Trains cavalry, including scouts. 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 | 260 | 140 | 220 | 100 | 720 | 5 | 2 | 0:36:40 | 100% |
| 2 | 335 | 180 | 280 | 130 | 925 | 3 | 3 | 0:47:30 | 90% |
| 3 | 425 | 230 | 360 | 165 | 1,180 | 3 | 3 | 1:00:10 | 81% |
| 4 | 545 | 295 | 460 | 210 | 1,510 | 3 | 4 | 1:14:50 | 72.9% |
| 5 | 700 | 375 | 590 | 270 | 1,935 | 3 | 5 | 1:31:40 | 65.6% |
| 6 | 895 | 480 | 755 | 345 | 2,475 | 3 | 6 | 1:51:20 | 59% |
| 7 | 1,145 | 615 | 970 | 440 | 3,170 | 3 | 7 | 2:14:10 | 53.1% |
| 8 | 1,465 | 790 | 1,240 | 565 | 4,060 | 3 | 9 | 2:40:40 | 47.8% |
| 9 | 1,875 | 1,010 | 1,585 | 720 | 5,190 | 3 | 10 | 3:11:20 | 43% |
| 10 | 2,400 | 1,290 | 2,030 | 920 | 6,640 | 3 | 12 | 3:47:00 | 38.7% |
| 11 | 3,070 | 1,655 | 2,595 | 1,180 | 8,500 | 4 | 15 | 4:28:20 | 34.9% |
| 12 | 3,930 | 2,115 | 3,325 | 1,510 | 10,880 | 4 | 18 | 5:16:20 | 31.4% |
| 13 | 5,030 | 2,710 | 4,255 | 1,935 | 13,930 | 4 | 21 | 6:11:50 | 28.2% |
| 14 | 6,435 | 3,465 | 5,445 | 2,475 | 17,820 | 4 | 26 | 7:16:20 | 25.4% |
| 15 | 8,240 | 4,435 | 6,970 | 3,170 | 22,815 | 4 | 31 | 8:31:10 | 22.9% |
| 16 | 10,545 | 5,680 | 8,925 | 4,055 | 29,205 | 4 | 37 | 9:58:00 | 20.6% |
| 17 | 13,500 | 7,270 | 11,425 | 5,190 | 37,385 | 4 | 44 | 11:38:40 | 18.5% |
| 18 | 17,280 | 9,305 | 14,620 | 6,645 | 47,850 | 4 | 53 | 13:35:30 | 16.7% |
| 19 | 22,120 | 11,910 | 18,715 | 8,505 | 61,250 | 4 | 64 | 15:51:00 | 15% |
| 20 | 28,310 | 15,245 | 23,955 | 10,890 | 78,400 | 4 | 77 | 18:28:10 | 13.5% |
| All | 128,505 | 69,195 | 108,720 | 49,420 | 355,840 | +72 | +77 | 120:10:40 | 13.5% |
Levels 1 to 20 cost 355,840 resources and take 120:10:40 at x1, adding 72 population and 77 culture points a day.
Trains cavalry, and every level cuts the time. Level 20 is the target in a village built around horse.
- A cavalry 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 cavalry 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, and cavalry are slow enough to train that a night of it is worth real troops.
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.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 150 | 10 |
| 3 | 300 | 20 |
| 7 | 450 | 30 |
| 12 | 600 | 40 |
| 20 | 750 | 50 |
Villages settled later
No Stable 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