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Age of Wonders III Game Guide & Walkthrough by gamepressure.com

Age of Wonders III Game Guide & Walkthrough

Table of Contents

Available buildings | Cities AoW III Guide

Last update: 11 May 2016

Available for all races

The beginnings are always tough. - Available buildings - Cities - Age of Wonders III - Game Guide and Walkthrough
The beginnings are always tough.

Arcane Item Forge - generates extra 10 research points and unlock s the production of items.

Arena - the newly produced Infantry units receive extra level.

Barracks - unlocks Infantry and Archers production.

Builders' hall - the city generates extra 20 production points and unlocks the production of Settlers, Builders and Battering Rams.

Grand Palace - increases contentment in the city by 100 points and expands the reach of the domain by 1 field. Additionally, your main leader receives 10 casting points.

Great Temple - the city generates extra 10 mana points.

Guard House - the newly-produced Pikemen receive an extra level.

Harbor - unlocks the production of boats.

Hospital - the city receives extra 100 contentment points, 100 population and generates health points for the units in the garrison.

Laboratory - the city generates extra 10 research points.

Masters' Gild - the city generates extra 20 production points and regenerates health points of Machines in the garrison. Additionally, the produced machines receive an additional level.

Observatory - the city generates extra 10 research points.

Public Baths - the city gains extra 100 points of contentment.

Rider's Hall - the cavalry units produced in the city receive an additional level.

Shooting Ground - the archers produced in the city receive an additional level.

Shrine - the city generates extra 10 mana points.

Siege Workshop - the city generates 20 production points and allows you to produce Trebuchets.

Stone Wall - a stone wall is built around the city

Store House - the city generates extra 100 population.

Temple - the city generates extra 10 points of mana. The Support units are manufactured with the higher experience level.

War Hall - allows you to manufacture Pikemen and Cavalry.

Wooden Wall - the city receives a wooden wall.

It is a good idea to ensure a faster population growth at the beginning, and at the same time, the city's faster development (Store House). Then, if there is quite calm in the area, it is a good idea to build the Builder's Hall, which increases production points that are so necessary at the beginning of the game. Also, you can try recruiting a Settler and renovating the city (in the appropriate spot on the map) or founding a new one. The next building that you erect should be the Barracks, which allows you to manufacture better units. Then, it is a good idea to reinforce the city's defenses a bit, by erecting a Wooden Wall which will ensure additional protection to the archers defending the city, who will have the advantage of height. The order in which you place new buildings should depend on your priorities - if you are opting for military advancement, erect the War Hall that allows you to manufacture more units. This should be followed by the buildings that raise the level of the units that you manufacture. In the case in which you go for generating mana, you will find the Shrine and the Temple useful. If you want to recruit siege engines, you are going to need the Siege Workshop and Master's Guild. Setting the city to the production of research points can be possible by building the Laboratory, and then the Observatory. After you implement the necessary upgrades, it is a good thing to build the Public Baths and the Hospital. Try not to build all at once, first build what you are going to need most at this current point. At the beginning of the game, it is very useful to be able to manufacture new units, better than the Irregulars. Later in the game, when you will not be waging that many wars anymore, erect the other buildings, depending on what you want to center your production around. Also, try to develop cities evenly and not invest all of your funds into one of them only. Then it will be easier to come to terms with losing one of them. Of course, if you are certain of a city's safety, for the several turns to come, do not hesitate and invest there. Try to upgrade the newly captured cities only after you make sure that they are not going to be recaptured that soon.

Buildings that unlock special units, for all races

Beetle Command - available for the Goblin. Allows you to manufacture Goblin Big Beetle.

Dark Citadel - available for the Orc. Allows you to manufacture Orc Shock Trooper.

Gryphon Spire - available for the High Elf. Allows you to manufacture High Elf Gryphon Rider.

Hall of Chivalry - available for the Human. Allows you to manufacture Human Knight.

Peak of the Forefathers - available for the Draconian. Allows you to manufacture Draconian Flyer.

Pool of the First Born - available for the Dwarf. Allows you to manufacture Dwarf Firstborn.

The availability of structures depends on the race that you initially pick and the type of the city. There is nothing, therefore, to prevent you from manufacturing the Draconian Flyer in one city and the Human Knight in another. Remember that these buildings are not available from the very beginning and that they are quite expensive. That is why you should consider if you want to start the production of cheap units quickly, or rather invest into appropriate upgrades and manufacture a smaller amount of better units (the race units are not the cheapest ones to manufacture, nor to maintain, which they make up for in their combat value).

