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These buildings appear in some form in almost every civilization.
- Town Center— Town Centers create citizens and some other types of scout units. They are also used as a drop off point for resources, and they are the first buildings every civilization starts with. Town Centers vary based on what civilization they belong to, and some Town Centers have special abilities. Also town centers have available advancements to improve resource gathering.
- Settlement— Settlements are essentially a more simple version of a town center. They cannot create new citizens or any unit, but are a drop-off for resources. They can also research advancements in resource gathering. Finally, settlements can be turned into town centers by having six citizens garrison a settlement.
- House— Houses are important in allowing a growing population to flourish. Each standard house raises the population capacity of a population by ten people. Also, during times of attack, different numbers of citizens can garrison in each house for protection.
- Barracks— Barracks are used in all five epochs. They are used to train soldiers, and the soldiers trainable depending on the age and civilization.
- Stable— Stables are used in the first three epochs. Stables create spear, sword, gun, and archer cavalry. Each civilization has different combinations of available cavalry to train that change as the ages progress.
- Siege Factory— Siege factories are used in every civilization (with the exception of China). Siege Factories are used to build siege weapons, which can destroy buildings, ships, tanks, infantry, and planes, depending the weapon and age. Although quite powerful, siege weapons are helpless unless properly escorted by other units for support and protection. Siege Factories are used in all five epochs, and change from making the main destruction unit in the first three epochs to making a support unit in the last two epochs where tanks take over.
- Temple or Church— Temples and Churches are present in some form in every civilization (again with the exception of China) in the first three epochs. Each temple or church produces one religious figure that has various abilities from healing to conversion to miracle like destructive powers. Religious figures are unable to attack and have a low number of hit points, which causes them to fall into the support unit category.
- Dock— Docks are important in any level that has water present. Docks build all types of fishing boats and battleships, which change and become more advanced as the ages progress. Many civilizations have secondary ships that are either suicidal, support, or flamethrower ships that help attack out at sea. Also, submarines become available in the later epochs.
- Armory— Armories are available for use in all five epochs. They research new technologies that help improve soldiers and make them stronger, faster, etc. Each civilization has different technologies available, and researchable technologies are added as ages move forward.
- University— Universities are used in every age to research classified projects that help resource gathering, assisting in battles, or hurting and sabotaging the enemy. Once again, universities differ among civilizations, as do the projects they research. However, most projects are historically relevant to the civilization researching them.
- Fortress— Fortresses are used as a way to garrison soldiers, or protect citizens. Any unit that is inside a fortress does not count toward the population capacity, making fortresses ideal for keeping a backup group of defensive units in case of attack. Fortresses are available in every epoch and civilization.
- Grainary— Granaries are available in every epoch and in most civilizations (with the exception of England and the United Kingdom). Granaries are a drop-off point for food, and it also creates eight fields to which one citizen can tend to. Each field must be built up, and each grainery can replant farms if a field is destroyed in a battle.
- Tower— Towers are built predominantly from stone (and wood in early epochs), and are used as self-defense mechanisms. Towers will defend themselves and can attack approaching enemy units. Towers are used in every epoch and are vital for every civilization as they help protect citizens and buildings from attack. Towers are usually ideally placed in towns, along walls or gates, and where military units cannot help easily. Some civilizations have specialized towers, and towers can also be granted advanced technology that has been stolen or researched by an armory.
- Wall— Walls are all made of stone, and are the first line of defense against oncoming attackers. Since walls do not attack, they do little more than stop scouts, nosy citizens, or buy you time against an oncoming army. Entrances outside of walls come in the form of gates, which can be unlocked to allow friendly units through or locked to completely shut off anyone trying to enter or leave the land inside of the wall.
- Tank Factory— Tank Factories are available in the last two epochs and, as their name suggests, they build tanks. Tank factories are important because they become the maker of the predominant building and defense destroyer of the last two epochs. Each civilization has a tank factory, but the tanks that come out of them are roughly based on tanks actually used by that civilization at the time.
- Airport— Airports, like tank factories, are also available in the last two epochs for every civilization. They create bombers, fighters, and other special air units. Almost every plane must eventually return to the airport to refuel on gas, and each airport can hold fifteen planes. Finally, civilizations have the ability to update planes between World War I and World War II.
- AA Flak Cannon— Anti-Air Falk Cannons are the answer to bombing and fighter runs. Flak Cannons are available to three out of the five later civilizations in the last two epochs (France and the United Kingdom don't have one). AA Flak Cannons are ideally put in towns or on borders to stop airplanes from destroying buildings or people. Also, to be used effectively, several Flak Cannons should be put in an area to bring down a group of bombers or fighters.
These buildings are only available in one or two civilizations
- Food Warehouse— (England & United Kingdom) Food Warehouses are used to replace granaries as alternate food source. Food Warehouses are unmanned and automatically generate food. They are available in all five epochs as England and the United Kingdom.
- Spike Pit— (England) Spike Pits are only available in the first three epochs as England. They are traps set in the ground, usually on borders where enemies might attack. When an enemy walks over the spike pit, the spikes come up and kill the enemy.
- Mining Camp— (England and United Kingdom) Mining Camps are used as an alternative to citizens to mine a resource. Mining Camps are built over a resource (like gold or stone) and automatically mine that resource for the player.
- War Camp— (China) China is the most mobile of any civilization, as their town centers and their war camps are on wheels. A War Camp is basically an airport, barracks, temple, and stable all in one. War camps train almost every Chinese military unit, as well being able to move to different places.
- Surveillance Post— (Franks and France) Surveillance Posts are very hard to spot, but do not produce units, defend themselves, or provide protection. Surveillance Posts are simply used for seeing enemy bases or units. Surveillance posts also spot stealthy units, and are very helpful in spotting an enemy army.
- Land Mines— (United Kingdom) Land Mines are just an advanced version of a spike pit. Land Mines are set in the ground and explode when an enemy crosses over them, killing the enemy.
- Rocket Base— (Germany) Rocket bases are available to Germany only, and they fire two types of rockets: the V-1 and the V-2. Each of these can destroy enemies and enemy buildings, although the rocket base and each missile can be rather costly.
- Pillbox— (France) Pillboxes are used as defensive locations where French soldiers can go to. Pillboxes provide protection and add to the firepower of the soldier. However, when empty, pillboxes are useless.