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Age of Darkness A Wrong Turn Shattered Union

Age of Darkness continues the tradition of i-War with most buildings' LOS being severely curtailed and kept to 1 if not 0. Only National Assemblies, Universities, and Fortresses have any semblance of useable LOS - and this usually needs you to boost your Science research at the Archives, with National Assemblies gaining the most - and Fortresses gaining the least. Internment Centres have some decent LOS, but they can be built only within the vicinity of a Town, but they do have the ability to detect hidden units that enter their LOS radius.

There is, however, another building you can build to increase your LOS and hold back fog of war - and this is the Radar Centre. However, while Radar Centres do provide immense LOS, they are rather expensive, very easily destroyed, nevertheless, you can construct as many of these buildings as you want, and outside the radius of Towns to help assist your troops.

Production structures[]

Production structures are primarily involved with the task of training units. Although a few of them can function like enhancements and some also host valuable upgrades and abilities, their most valuable function is still the conversion of resources gathered from economic structures into peasants, warriors, and other assistants.

Data below is valid for Age of Darkness proper, and for most of The Vietnam War (borrowing heavily from Hong Quan Cand) - for The Vietnam War, buildings such as the R1 Missile System are not available.

Name Abilities Resource
cost
Requirements Special remarks

Town

Town
  • Trains villagers.
  • Extends your borders
  • Generates a small trickle of Food Food and Timber Timber.
  • Base cost:
    Food: 60
    Timber: 120
  • Ramp:
    Food: 5
  • 1 Level of Civics Civitas per City beyond your first.
  • Hungary can build 2 Small Cities instead of 1 upon researching  

City

City
  • Trains villagers.
  • Extends your borders
  • Generates a small trickle of Food Food and Timber Timber.
  • Base cost:
    Food: 60
    Timber: 120
  • Ramp:
    Food: 5
  • 1 Level of Civics Civitas per City beyond your first
  • 5 different structures within town radius

Major City

Major City
  • Trains villagers.
  • Extends your borders
  • Generates a small trickle of Food Food and Timber Timber.
  • Base cost:
    Food: 60
    Timber: 120
  • Ramp:
    Food: 5
  • Level 7: National Infrastructure Commerce
  • 9 different structures within city radius

University

Padua

  • Trains Researchers
  • Hosts upgrades to increase rate of Knowledge Knowledge created per Researcher
  • Base cost:
    Timber: 120
    Weaith: 60
  • Ramp:
    Timber: 30
    Wealth: 30
  • Level 1: Relativity Science
  • Universities are built cheaper and produce more Knowledge per Researcher for Argentina.
  • Researcher spawned once built for France.

Market

Kaufhaus
  • Trains merchants and caravans
  • Creates a small stream of Reichtum wealth, and can be used to buy and sell resources
  • Base cost:
    Timber: 160
    Ramp:
    Timber: 30
  • Level 1: Scientific Management Commerce

Barracks

Kazerne
  • Builds basic infantry and cavalry
  • Base cost:
    Timber: 120
  • Ramp:
    Timber:  25
  • Not captured along with its host city.
  • Mobile Infantry spawned once built for Romania.
  • Rifle Infantry spawned once built for Japan and 

Armoury

Zeughaus
  • Builds advanced infantry and light vehicles
  • Base cost:
    Timber: 120
  • Ramp:
    Timber:  25
    Wealth:  25
  • Level 1: Arms Dealers Military
  • Must be built within the radius of a settlement
  • Only 1 instance allowed per settlement
  • Not captured along with its host city

Munitions Plant

Munitionenfabrik
  • Builds support vehicles
  • Base cost:
    Timber: 120
  • Ramp:
    Timber:  35
    Wealth:  25
  • Must build near City or Major City
  • Must be built within the radius of a settlement
  • Not captured along with its host city
  • Spawns free artillery once built for USA.
  • Spawns free Supply Wagons once built for Brazil.

Heavy Engineering Depot

Bauhof
  • Builds armoured vehicles
  • Conducts fortification and construction upgrades.
  • Base cost:
    Timber:  80
    Knowledge: 120
  • Ramp:
    Oil:  50
  • Stainless Steel Metall
  • Must be built within the radius of a city
  • Captured along with its host city.

Anchorage

Hafen
  • Constructs merchant marine fleet and light warships
  • Required to transport land units by boat
  • Base cost:
    Timber: 70
  • Ramp:
    Timber:  30
  • Level 1: Scientific Management Commerce
  • Not captured along with its host city.
  • Destroyers spawned once built for British Commonwealth.
  • Cruisers spawned once built for Italy.
  • Trawlers spawned once built for Japan.

