Every building keeps paying out at every level — nothing plateaus after the first few upgrades. This page lists the exact per-level rule for each structure and the value it reaches at sample levels.
Raises the level ceiling of every other building, unlocks new structures, cuts all build times by 2% per level (compounding) and raises your loan limit.
| Level | What you get |
|---|---|
| 1 | 2.0% faster builds · loan cap 2,500g |
| 5 | 9.6% faster builds · loan cap 62,500g |
| 10 | 18.3% faster builds · loan cap 250,000g |
| 20 | 33.2% faster builds · loan cap 1,000,000g |
| 30 | 45.5% faster builds · loan cap 2,250,000g |
| 45 | 59.7% faster builds · loan cap 5,062,500g |
| 60 | 70.2% faster builds · loan cap 9,000,000g |
| 75 | 78.0% faster builds · loan cap 14,062,500g |
+22% wood per hour per level (compounding).
| Level | What you get |
|---|---|
| 1 | 30 wood/hr |
| 5 | 66 wood/hr |
| 10 | 179 wood/hr |
| 20 | 1,312 wood/hr |
| 30 | 9,584 wood/hr |
| 45 | 189,214 wood/hr |
| 60 | 3,735,521 wood/hr |
| 75 | 73,747,741 wood/hr |
+22% stone per hour per level (compounding).
| Level | What you get |
|---|---|
| 1 | 30 stone/hr |
| 5 | 66 stone/hr |
| 10 | 179 stone/hr |
| 20 | 1,312 stone/hr |
| 30 | 9,584 stone/hr |
| 45 | 189,214 stone/hr |
| 60 | 3,735,521 stone/hr |
| 75 | 73,747,741 stone/hr |
+22% iron per hour per level (compounding).
Requires Headquarters level 2.
| Level | What you get |
|---|---|
| 1 | 15 iron/hr |
| 5 | 33 iron/hr |
| 10 | 89 iron/hr |
| 20 | 656 iron/hr |
| 30 | 4,792 iron/hr |
| 45 | 94,607 iron/hr |
| 60 | 1,867,760 iron/hr |
| 75 | 36,873,870 iron/hr |
+22% food per hour per level (compounding) — food also pays troop upkeep.
| Level | What you get |
|---|---|
| 1 | 35 food/hr |
| 5 | 77 food/hr |
| 10 | 209 food/hr |
| 20 | 1,530 food/hr |
| 30 | 11,181 food/hr |
| 45 | 220,749 food/hr |
| 60 | 4,358,108 food/hr |
| 75 | 86,039,031 food/hr |
+30% storage cap per level for wood, stone, iron and food.
| Level | What you get |
|---|---|
| 1 | 5,000 cap / resource |
| 5 | 14,280 cap / resource |
| 10 | 53,022 cap / resource |
| 20 | 730,960 cap / resource |
| 30 | 74,965,040 cap / resource |
| 45 | 78,671,176,943 cap / resource |
| 60 | 82,560,537,592,352 cap / resource |
| 75 | 86,642,181,194,183,040 cap / resource |
+30% per level to the amount of every resource that raiders can never take.
Requires Headquarters level 3.
| Level | What you get |
|---|---|
| 1 | 260 protected / resource |
| 5 | 742 protected / resource |
| 10 | 2,757 protected / resource |
| 20 | 38,009 protected / resource |
| 30 | 523,999 protected / resource |
| 45 | 26,821,363 protected / resource |
| 60 | 1,372,875,434 protected / resource |
| 75 | 70,271,855,114 protected / resource |
+45% per level to the Gold that can never be looted (1% fee in and out).
Requires Vault level 5.
| Level | What you get |
|---|---|
| 1 | 10,000g unraidable |
| 5 | 44,205g unraidable |
| 10 | 283,342g unraidable |
| 20 | 11,641,046g unraidable |
| 30 | 478,268,815g unraidable |
| 45 | 125,948,238,634g unraidable |
| 60 | 33,167,453,723,250g unraidable |
Unlocks troop tiers and makes every unit train 3% faster per level (compounding).
