House

House

Economic - Dark
Wood25
HP 550
Build 25s
Melee Arm. -2
Pierce Arm. 7
0

Base 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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Description

"Provides population space for units. Without Houses, you cannot produce more villagers or military units."

Strategic Analysis

Strategic Role

Houses are essential for population growth. Each House provides 5 population space, allowing you to produce more villagers and military units.

Key Tactics

Avoid Population Cap

Always build Houses before you need them. Getting "housed" (stuck at population limit) wastes valuable production time.

Early Game Walling

Houses can be used as part of your wall line in early game, saving wood on palisade walls.

Quick Walls

In emergencies, Houses can be placed to block enemy unit pathing or protect vulnerable villagers.

Warning

Getting housed early game can cost you the match. Always queue Houses ahead of reaching population limits.

Stats Analysis

Houses are cheap and quick to build. Their low HP means they fall quickly to attacks, but their primary purpose is population space, not defense.

Population Space

+5 Pop

Each House provides 5 population space. You need about 40 Houses for a 200 population game.

Wood Cost

25 Wood

Very cheap. You can build 7 Houses with the cost of one military building.

Build Time

25s

Fast construction. One villager can build a House in under 30 seconds.

Placement Tip

Build Houses in a line to help with walling. Avoid placing them randomly - organized base layouts are easier to defend.

Timing Tip

Build Houses in pairs to stay ahead of population. Standard timing: 2 Houses at start, then 2 more around 15 pop, 20 pop, etc.

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AoE Coach analysis

Context & meta

The House is the Dark Age population building: 25 wood, 550 HP, -2 melee armor, 7 pierce armor, line of sight 2, and 25 seconds of build time. The official help says it provides 5 population, while the local building description states that without Houses you cannot produce more Villagers or military units. It is not a defensive tower and it does not create a unit; its power is production permission. A House placed early protects the queue from an avoidable population block, while a House placed late can turn a winning army into idle production.

History & balance

The House is simple by design, but it is one of the most important timing checks in an Age of Empires economy. Twenty-five wood and 25 seconds buy 5 population, yet the building also creates a visible rhythm: every new Villager or military wave needs space before it can exist. Its 550 HP and 7 pierce armor are enough to make a wall of Houses useful, but the official function remains population, not combat. Civilizations can modify that rhythm, as the Huns do by not needing Houses and the Incas do by making each House provide +5 population. The rule is universal even when the numbers vary.

In pro play

Queue Houses before the population bar becomes the thing that stops your plan. Twenty-five seconds is long enough to freeze a Town Center, Stable, or Barracks at the exact moment a resource lead should become units, so place the next House while the current one still has room. Use 25 wood to make a small safety line near the base, production, or a vulnerable expansion, but do not scatter Houses so far that they become free raid targets. Remember the role: they provide 5 population and do not produce anything. A clean House rhythm is invisible when it works and decisive when it does not.

How to counter it

The House has no combat Weak vs. list; the classic mistake is to ignore the population buildings while the opponent reaches the next production or Villager timing for free. Neutralize the contribution by scouting the outer Houses, raiding builders before completion, and forcing a population block at the edge of the base. Do not attack a safe House with a full army when a small mobile unit can deny it, and do not confuse destroying one House with defeating the army already supported. If you keep losing to a population spike without knowing what to pressure or when, AoE Coach reads your match-up and gives you the economy plan and timing.