Naval Yard

Marinenfabrik
  • Constructs advanced warships
  • Base cost:
    Timber: 160
  • Wealth: 120
  • Ramp:
    Timber: 60
    Oil: 60
  • Level 2: Homeland Security Military
  • Level 2: Radio Broadcast Commerce
  • Must build near City or Major City

Hangar

Hangar
  • Builds aircraft
  • Base cost:
    Oil: 70
    Wealth: 160
  • Ramp:
    Oil: 25
    Wealth: 25
  • Level 1: Arms Dealers Military
  • Not captured along with its host city
  • Fighter aircraft spawned once built for Germany.

Foundry

Schmelzerei
  • Improves Metal Metal output of all mines within its host city
  • Hosts metallurgical upgrades to improve foundry boosts
  • Constructs advanced support vehicles, such as antitank guns and self-propelled artillery
  • Base cost:
    Timber: 140
    Weaith: 100
  • Ramp:
    Timber: 40
  • Level 3: Statistics Science
  • Level 1: Scientific Management Commerce

Rocket Launch Pad

Raketenbasis
  • Builds strategic weapons
  • Base cost:
    Oil: 140
    Wealth: 160
  • Ramp:
    Oil: 50
    Wealth: 50
  • Level 7: Guided Munitions Military
  • Computer Technology Pedagogics
  • V2
  • R-7, requires Atomic PowerLevel 7: Nuclear Physics Science

Party Centre

Party Centre
  • Increases your Cities' tactical strength, and their ability to push Borders
  • Conducts Propaganda and Attrition research
  • Trains militia units
  • Base cost:
    Timber: 80
    Knowledge: 80
  • Ramp:
    Knowledge: 100
  • State Property Politics
  • Can attack enemies, and is not captured
  • Trains additional units for Soviet Union

Internment Centre

ZL
  • Extensive LOS with ability to detect cloaked units
  • Conducts Taxation research
  • (Spain only) Trains Guardias de Asalto
  • Base cost:
    Wealth: 140
    Knowledge: 140
  • Ramp:
    Knowledge: 140
  • Level 2: Homeland Security Military
  • Level 1: Realpolitik Civitas
  • Is destroyed and generates enemy units if infiltrated by spies.

Fortress

Festung
  • Very powerful point defence, but costly and vulnerable to air and artillery attacks
  • Conducts strategy research
  • Trains generals and spies
  • Base cost:
    Metal: 300
    Weaith: 100
  • Ramp:
    Metal: 90
    Weaith: 50
  • Level 2: Homeland Security Military
  • Can attack enemies, and is not captured
  • Can't be built too close to another fort or a non-friendly border.
  • +3 range for Japan
  • 50% cheaper, built 25% faster with +3 added border push and available from the start for Romania.

Bunker

Bunker
  • Powerful point defence, but costly and vulnerable to air and artillery attacks
  • Trains conscripts.
  • Base cost:
    Metal: 140
    Weaith: 100
  • Ramp:
    Metal: 75
    Weaith: 25
  • Hardened Field DefencesFortification
  • Precision Engineering Construction
  • Can attack enemies, and is not captured
  • +3 range for Japan

Enhancements[]

Enhancements are special buildings that primarilly handle providing buffs and conducting research, such as at the Archives , that enhance your faction further. Usually only one instance of each building may be erected per city.

Name Abilities Resource
cost
Requirements Special remarks

Archives

Ayasofia
  • Conducts research for Militiae military, Civitas civics, Scientia science, Pecunia commerce and trunk technologies
  • Base cost:
    Timber: 120
  • Ramp:
    Timber: 20
None

National Assembly

Senate
  • Sets your capital
  • Hosts political research
  • Spawns patriots as long as political research was conducted
  • Base cost:
    Timber: 100
    Wealth: 100
  • Level 1: Realpolitik Civitas
  • Must be built within the radius of a city
  • Captured along with its host city.
  • This building automatically transfers your capital to its host city.
  • Can be built by Oslo Group in any city beyond its second one to set the location of its secondary capital
  • Can be built for free by Finland.

House of worship

Templo
  • Increases your Cities' tactical strength, and their ability to push Borders
  • Conducts Propaganda and Attrition research
  • Trains militia units
  • Base cost:
    Timber: 160
  • Ramp:
    Timber: 50
  • Level 1: Realpolitik Civitas
  • Can be upgraded by some factions to Propaganda Centre.

Granary

Palatinat
  • Increases the food Food output of farms in its host city
  • Conducts Food and Medicine research
  • Base cost
    Timber: 120
    Wealth: 80
  • Ramp:
    Timber: 40
  • Mass Manufacturing [2]
  • Level 2: Ecology Science

Sawmill

Saegewerk
  • Increases the timber Timber output of logging camps in its host city
  • Conducts upgrades to boost Timber output.
  • Base cost:
    Metal: 80
    Food: 120
  • Ramp:
    Metal: 40
  • Mass Manufacturing [2]
  • Level 1: Scientific Management Commerce

Refinery

Raffinerie
  • Increases the oil Ol  output of all Oil Wells in your nation.
  • Base cost:
    Metal: 100
    Knowledge: 450
  • Ramp:
    Metal: 15
    Knowledge: 45
  • Level 5: Jet propulsion Science
Additional Refineries within your nation have a cumulative "stacking" effect, so two Refineries would increase your Oil income twice as much.

