Brickyard
Raises the village's clay production from its clay pits. One per village, built once a clay pit reaches level 10.
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 | Production bonus |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 440 | 480 | 320 | 50 | 1,290 | 3 | 1 | 0:47:20 | +5% |
| 2 | 790 | 865 | 575 | 90 | 2,320 | 2 | 1 | 1:31:00 | +10% |
| 3 | 1,425 | 1,555 | 1,035 | 160 | 4,175 | 2 | 2 | 2:36:30 | +15% |
| 4 | 2,565 | 2,800 | 1,865 | 290 | 7,520 | 2 | 2 | 4:14:50 | +20% |
| 5 | 4,620 | 5,040 | 3,360 | 525 | 13,545 | 2 | 2 | 6:42:10 | +25% |
| All | 9,840 | 10,740 | 7,155 | 1,115 | 28,850 | +11 | +2 | 15:51:50 | +25% |
Levels 1 to 5 cost 28,850 resources and take 15:51:50 at x1, adding 11 population and 2 culture points a day.
Boosts clay production in the village, as a percentage of what the Clay Pits already make.
- Needs one Clay Pit at level 10, and multiplies what every clay field in the village makes - so it is worth building once those fields are already producing, not before.
- The usual order is fields to about 8, one to 10 to unlock this, then this to about 4, then back to the fields.
- Most valuable in a village built around clay - a five-Clay-Pit village, or one beside clay oases - where the percentage is a percentage of a large number.
- It costs a building slot, which in a capital is the real price: a 15-cropper usually wants storage and troops in that slot more than it wants a few per cent of a resource it barely makes.
Strategy. Clay is the resource most builds want early and in bulk, so a dedicated clay feeder pays off sooner than most. In a capital it competes for slots like the other two.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 150 | 10 |
| 5 | 300 | 20 |
Villages settled later
No Brickyard task once the village is settled: the list is shorter, and this is not on it.
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