|Building Overview||Technologies||Game Strategies||History|
Towers are small, affordable military buildings designed for area defense, available from the Ancient Age onward, as soon as Military 1 (The Art of War) is researched. Like Forts, Towers automatically attack enemies within their line of sight, and can be garrisoned.
Although they will not stand up to any regular contemporary army, they can be used to defend from an unprepared attacker, harass enemy Supply Wagons, or stall an attack while the main army gets to the battle. Unlike Forts, Towers are smaller, significantly cheaper, and can be built anywhere in the nation's territory. On the other hand, they don't expand the nation's borders, are less durable, and don't hit as hard. Determined enemy raiding parties can destroy lone Towers even without siege equipment, and all siege equipment has a greater range than towers.
There are also two types of research available at Towers. The first is the line of Attrition technologies, which cause increasingly large amounts of damage on enemy units within the player's territory without Supply Wagons. The second is the line of Militia technologies, granting Towers +1 range per tech level, and increases Citizen hit points as well as allowing them to answer a call to arms and becoming Militia units.
All Towers automatically upgrade for free, when the tech requirements are met. Building cost is not affected by upgrades.
|Building||Age||Requires||Base HP||Base range|
|Ancient Age||Military 1 (The Art of War)||750||0-10 tiles|
|Medieval Age||Military 2 (Mercenaries)||1000||0-10 tiles|
|Enlightenment Age||Military 4 (Conscription)||1300||0-11 tiles|
|Modern Age||Military 6 (Nation-in-Arms)||1700||0-12 tiles|
All types of Towers can be garrisoned by most land units, except for Artillery Weapons and late game Vehicles and Tanks. Garrisoned units receive both protection and healing. The healing rate can be increased by researching Healthcare technology at a Granary. Towers have an initial capacity of 5 units and gain an additional +2 slots per each Fortification technology researched at Forts.
By garrisoning Citizens and Infantry units inside a tower, it also gains up to 2 additional attacks (projectiles) for a total of 3, this is called Garrison Power. The number of infantry required to gain an additional attack depends on the garrisoned units' strength and type, with melee units counting only half their strength.
Researching Fortification technologies at any Forts increases each Tower's garrison capacity by +2, not +5 as stated in the tooltip. The Tower's attack range and line of sight are both not affected by these technologies.
- The British Power of Empire: Towers have +2 range.
- The Indian Power of Majesty: Towers rise in cost at half their normal rate.
- The Korean Power of Tradition: Towers are 33% cheaper and get Militia technologies for free once they are available.
- The Lakota Power of the Plains: Can build Towers anywhere except in enemy territory.
- The Maya Power of Architecture: Towers fire extra projectiles, have hit points and are built 20% faster.
- The Roman Power of Caesar: (undocumented/hidden) Can build Towers without the Military 1 (The Art of War) requirement. Roman Towers are also 25% cheaper.
- The Russian Power of the Motherland: Get Attrition technologies for free once they are available.