Barracks
Trains infantry. Each level shortens the training time.
Build times at x1 with a level 1 Main Building, which takes 100% of the base time. Click a row to start a range and another to end it.
| Level | Lumber | Clay | Iron | Crop | Total | Pop. | CP | Time | Training time |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 210 | 140 | 260 | 120 | 730 | 4 | 1 | 0:33:20 | 100% |
| 2 | 270 | 180 | 335 | 155 | 940 | 2 | 1 | 0:43:40 | 90% |
| 3 | 345 | 230 | 425 | 195 | 1,195 | 2 | 2 | 0:55:40 | 81% |
| 4 | 440 | 295 | 545 | 250 | 1,530 | 2 | 2 | 1:09:30 | 72.9% |
| 5 | 565 | 375 | 700 | 320 | 1,960 | 2 | 2 | 1:25:40 | 65.6% |
| 6 | 720 | 480 | 895 | 410 | 2,505 | 3 | 3 | 1:44:20 | 59% |
| 7 | 925 | 615 | 1,145 | 530 | 3,215 | 3 | 4 | 2:06:10 | 53.1% |
| 8 | 1,180 | 790 | 1,465 | 675 | 4,110 | 3 | 4 | 2:31:20 | 47.8% |
| 9 | 1,515 | 1,010 | 1,875 | 865 | 5,265 | 3 | 5 | 3:00:30 | 43% |
| 10 | 1,935 | 1,290 | 2,400 | 1,105 | 6,730 | 3 | 6 | 3:34:20 | 38.7% |
| 11 | 2,480 | 1,655 | 3,070 | 1,415 | 8,620 | 3 | 7 | 4:13:40 | 34.9% |
| 12 | 3,175 | 2,115 | 3,930 | 1,815 | 11,035 | 3 | 9 | 4:59:10 | 31.4% |
| 13 | 4,060 | 2,710 | 5,030 | 2,320 | 14,120 | 3 | 11 | 5:52:10 | 28.2% |
| 14 | 5,200 | 3,465 | 6,435 | 2,970 | 18,070 | 3 | 13 | 6:53:30 | 25.4% |
| 15 | 6,655 | 4,435 | 8,240 | 3,805 | 23,135 | 3 | 15 | 8:04:40 | 22.9% |
| 16 | 8,520 | 5,680 | 10,545 | 4,870 | 29,615 | 4 | 18 | 9:27:10 | 20.6% |
| 17 | 10,905 | 7,270 | 13,500 | 6,230 | 37,905 | 4 | 22 | 11:02:50 | 18.5% |
| 18 | 13,955 | 9,305 | 17,280 | 7,975 | 48,515 | 4 | 27 | 12:54:00 | 16.7% |
| 19 | 17,865 | 11,910 | 22,120 | 10,210 | 62,105 | 4 | 32 | 15:02:50 | 15% |
| 20 | 22,865 | 15,245 | 28,310 | 13,065 | 79,485 | 4 | 38 | 17:32:10 | 13.5% |
| All | 103,785 | 69,195 | 128,505 | 59,300 | 360,785 | +62 | +38 | 113:46:40 | 13.5% |
Levels 1 to 20 cost 360,785 resources and take 113:46:40 at x1, adding 62 population and 38 culture points a day.
Trains infantry, and every level cuts the time. Level 20 is the target in any village that exists to make troops.
- An infantry helmet on the hero, the alliance's Recruitment bonus and a Trainer artefact each multiply the time down again, and they stack with one another and with the building.
- A Hospital puts infantry back into the village through a queue of its own, so the two add up rather than competing.
- An empty queue is production lost for good. A Barracks that stands idle overnight cannot make the hours back.
The maths. Training time is the unit's own base time, cut by a tenth for every level of the building: base x 0.9^(level - 1), divided by the world's speed. A Romans Legionnaire takes 0:26:40 at level 1 on a 1x world, 0:10:20 at level 10 and 0:03:37 at level 20. Because each level takes a tenth off what the one before it left, the saving compounds - and the last levels are worth less in minutes than the first, even though they cost far more. A speed artefact, an experience helmet and Alliance Recruitment each multiply that time down again, and they stack with one another.
Strategy. Dedicated hammer/defence production depends on keeping the Barracks queue continuously filled.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 75 | 5 |
| 3 | 150 | 10 |
| 7 | 225 | 15 |
| 12 | 300 | 20 |
| 20 | 375 | 25 |
Villages settled later
| Level | Each | XP |
|---|---|---|
| 1 | 75 | 5 |
A step pays that much of each of the four resources, plus the hero experience, and the hero's own level adds 2% a level above the first on top of both. A reward can be left unclaimed and taken whenever it suits: claiming it pays no health, but the experience it carries can push the hero up a level, and it is the level-up that restores full health.
Verified against T4.6 · checked 2026-08-31 · build times follow kirilloid's model