Iron Foundry
Raises the village's iron production from its iron mines. One per village, built once an iron mine 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 | 200 | 450 | 510 | 120 | 1,280 | 6 | 1 | 1:08:00 | +5% |
| 2 | 360 | 810 | 920 | 215 | 2,305 | 3 | 1 | 2:02:00 | +10% |
| 3 | 650 | 1,460 | 1,650 | 390 | 4,150 | 3 | 2 | 3:23:00 | +15% |
| 4 | 1,165 | 2,625 | 2,975 | 700 | 7,465 | 3 | 2 | 5:24:30 | +20% |
| 5 | 2,100 | 4,725 | 5,355 | 1,260 | 13,440 | 3 | 2 | 8:26:50 | +25% |
| All | 4,475 | 10,070 | 11,410 | 2,685 | 28,640 | +18 | +2 | 20:24:20 | +25% |
Levels 1 to 5 cost 28,640 resources and take 20:24:20 at x1, adding 18 population and 2 culture points a day.
Boosts iron production in the village, as a percentage of what the Iron Mines already make.
- Needs one Iron Mine at level 10, and multiplies what every iron 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 iron - a five-Iron-Mine village, or one beside iron 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. Iron is what armour and cavalry eat, so an account building a hammer runs short of it before anything else. A specialist iron feeder is the usual answer, and it also cuts how often resources have to be rebalanced through the NPC merchant.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 150 | 10 |
| 5 | 300 | 20 |
Villages settled later
No Iron Foundry 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