Gate
Defensive - FeudalBase values, before building technologies. Masonry and then Architecture each give buildings "+10% HP, +1/+1 Armor": late in a game, the real numbers are higher.
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Try it freeDescription
"Stone gate that allows units to pass through Stone Walls. Much stronger than Palisade Gates."
Strategic Analysis
Strategic Role
Stone Gates provide secure entry points through your Stone Walls. They are strong enough to withstand significant attacks.
Key Tactics
Strategic Placement
Place Stone Gates where you need regular access but also expect attacks. They can hold longer than Palisade Gates.
Defensive Chokepoint
Gates create chokepoints. Position ranged units behind open gates to kill enemies as they pass through.
Gate Trick
Learn to manually open/close gates to trap enemy units inside your walls for easy kills.
Warning
Gates are often the weakest point in Stone Walls. Reinforce them with towers or castles.
Stats Analysis
Stone Gates have high HP and armor. They are durable but cost stone, so use them sparingly.
Hit Points
1650 HP
Very durable. Can survive significant attacks.
Cost
30 Stone
Expensive. Minimize the number of gates in your walls.
Build Time
70s
Takes time to build. Plan gates in advance.
Placement Tip
Minimize the number of gates. Each gate is a potential weak point. One or two well-placed gates are enough.
Timing Tip
Build Stone Gates when transitioning from Palisades to Stone Walls in Castle Age.
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Other Buildings
AoE Coach analysis
Context & meta
The Gate is a Feudal Age stone defensive building that can be placed into existing walls to control movement. The building record gives 30 stone, 70 seconds to build, 1,650 HP, 0 melee/0 pierce armor, and line of sight 6. The official help says it is sturdy, can be locked or unlocked, cannot be converted by enemy Monks, and can be upgraded to a Fortified Gate at the University. It has no attack or garrison role in the record. A Gate is therefore a switch in the defensive network: it lets friendly units pass, denies the same route when locked, and creates a predictable place for the opponent to spend time or bring siege.
History & balance
The Gate gives the wall line a human rhythm. A wall can be static, but a Gate decides when the economy, army, or trade leaves the enclosure, which is why its lock state matters as much as its 1,650 HP. The stone cost and 70-second build time make it a Feudal commitment, while the University upgrade creates a later choice between preserving a passage and hardening it. The official help does not describe a combat attack; the Gate creates value through pathing, access, and denial. Its best history is therefore the history of a base that can open for a timing and close before the counterattack arrives.
In pro play
Place Gates where your own path is real: between a resource and the Town Center, at the mouth of a wall network, or beside the route a counterattack must use. Lock it before an enemy reaches the opening, unlock it for your army, and lock it again before the last unit exits; a single forgotten command can turn a defense into an invitation. The 6 line of sight helps reveal movement, while 0 melee/0 pierce armor makes the structure a durable delay rather than a damage source. Add a second route for emergencies and upgrade only when the Gate is protecting a position worth the University investment.
How to counter it
The classic mistake is attacking a Gate with ordinary melee units while the defender controls the lock and brings reinforcements through the network. The official help gives no literal Strong vs. or Weak vs. category; it gives the structure and access mechanic. Use Siege Rams or Trebuchets to attack the 1,650-HP stone obstruction, scout for an unlocked side, and pressure the buildings or economy that the Gate protects. Do not waste Monks on conversion because the official help says the Gate cannot be converted. If you keep losing to Gates without knowing what to produce or when, AoE Coach reads your match-up and gives you the counter composition and timing.