Wonders[]

See here.

Defensive structures[]

What more can we say?
The main task of Defensive structures is to function as point defences to help defend your settlements from attack and kill intruders.

Name Abilities Resource
cost
Requirements Special remarks

Guard Tower

W-turm
  • Good LOS
  • decent attack against infantry, but very fragile.
  • Can't garrison, but can be built in non-friendly territory.
  • Base cost:
    Timber: 100
  • Ramp:
    Metal: 3
  • None

Pillbox

Bunker1
  • Poor LOS
  • Stronger short-ranged attack
  • Light armour
  • Can't garrison
  • Base cost:
    Timber; 60
    Metal: 100
  • Ramp:
    Metal: 5
  • Level 1: Arms Dealers Military

Steel Cloche

Cloche
  • Poor LOS
  • Strong medium-ranged attack
  • Medium armour
  • Can't garrison
  • Base cost:
    Wealth: 60
    Metal: 100
  • Ramp:
    Wealth: 10
    Metal: 5
  • Cement Industry Construction

Anti-aircraft Gun

FlAK
  • Attacks aircraft
  • Cannot target land units
  • Can't detect units, but has good LOS
  • Base cost:
    Metal:60
    Oil: 100
  • Ramp:
    Metal: 10
    Oil: 1
  • Level 1: Arms Dealers Military

"Tobruk"

Panzerturn
  • Poor LOS
  • Poorer attack but built faster than Steel Cloche
  • Medium armour
  • Can't garrison
  • Base cost:
    Food: 80
    Metal: 70
  • Ramp:
    Food: 20
    Metal: 2
  • Hardened field defencesFortification
  • Replaceable Parts Construction

Coastal Battery

Gneisenau
  • Best LOS
  • Powerful guns, but bad turn speed and rate of fire.
  • Minimum range
  • Heavy armour
  • Can't garrison
  • Base cost:
    Oil: 200
    Metal: 70
  • Ramp:
    Oil: 30
    Metal: 3
  • Electronics [4]
  • Level 7: National infrastructure Commerce

Flak 88 

F88r
(Germany only)
  • Powerful gun emplacement, cheap to build and capable of attacking enemy armour and aircraft.
  • Base cost:
    Metal; 120
    Oil: 200
  • Ramp:
    Metal; 2
    Oil: 3
  • Mechanisation [3]

Radar Array

Radome
  • Costly, but with extensive LOS.
  • Base cost:
    Metal; 120
    Oil: 200
  • Ramp:
    Metal; 2
    Oil: 3
  • Synthetics [5]
  • Computerisation Pedagogics

R1 Launcher

Rheintochter
(Germany only)
  • More powerful than Anti-aircraft Gun
  • Base cost:
    Metal; 120
    Oil: 200
  • Ramp:
    Metal; 2
    Oil: 3
  • Atomic power [6]
  • Level 7: Guided munitions Military

Economic structures[]

Economic structures are just that — their primary task is to drag resources you can use to either create more buildings, or create minions from them to impose your will and ultimately win the game.

Name Abilities Resource
cost
Special remarks

Mine

Bergbau
  • Extracts Metal Metal from mountains and cliffs.
  • Base cost:
    Timber: 100
  • Ramp
    Timber: 20
  • Produces Wealth Wealth for Iran

Logging Camp

Holzarbeiter
  • Extracts Timber Timber from forests.
  • Base cost:
    Food: 50
  • Ramp:
    Nahrung: 40

Oil well

Olplatz
AND

Oil derrick

Bohrturm


  • Extracts Ol Oil from oil deposits.
  • Base cost:
    Metal: 100
    Timber: 200
  • Ramp:
    Metal: 15
    Timber: 15
  • Added oil production for Russia

Farm

Abbey icon
  • Generates Food Food.
  • Base cost:
    Timber: 40
  • Ramp:
    Timber: 8
  • Produces Wealth Wealth for Poland.
  • Cheaper construction cost for Bulgaria.

Note:

  • No units can be garrisoned in defensive structures, with two exceptions.
  • The Bunker and the Fortress also count as defensive structures.
  • Tobruks come in several different flavours: FT-17 turrets for all, but Asian ones use the Japanese Ha-Go turret.
  • Coastal Battery is available only to Major Powers, as well as the Netherlands and Oslo Group.
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