Banking

Banking

Market - Imperial
Food 300
Gold 200
Time 70s
Category economy

Evolution

Banking

Imperial
Food 300 Gold 200
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Technology Effect

"Eliminates tribute fee"

Coach's Tip

Banking completely removes the tribute fee, allowing you to send resources to allies at no cost. The ultimate team game economy upgrade.

Strategic Analysis

Strategic Identity

Banking completely removes the tribute fee, allowing you to send resources to allies at no cost. The ultimate team game economy upgrade.

When to Research

High Priority

Research Banking as soon as you have the resources and are using economy units.

Combat Impact

Eliminates tribute fee

Civilization Access

Armenians
Aztèques
Bengalis
Berbères
Bohémiens
Britanniques
Bulgares
Bourguignons
Birmans
Byzantins
Celtes
Chinois
Coumans
Dravidiens
Éthiopiens
Francs
Géorgiens
Goths
Gurjaras
Hindustanis
Huns
Incas
Italiens
Japonais
Jürchen
Khitans
Khmers
Coréens
Lituaniens
Magyars
Malais
Maliens
Mapuche
Mayas
Mongols
Muisca
Perses
Polonais
Portuguese
Romains
Sarrasins
Shu
Siciliens
Slaves
Espagnols
Tatars
Teutons
Tupi
Turcs
Vietnamiens
Vikings
Wei
Wu

* 53 civilizations have access to this technology.

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AoE Coach analysis

Context & meta

Banking is an Imperial Age economy technology researched at the Market. The upgrades record gives it a 300-food, 200-gold cost and 70-second research time. Its official help states the effect precisely: Tributes to other players are free. That makes Banking a team-economy technology, not a generic personal income button. It matters when your plan includes sending food, wood, or gold to an ally repeatedly; it does nothing to the combat statistics of units. The clean mental model is simple: Banking converts every later tribute into its full face value, so the value grows with the number and size of transfers.

History & balance

Banking belongs to the late Market technology path, after a game has already developed a reason to move resources between players. Its 300 food and 200 gold investment sits in the Imperial Age, so the technology is part of a mature team economy rather than a Dark or Castle Age shortcut. The official wording focuses on Tributes to other players, which keeps the identity distinct from Guilds, where the Market trading fee changes, and Coinage, where tribute is merely reduced. Banking is the point at which the team stops paying a transfer tax; it rewards coordination, planned resource roles, and a market that is used for alliance support rather than emergency selling.

In pro play

Research Banking when an ally is ready to receive meaningful, repeated transfers, not simply because the Imperial Age button is available. Queue the 70-second research while your economy can still fund units, then agree on a delivery plan: one player can carry food production while another keeps gold or siege flowing. The 300 food and 200 gold should be compared with the tribute value you expect to send, not with a vague feeling that the technology is late. Banking is especially clean when a team member is booming and another is converting resources into pressure. Keep the Market alive, communicate the next transfer, and let the free tribute turn one strong economy into a shared timing.

How to counter it

Banking has no combat counter. The classic player mistake is researching it automatically while the team has no transfer plan, or waiting until the important Imperial push has already failed because the ally could not receive resources efficiently. The improvement is economic: the official help says Tributes to other players are free. Research it when the saved tribute will pay back the 300 food, 200 gold, and 70 seconds, then use the Market to support the composition that the team actually needs. If you keep struggling with team economy without knowing which technology to research or when, AoE Coach reads your match-up and gives you the resource plan and timing.