Harbor
Built on a shore, on the worlds that have water. Its level sets how many ships the village can hold, which rises by one more each level.
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 | Ships |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1,440 | 1,370 | 1,290 | 495 | 4,595 | 3 | 5 | 1:06:40 | 1 |
| 2 | 1,870 | 1,780 | 1,675 | 645 | 5,970 | 2 | 6 | 1:22:20 | 3 |
| 3 | 2,435 | 2,315 | 2,180 | 835 | 7,765 | 2 | 7 | 1:40:30 | 6 |
| 4 | 3,165 | 3,010 | 2,835 | 1,090 | 10,100 | 2 | 8 | 2:01:40 | 10 |
| 5 | 4,115 | 3,915 | 3,685 | 1,415 | 13,130 | 2 | 10 | 2:26:00 | 15 |
| 6 | 5,345 | 5,085 | 4,790 | 1,840 | 17,060 | 2 | 12 | 2:54:20 | 21 |
| 7 | 6,950 | 6,615 | 6,225 | 2,390 | 22,180 | 2 | 14 | 3:27:20 | 28 |
| 8 | 9,035 | 8,595 | 8,095 | 3,105 | 28,830 | 2 | 17 | 4:05:30 | 36 |
| 9 | 11,745 | 11,175 | 10,525 | 4,040 | 37,485 | 2 | 21 | 4:49:50 | 45 |
| 10 | 15,270 | 14,530 | 13,680 | 5,250 | 48,730 | 2 | 25 | 5:41:10 | 55 |
| 11 | 19,850 | 18,885 | 17,785 | 6,825 | 63,345 | 3 | 30 | 6:40:40 | 66 |
| 12 | 25,805 | 24,555 | 23,120 | 8,870 | 82,350 | 3 | 36 | 7:49:50 | 78 |
| 13 | 33,550 | 31,920 | 30,055 | 11,535 | 107,060 | 3 | 43 | 9:10:00 | 91 |
| 14 | 43,615 | 41,495 | 39,070 | 14,990 | 139,170 | 3 | 51 | 10:43:00 | 105 |
| 15 | 56,700 | 53,940 | 50,790 | 19,490 | 180,920 | 3 | 62 | 12:30:50 | 120 |
| 16 | 73,710 | 70,125 | 66,030 | 25,335 | 235,200 | 3 | 74 | 14:36:00 | 136 |
| 17 | 95,820 | 91,160 | 85,840 | 32,940 | 305,760 | 3 | 89 | 17:01:10 | 153 |
| 18 | 124,565 | 118,510 | 111,590 | 42,820 | 397,485 | 3 | 106 | 19:49:30 | 171 |
| 19 | 161,935 | 154,065 | 145,065 | 55,665 | 516,730 | 3 | 128 | 23:04:50 | 190 |
| 20 | 210,515 | 200,285 | 188,590 | 72,365 | 671,755 | 3 | 153 | 26:51:30 | 210 |
| All | 907,435 | 863,330 | 812,915 | 311,940 | 2,895,620 | +51 | +153 | 177:52:40 | 210 |
Levels 1 to 20 cost 2,895,620 resources and take 177:52:40 at x1, adding 51 population and 153 culture points a day.
Special worlds only - Annual Special, New Year's Special and some Community Week worlds. A village becomes a harbour village the moment it is settled on an abandoned shore, next to deep water; the building itself comes later, and the village keeps that status even if the harbour is destroyed or never built at all.
- It takes a building slot of its own, like the Rally Point, and nothing else can be built there.
- Ships are the point: the level sets how many the village may hold, one more each level, reaching 210 at level 20. The types are not rationed, so 210 of one kind is as allowed as an even split.
- Deep water runs at 18 fields an hour at 1x for every tribe, and nothing speeds it up - no hero item but the map, no artefact, no Tournament Square. On land the usual bonuses apply again.
- Trade ships need no merchants and are not capped at 20, so a full harbour can push resources to 210 places at once - the one way around the merchant limit.
- Alliance Commerce raises trade ship capacity and speed together, by 30% a level to 150%, and that shortens the return leg as well.
- A scout sees the harbour's level but never the number of ships.
- Only raid ships can go in a farm list. Warships and decoy warships cannot, and a ship is destroyed if every troop it carried dies.
| Ship | Carries | Used for | Lumber | Clay | Iron | Crop | Build time |
|---|---|---|---|---|---|---|---|
| Trade ship | Resources only | Trade | 2,835 | 1,235 | 1,985 | 750 | 1:15:00 |
| Warship | Any number of troops | Attack, raid, reinforce | 18,500 | 8,355 | 12,275 | 7,500 | 3:45:00 |
| Decoy warship | Up to 60 troops | Attack, raid, reinforce | 950 | 350 | 750 | 350 | 0:35:00 |
| Raid ship | Up to 200 troops | Raids only, farm lists | 750 | 450 | 450 | 150 | 0:20:00 |
A decoy warship is chosen automatically over a warship when one is free and the army is 60 troops or fewer. Build times are the published figures; like every other time on the site they divide by the world's speed.
| Tribe | Carries | Deep water | On land |
|---|---|---|---|
| Teutons | 3,000 | 18 f/h | 12 f/h |
| Huns | 3,000 | 18 f/h | 20 f/h |
| Vikings | 3,000 | 18 f/h | 18 f/h |
| Gauls | 2,750 | 18 f/h | 24 f/h |
| Spartans | 2,750 | 18 f/h | 14 f/h |
| Romans | 2,500 | 18 f/h | 16 f/h |
| Egyptians | 2,500 | 18 f/h | 16 f/h |
Every figure is for a 1x world and scales with the world's speed. Deep water is the same 18 for everyone; on land a trade ship simply moves at that tribe's merchant speed, so a Gaul harbour is the only one that is faster out of the water than in it. Capacities are far above a merchant's, which is the other half of why a harbour village supplies an account so well.
Strategy. The gain grows with distance and with how slow the army is, so a harbour is worth most to the players whose targets are far away and whose troops walk.
Vikings. Their raid bonus carries into the water: raid ships at 24 fields an hour rather than 18.
Annual Special servers only · costs and effect from Travian's own support article