Requires Headquarters level 2.
| Level | What you get |
|---|---|
| 1 | Swordsman ×1 in 10 min |
| 5 | Swordsman ×1 in 9 min |
| 10 | Swordsman ×1 in 8 min |
| 20 | Swordsman ×1 in 6 min |
| 30 | Swordsman ×1 in 4 min |
| 45 | Swordsman ×1 in 3 min |
| 60 | Swordsman ×1 in 2 min |
| 75 | Swordsman ×1 in 1 min |
+1 battle-stat point per session every 12 levels, and each level cuts drill gold cost by 0.5% (max −30%).
Requires Barracks level 2.
| Level | What you get |
|---|---|
| 1 | 1 pts/session · −0.5% cost |
| 5 | 1 pts/session · −2.5% cost |
| 10 | 1 pts/session · −5.0% cost |
| 20 | 2 pts/session · −10.0% cost |
| 30 | 3 pts/session · −15.0% cost |
| 45 | 4 pts/session · −22.5% cost |
| 60 | 6 pts/session · −30.0% cost |
+5% defence power for your whole garrison per level.
Requires Headquarters level 2.
| Level | What you get |
|---|---|
| 1 | +5% defence |
| 5 | +25% defence |
| 10 | +50% defence |
| 20 | +100% defence |
| 30 | +150% defence |
| 45 | +225% defence |
| 60 | +300% defence |
| 75 | +375% defence |
Narrows the estimated size of incoming hosts by 7% per level, from a ±60% guess toward the true count.
Requires Headquarters level 3.
| Level | What you get |
|---|---|
| 1 | ±60.0% accuracy band |
| 5 | ±44.9% accuracy band |
| 10 | ±31.2% accuracy band |
| 20 | ±15.1% accuracy band |
| 30 | ±7.3% accuracy band |
| 45 | ±2.5% accuracy band |
| 60 | ±0.8% accuracy band |
| 75 | ±0.5% accuracy band |
Unlocks the ten tech lines and cuts research time by 3% per level (compounding).
Requires Headquarters level 5.
| Level | What you get |
|---|---|
| 1 | 0.0% faster research |
| 5 | 11.5% faster research |
| 10 | 24.0% faster research |
| 20 | 43.9% faster research |
| 30 | 58.7% faster research |
| 45 | 73.8% faster research |
Gates Scholar's Academy course levels and shortens every course.
Requires Research Lab level 2.
| Level | What you get |
|---|---|
| 1 | Course tiers up to Academy 1 |
| 5 | Course tiers up to Academy 5 |
| 10 | Course tiers up to Academy 10 |
| 20 | Course tiers up to Academy 20 |
| 30 | Course tiers up to Academy 30 |
| 45 | Course tiers up to Academy 45 |
−0.1% trading fee per level on Market, Bazaar and Auction sales (5% base, 1% floor).
Requires Headquarters level 4.
| Level | What you get |
|---|---|
| 1 | 4.9% sale fee |
| 5 | 4.5% sale fee |
| 10 | 4.0% sale fee |
| 20 | 3.0% sale fee |
| 30 | 2.0% sale fee |
| 45 | 1.0% sale fee |
Lv 1 join a house, Lv 5 found one. Every level adds alliance production, member capacity, treasury boost discount and weekly tax relief.
Requires Headquarters level 5.
| Level | What you get |
|---|---|
| 1 | +5.0% prod · 25 members · −1.0% boosts · −0.0% tax |
| 5 | +6.0% prod · 29 members · −5.0% boosts · −6.9% tax |
| 10 | +7.2% prod · 34 members · −10.0% boosts · −15.5% tax |
| 20 | +9.6% prod · 44 members · −20.0% boosts · −32.7% tax |
| 30 | +12.0% prod · 54 members · −30.0% boosts · −49.9% tax |
+1 Gold per day per level, paid out continuously.
Requires Headquarters level 4.
| Level | What you get |
|---|---|
| 1 | 1 Gold/day |
| 5 | 5 Gold/day |
| 10 | 10 Gold/day |
| 20 | 20 Gold/day |
| 30 | 30 Gold/day |
| 45 | 45 Gold/day |
| 60 | 60 Gold/day |
+5% raid protection on top of the Vault per level (max +100%).
