City. The Tribal Council can provide Town Travois to build new Town Centers, while the Home City provides Covered Wagons and Rickshaws to build new Town Centers. Town Travois, Covered Wagons, and Rickshaws are available in limited numbers. If your town comes under attack, there is a Minutemen button in European Town Centers that drums up the militia for your town's defense. In Asian towns, there are two buttons, one for ranged Irregulars and one for melee Sentries. In Native towns, this defense comes from the Call the People Ceremony at the Community Plaza. Both of these measures are for emergencies only, since these fighters aren't meant to be used as regular warriors. There is also a button called the Town Bell that calls all your gatherers to the Town Center to hide from attacks. While inside, the gatherers fire at any attackers nearby. Pressing the Town Bell button again sends your gatherers back to work.
History
During the Qing Dynasty, beginning in the seventeenth century, Chinese way of life was undergoing a drastic shift, as powerful Manchu rulers of the Qing were conquering and occupying large portions of the Chinese empire. Manchus faced a challenge in controlling an enormous population, one that had long-held resentment towards foreign rule. Communities were a focal point of the Manchu strategy to win over the populace. Roughly 80 to 90 percent of administrative posts were given to native Han Chinese, while the most powerful positions were reserved for Manchu tribesman or Chinese collaborators. The rule of the Manchu brought about extensive agricultural reforms that benefited the peasants of China, and stimulated cultivation of land that led to vast commercial expansion. As a result, daily life improved. Markets and tea houses thrived. Storytellers and performers spread aspects of cultural usually reserved for the elite. At the same time, members of the wealthy class invested their additional income in libraries, gardens, orphanages, medical clinics, and even volunteer firefighting organizations. Peasants and rich alike were enriching their communities. Japan’s Sengoku, or Warring States period, occurred between the fifteenth and seventeenth centuries, and was a time of seemingly endless conflict. Constant fighting between the nation’s nearly 250 individual daimyo, or feudal landowners, had created a way of life completely focused on survival. If a daimyo was not fighting to defend his land and peasants, he was striving to win the land and peasants of his enemy. As a damiyo waged war, his region’s every resource was channeled into the subsistence of his soldiers and the maintenance of his campaign, the length of which was always a defining factor. Villagers were sent ahead of all marching armies to work the land and provide for the soldiers that followed. If they came under attack, peasants would hurry into hiding in the surrounding countryside or a temple, and wait out the battle. To form a supply train, or konidatai, human and animal porters were sent back-and-forth into the field of battle to deliver goods, often under the watchful eye of a supply master. The farther from home an army became, the less likely it would continue. Since resource scarcity was such a concern, it was not uncommon for a daimyo to abandon a campaign and return to his home, only to focus his ambitions and the efforts of his vassals on planning for a future conflict. During the reign of the Mughal Empire’s greatest ruler, Akbar, society was organized under a feudal system. Under the emperor, the warrior aristocracy, known as mansabdars, held ranks that were based on the size of their personal armies, which then indicated salary and obligation to the government. The mansabdars were paid from revenues generated by villages existing specifically for that purpose, called jagirs.
From the game's History encyclopedia (Buildings).
Attacks
| Attack | Damage | Every | Range | Multipliers |
|---|---|---|---|---|
| Ranged | 9 ranged | 3 s | 32 | ×0.5 vs Artillery×2 vs Villager |
| Anti-ship | 75 siege | 3 s | 40 | ×0.5 vs Siege Trooper |
| Cannonarea 1 | 30 ranged | 3 s | 32 | ×0.5 vs Artillery×2 vs Villager |
Trains and researches
Every unit and technology the game lists at this building; each civilization sees only its own.
Built by
Civilizations
Cards and technologies that change it
Source: protoy.xml and techtreey.xml, AoE3: DE 100.19.18309 (build 25040513).