The buildings that unlock special units for each class

Arch Druid's Dolmen - available for the Arch Druid. After appropriate research, allows you to manufacture Hunters, Shamans.

Dreadnought's Foundry - available for the Dreadnought. After appropriate research, allows you to manufacture Engineers, Musketeers, Cannons, Ironclad Warships, Flame Tanks, Golems, Juggernauts.

Rogue's Palace - available for the Rogue. After appropriate research, allows you to manufacture Scoundrels, Assassins, Bards, Succubus', Shadow Stalkers.

Sorcerer's Conflux - available for the Sorcerer. After appropriate research, allows you to manufacture Phantasm Warriors, Apprentices.

Theocrat's Conclave - available for the Theocrat. After appropriate research, allows you to manufacture Martyrs, Crusaders, Evangelists, the Exalted.

Warlord's Command - available for the Warlord. After appropriate research, allows you to manufacture Berserkers, Monster Hunters, Mounted Archers, Phalanx, Warbreeds, Manticore Riders.

Units available for a given class are also different and race-dependent (e.g. Dwarf Hunter, Orc Hunter etc.). The production of units depends on the type of the city in which the upgrade has been implemented - e.g. if you play the beginning class of the Theocrat and you have 2 cities of the Human and Dwarf type, then you can manufacture, e.g. Human Martyr in the former, and Dwarf Martyr in the latter.

Erect those buildings only if you want to start manufacturing the units that you have previously researched into. Otherwise (e.g. when there is still nothing to manufacture) it is better to devote your time and resources to something else, which would be more useful at the moment.

Dwelling: Dragons' Peak

Burrow of Fire - Allows you to manufacture Fire Wyvern.

Burrow of Gold - Allows you to manufacture Gold Wyvern.

Burrow of Frost - Allows you to manufacture Frost Wyvern.

Fire Dragon Ward - units that attack a Dwelling are blasted with the Fireball spell, during each turn of the battle.

Fire Lair - Allows you to manufacture Fire Dragon.

Golden Lair - Allows you to manufacture Golden Dragon.

Frost Lair - Allows you to manufacture Frost Dragon.

Incubation Chamber - the Wyvern units receive an additional level.

Orb of the First Age - the newly-manufactured units receive the True Sight and Giant Slayer skills

Frost Dragon Ward - the units that attack a Dwelling are blasted with the Frost Missiles spell, each turn of the battle.

Dwelling: Giants' Keep

Burrow of the Degenerate Children - allows you to manufacture Ogre.

Menhir of Fire - Allows you to manufacture Fire Giant.

Menhir of Frost - Allows you to manufacture Frost Giant.

Menhir of Granite - Allows you to manufacture Stone Giant.

Rock of Ages - the newly-manufactured units receive the Dragon Slayer skill.

Stone Quarry - Dwelling generates extra 20 production points.

Fangir's Stone Ward - all of the friendly units receive the Stone Skin skill, in battle.

Dwelling: Necropolis

Barrow - Allows you to manufacture Archon Renevant Caster.

Chamber of the Rite - regenerates health points of the Undead units.

Charnel House - Allows you to manufacture Archon Renevant Archer.

Graveyard - Allows you to manufacture Archon Renevant Infantry.

Haunted Vault - Allows you to manufacture Wraith.

Mausoleum - Allows you to manufacture Archon Renevant Titan.

Obelisk of Undeath - all of the units, apart from the Undead, are Cursed within the limits of the Dwelling.

Sigil of Awakening - Dwelling generates extra 10 mana points.

Throne of Bone - Allows you to manufacture Wraith King.

Dwelling: Sylvan Court

Buttercup Meadow - Allows you to manufacture Buttercup Fairy.

Aphrodisiac Flower - units other than Undead, Machine or Dragon receive the penalty of -4 Resistance within the limits of a Dwelling.

Fairy Charm - the player's units, within the limits of a Dwelling receive a bonus of +4 Resistance.

Nightshade Hollow - Allows you to manufacture Nightshade Fairy.

Nymph Pond - Allows you to manufacture Nymph.

Toadstool Ring - Allows you to manufacture Toadstool Fairy.

Unicorn Glade - Allows you to manufacture Unicorn.

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