Requires Vault level 3.
| Level | What you get |
|---|---|
| 1 | ×1.05 vault protection |
| 5 | ×1.25 vault protection |
| 10 | ×1.50 vault protection |
| 20 | ×2.00 vault protection |
−0.5% march time per level on every mission (max −20%).
Requires Barracks level 3.
| Level | What you get |
|---|---|
| 1 | −0.5% march time |
| 5 | −2.5% march time |
| 10 | −5.0% march time |
| 20 | −10.0% march time |
| 30 | −15.0% march time |
+1 concurrent build slot every 15 levels (max +3), plus +0.4% build speed every single level (max +18%).
Requires Headquarters level 6.
| Level | What you get |
|---|---|
| 1 | +0 slot(s) · +0.4% build speed |
| 5 | +0 slot(s) · +2.0% build speed |
| 10 | +0 slot(s) · +4.0% build speed |
| 20 | +1 slot(s) · +8.0% build speed |
| 30 | +2 slot(s) · +12.0% build speed |
| 45 | +3 slot(s) · +18.0% build speed |
+2% Champion XP gain per level (max +40%).
Requires Headquarters level 4.
| Level | What you get |
|---|---|
| 1 | ×1.02 Champion XP |
| 5 | ×1.10 Champion XP |
| 10 | ×1.20 Champion XP |
| 20 | ×1.40 Champion XP |
+8% Champion HP regeneration per level (max +160%).
Requires Chapel level 2.
| Level | What you get |
|---|---|
| 1 | ×1.08 regen rate |
| 5 | ×1.40 regen rate |
| 10 | ×1.80 regen rate |
| 20 | ×2.60 regen rate |
Ruinously expensive gold sink. +1% Woodcutter output per level, capped at +50%.
Requires Woodcutter level 10.
| Level | What you get |
|---|---|
| 1 | ×1.01 wood production |
| 5 | ×1.05 wood production |
| 10 | ×1.10 wood production |
| 20 | ×1.20 wood production |
| 30 | ×1.30 wood production |
| 45 | ×1.45 wood production |
| 60 | ×1.50 wood production |
| 75 | ×1.50 wood production |
| 90 | ×1.50 wood production |
| 100 | ×1.50 wood production |
Ruinously expensive gold sink. +1% Quarry output per level, capped at +50%.
Requires Quarry level 10.
| Level | What you get |
|---|---|
| 1 | ×1.01 stone production |
| 5 | ×1.05 stone production |
| 10 | ×1.10 stone production |
| 20 | ×1.20 stone production |
| 30 | ×1.30 stone production |
| 45 | ×1.45 stone production |
| 60 | ×1.50 stone production |
| 75 | ×1.50 stone production |
| 90 | ×1.50 stone production |
| 100 | ×1.50 stone production |
Ruinously expensive gold sink. +1% Iron Mine output per level, capped at +50%.
Requires Iron Mine level 10.
| Level | What you get |
|---|---|
| 1 | ×1.01 iron production |
| 5 | ×1.05 iron production |
| 10 | ×1.10 iron production |
| 20 | ×1.20 iron production |
| 30 | ×1.30 iron production |
| 45 | ×1.45 iron production |
| 60 | ×1.50 iron production |
| 75 | ×1.50 iron production |
| 90 | ×1.50 iron production |
| 100 | ×1.50 iron production |
Ruinously expensive gold sink. +1% Farm output per level, capped at +50%.
Requires Farm level 10.
| Level | What you get |
|---|---|
| 1 | ×1.01 food production |
| 5 | ×1.05 food production |
| 10 | ×1.10 food production |
| 20 | ×1.20 food production |
| 30 | ×1.30 food production |
| 45 | ×1.45 food production |
| 60 | ×1.50 food production |
| 75 | ×1.50 food production |
| 90 | ×1.50 food production |
| 100 | ×1.50 food production |
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