Warehouse
Stores lumber, clay and iron. Production above its capacity is wasted, so it needs to keep up with the fields and with what a raid might bring back.
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 | Capacity |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 130 | 160 | 90 | 40 | 420 | 1 | 1 | 0:33:20 | 1,200 |
| 2 | 165 | 205 | 115 | 50 | 535 | 1 | 1 | 0:43:40 | 1,700 |
| 3 | 215 | 260 | 145 | 65 | 685 | 1 | 2 | 0:55:40 | 2,300 |
| 4 | 275 | 335 | 190 | 85 | 885 | 1 | 2 | 1:09:30 | 3,100 |
| 5 | 350 | 430 | 240 | 105 | 1,125 | 1 | 2 | 1:25:40 | 4,000 |
| 6 | 445 | 550 | 310 | 135 | 1,440 | 1 | 3 | 1:44:20 | 5,000 |
| 7 | 570 | 705 | 395 | 175 | 1,845 | 1 | 4 | 2:06:10 | 6,300 |
| 8 | 730 | 900 | 505 | 225 | 2,360 | 1 | 4 | 2:31:20 | 7,800 |
| 9 | 935 | 1,155 | 650 | 290 | 3,030 | 1 | 5 | 3:00:30 | 9,600 |
| 10 | 1,200 | 1,475 | 830 | 370 | 3,875 | 1 | 6 | 3:34:20 | 11,800 |
| 11 | 1,535 | 1,890 | 1,065 | 470 | 4,960 | 2 | 7 | 4:13:40 | 14,400 |
| 12 | 1,965 | 2,420 | 1,360 | 605 | 6,350 | 2 | 9 | 4:59:10 | 17,600 |
| 13 | 2,515 | 3,095 | 1,740 | 775 | 8,125 | 2 | 11 | 5:52:10 | 21,400 |
| 14 | 3,220 | 3,960 | 2,230 | 990 | 10,400 | 2 | 13 | 6:53:30 | 25,900 |
| 15 | 4,120 | 5,070 | 2,850 | 1,270 | 13,310 | 2 | 15 | 8:04:40 | 31,300 |
| 16 | 5,275 | 6,490 | 3,650 | 1,625 | 17,040 | 2 | 18 | 9:27:10 | 37,900 |
| 17 | 6,750 | 8,310 | 4,675 | 2,075 | 21,810 | 2 | 22 | 11:02:50 | 45,700 |
| 18 | 8,640 | 10,635 | 5,980 | 2,660 | 27,915 | 2 | 27 | 12:54:00 | 55,100 |
| 19 | 11,060 | 13,610 | 7,655 | 3,405 | 35,730 | 2 | 32 | 15:02:50 | 66,400 |
| 20 | 14,155 | 17,420 | 9,800 | 4,355 | 45,730 | 2 | 38 | 17:32:10 | 80,000 |
| All | 64,250 | 79,075 | 44,475 | 19,770 | 207,570 | +30 | +38 | 113:46:40 | 80,000 |
Levels 1 to 20 cost 207,570 resources and take 113:46:40 at x1, adding 30 population and 38 culture points a day.
Stores lumber, clay and iron. A level 20 Warehouse holds 80,000 of each, and once one reaches level 20 the village may build another - after which each new Warehouse stands on its own and need not reach 20 before the next.
- Resources arriving above the cap are lost, whether produced or carried in by merchants.
- Catapults that take a Warehouse down take the capacity with it, and anything above the new ceiling is gone the moment the level drops.
- A second Warehouse is not a luxury once upgrades get expensive: a single level 20 holds 80,000, and plenty of late buildings and a Great Warehouse cost more than that in one resource.
- The buffer is the point. Production is continuous and spending is lumpy, so storage covers the gap - and a village sitting permanently full throws away everything it makes until something is bought.
- Storage also decides how much a village can be sent. A feeder delivering into a full Warehouse is wasting its merchants.
Strategy. Raise storage ahead of the upgrade that needs it rather than after: a village that cannot hold the price of the next level cannot start it, however much it produces.
Planning. Keep headroom rather than running at the cap, particularly anywhere receiving large deliveries. The resources lost to an overflowing Warehouse are invisible - nothing reports them - which is what makes it an easy mistake to keep making.
First village
| Level | Each | XP |
|---|---|---|
| 1 | 75 | 5 |
| 3 | 150 | 10 |
| 7 | 225 | 15 |
| 12 | 300 | 20 |
| 20 | 375 | 25 |
Villages settled later
| Level | Each | XP |
|---|---|---|
| 1 | 75 | 5 |
| 10 | 150 | 10 |
| 20 | 225 | 15 |
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