Settler
A settling expansion unit of the Romans. Every figure below is produced by the same engine behind the calculators, so a stat here and a result there cannot disagree.
What stands out
- At 19,000 resources it is the second-cheapest settler to train.
- Taking 7h 28m at level 1, it is the third-quickest settler to train.
- Three of them, taking 750 of each resource with them, found a new village on an empty tile - as long as the account has the culture points for one more village when they set out and when they arrive.
Smithy upgrades
Each smithy level raises a stat by a fraction of its base plus a term scaled by crop consumption. The crop term is why a unit’s gain is not simply a percentage of its base stat: relative to their stats, high-upkeep units gain the most.
| Smithy | Offence | Def inf | Def cav |
|---|---|---|---|
| Level 0 | 0 | 80 | 80 |
| Level 5 | 2 | 84 | 84 |
| Level 10 | 3 | 89 | 89 |
| Level 15 | 5 | 94 | 94 |
| Level 20 | 6 | 98 | 98 |
Training time by server speed
At building level 1 with no artefact, helmet or alliance bonus. Higher building levels cut the time by 10% per level, compounding.
| Server speed | Level 1 | Level 10 | Level 20 |
|---|---|---|---|
| 1x | 7:28:20 | 2:53:42 | 1:00:34 |
| 2x | 3:44:10 | 1:26:51 | 0:30:17 |
| 3x | 2:29:27 | 0:57:54 | 0:20:12 |
| 5x | 1:29:40 | 0:34:45 | 0:12:07 |
| 10x | 0:44:50 | 0:17:23 | 0:06:04 |
Compare with
Units from other tribes filling the same role, closest in offence first.
Plan an army of these
The army calculator works out how many Settler you produce over a day or a week, what they cost, and the crop they will eat.
Open the army calculator →Verified against T4.6 · checked 2026-08-31 · confidence sheet-only