Egyptian Buildings

Greek Buildings | Egyptian Buildings | Norse Buildings

Egyptian buildings in Age of Mythology are a little different from their Greek and Norse counterparts. This is because Egyptian buildings actually cost no wood at all, rather less important structures like the lumber camp or the armory are free, and more important structures like barracks’ and farms cost gold instead.


Military Buildings

Temple – Archaic Age
Trains mythological units and priests. Relics gathered by Egyptian pharaohs can also be placed here to utilize their unique bonuses. Some technologies unique to minor gods are researched from the temple, but most are researched from the building they are appropriate to – for example a technology benefiting infantry would be researched from the Barracks.

The temple is the prerequisite for advancing to to the Classical Age.

Units trained here:
I Priest
II-IV Mythological units

Researched here:
II-IV Improvements to myth units and priests


Barracks – Classical Age
Trains and improves infantry units.

Units trained here:
II Spearman
II Axeman
II Slinger

Researched here:
II-IV Infantry improvements


Migdol Stronghold – Heroic Age
Trains and improves cavalry units. Also a defensive tool, as it attacks enemies within range and allow friendly units to take refuge inside. Costs favor to build.

Units trained here:
III Chariot Archer
III Camel Rider
III War Elephant

Researched here:
III-IV Cavalry improvements


Siege Camp – Heroic Age
Trains and improves siege weapons.

Units trained here:
III Siege Tower
IV Catapult

Researched here:
III-IV Siege improvements


Dock – Archaic Age
Trains and improve naval units. Fishing boats drop food gathered here, and can also be garrisoned at any time. Naval mythological units are also trained at the dock. The dock must be built on a suitable coastline.

Units trained here:
I Fishing Boat
II Transport
II Kebenit (Arrow Ship)
III Ramming Galley (Ramming Ship)
III War Barge (Siege Ship)

Researched here:
II-III Fishing improvements
III-IV Warship improvements


Sentry Tower – Archaic Age
Sentry towers are the most basic upgrade level of defensive towers in AoM. They cannot attack until they become Watch towers in the classical age, however units can still garrison inside.


Watch Tower – Classical Age
Towers have the ability to fire arrows at enemy attackers, and allow foot units to take refuge inside. The Egyptians do not have to purchase the Watch Tower upgrade, they gain it automatically when they advance to the classical age.

Researched here:
III Upgrade to Guard Tower
IV Upgrade to Ballista Tower
II-III Tower & building improvements


Wall / Gate – Archaic Age onward
Walls prevent enemy passage through a part of the map. They can be upgraded to make them harder to destroy – the Egyptians have more wall upgrade levels than the Norse or Greeks.

Researched here:
II Stone Wall upgrade
III Fortified Wall upgrade
IV Citadel Wall upgrade


Obelisk – Archaic Age
Obelisks are cheap and quickly placed structures that only provide line of sight. Egyptian priests have the ability to place Obelisks.


Economic Buildings

Town Center – Archaic Age
Trains villagers, priests and mercenaries; allows villagers to add resources to your stockpile. The Town Center fires arrows at attackers that come within range, and units may take refuge inside from enemy units. Town Centers support 15 population, which can be increased to 20 by researching the City Center upgrade. You can only build one Town Center until you reach the Heroic age.

Units trained here:
I Villager
I Priest
I Mercenary
III Cavalry Mercenary

Researched here:
III City Center upgrade
III-IV Building HP upgrades


Settlement
Unlike in AoE and AoK, Town Centers cannot be built anywhere on the map, but only on locations called ‘settlements’. A normal map generates two settlements per player, plus the one you start on.


Armory – Classical Age
Provides technologies that improve the hack armor, pierce armor and attack of all human units. This structure is free for the Egyptians.

The armory is the prerequisite for advancing to the Heroic Age.

Researched here:
II-IV Attack upgrades
II-IV Hack armor upgrades
II-IV Pierce armor upgrades


Market – Heroic Age
Allows a player to sell and buy food and wood in exchange for gold. Players can also gain gold by sending Caravans to travel to a Town Center belonging to himself or an ally – the longer the distance travelled, the more gold gained per trip. This structure is free for the Egyptians.

The market is the prerequisite for advancing to the Mythic Age.

Units trained here:
III Caravan

Researched here:
III-IV Economic improvements


Lumber Camp – Archaic Age
Allows villagers to add lumber to your stockpile. Researches improvements to woodcutting. This structure is free for the Egyptians.

Researched here:
I-III Improvements to wood gathering


Mining Camp – Archaic Age
Allows villagers to add gold to your stockpile. Researches improvements to gold mining. This structure is free for the Egyptians.

Researched here:
I-III Improvements to gold gathering


Granary – Archaic Age
Allows villagers to add food to your stockpile. Researches improvements to farming, hunting and herding. This structure is free for the Egyptians.

Researched here:
I-IV Improvements to food gathering


Farm – Archaic Age
Provides an infinite source of food for when other sources such as hunting or foraging have run out, however farming is slower than other food sources and expensive to set up.


House – Archaic Age
Houses increase your population cap by 10 slots. You can only build 10 houses…beyond that if you want to support more population, you must build more town centers. This structure is free for the Egyptians.


Lighthouse – Mythic Age
The Lighthouse provides a very large line of sight to the player, and can garrison up to ten units at a time, but really has no other function.


Monuments

The Egyptians gain favor through special buildings, called monuments. There are five different monuments, each of different sizes and costs that generate favor at a constant rate, and you can task your pharaoh to empower a monument for it to generate favor faster. Each monument you build unlocks the ability to construct a more powerful monument – one that is more expensive, generates favor faster, and is tougher to destroy. You can only have one of each monument at any time, though you can replace them if they are destroyed by enemies.

Monument to Villagers
The first monument available to the Egyptians, the monument to villagers is the cheapest, and also generates favor at the fastest rate.


Monument to Soldiers
The second monument available to the Egyptians, it generates favor slight slower, and is also more expensive. You must possess a monument to villagers to be able to build a monument to soldiers.


Monument to Priests
The third monument available to the Egyptians. You must possess a monument to soldiers to be able to build a monument to priests.


Monument to Pharaohs
The fourth monument available to the Egyptians. You must possess a monument to priests to be able to build a monument to pharaohs.


Monument to the Gods
The last monument available to the Egyptians, the monument to the gods is the largest and most expensive, but also generates favor at the second fastest rate. You must possess a monument to pharaohs to be able to build a monument to the gods.


Egyptian Wonders

A Wonder is the epitome of a civilization’s achievements, a representation of their power and glory. Wonders function in the same way as previous age games. They are large and expensive structures that take a long time to build, and when completed, a countdown is started. If the wonder is not destroyed before the countdown finishes, the owner’s team wins the game.

Wonder – Mythic Age
This wonder is constructed by the worshippers of Ra.


Wonder – Mythic Age
This wonder is constructed by the worshippers of Isis.


Wonder – Mythic Age
This wonder is constructed by the worshippers of Set.


Greek Buildings | Egyptian Buildings | Norse Buildings