Sawmill
Raises the village's lumber production from its woodcutters. One per village, built once a woodcutter 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 | 520 | 380 | 290 | 90 | 1,280 | 4 | 1 | 0:50:00 | +5% |
| 2 | 935 | 685 | 520 | 160 | 2,300 | 2 | 1 | 1:35:00 | +10% |
| 3 | 1,685 | 1,230 | 940 | 290 | 4,145 | 2 | 2 | 2:42:30 | +15% |
| 4 | 3,035 | 2,215 | 1,690 | 525 | 7,465 | 2 | 2 | 4:23:50 | +20% |
| 5 | 5,460 | 3,990 | 3,045 | 945 | 13,440 | 2 | 2 | 6:55:40 | +25% |
| All | 11,635 | 8,500 | 6,485 | 2,010 | 28,630 | +12 | +2 | 16:27:00 | +25% |
Levels 1 to 5 cost 28,630 resources and take 16:27:00 at x1, adding 12 population and 2 culture points a day.
Boosts wood production in the village, as a percentage of what the Woodcutters already make.
- Needs one Woodcutter at level 10, and multiplies what every wood 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 wood - a five-Woodcutter village, or one beside wood 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. In a capital the non-crop boosters are usually the first things cut for slots. In a feeder village that exists to send one resource, they are the point of it.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 150 | 10 |
| 5 | 300 | 20 |
Villages settled later
No Sawmill 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