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Building Levels & Bonuses

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.

How to read this

  • Production, storage and protection buildings scale multiplicatively: each level is a percentage of the last, so late levels are worth far more in absolute terms.
  • Costs rise 42–60% per level and build times 30% per level, so upgrades stay meaningful choices rather than checklist items.
  • Your Headquarters level caps every other building, and every HQ level also speeds up all construction.

Headquarters — max level 75

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.

LevelWhat you get
12.0% faster builds · loan cap 2,500g
59.6% faster builds · loan cap 62,500g
1018.3% faster builds · loan cap 250,000g
2033.2% faster builds · loan cap 1,000,000g
3045.5% faster builds · loan cap 2,250,000g
4559.7% faster builds · loan cap 5,062,500g
6070.2% faster builds · loan cap 9,000,000g
7578.0% faster builds · loan cap 14,062,500g

Woodcutter — max level 75

+22% wood per hour per level (compounding).

LevelWhat you get
130 wood/hr
566 wood/hr
10179 wood/hr
201,312 wood/hr
309,584 wood/hr
45189,214 wood/hr
603,735,521 wood/hr
7573,747,741 wood/hr

Quarry — max level 75

+22% stone per hour per level (compounding).

LevelWhat you get
130 stone/hr
566 stone/hr
10179 stone/hr
201,312 stone/hr
309,584 stone/hr
45189,214 stone/hr
603,735,521 stone/hr
7573,747,741 stone/hr

Iron Mine — max level 75

+22% iron per hour per level (compounding).

Requires Headquarters level 2.

LevelWhat you get
115 iron/hr
533 iron/hr
1089 iron/hr
20656 iron/hr
304,792 iron/hr
4594,607 iron/hr
601,867,760 iron/hr
7536,873,870 iron/hr

Farm — max level 75

+22% food per hour per level (compounding) — food also pays troop upkeep.

LevelWhat you get
135 food/hr
577 food/hr
10209 food/hr
201,530 food/hr
3011,181 food/hr
45220,749 food/hr
604,358,108 food/hr
7586,039,031 food/hr

Warehouse — max level 75

+30% storage cap per level for wood, stone, iron and food.

LevelWhat you get
15,000 cap / resource
514,280 cap / resource
1053,022 cap / resource
20730,960 cap / resource
3074,965,040 cap / resource
4578,671,176,943 cap / resource
6082,560,537,592,352 cap / resource
7586,642,181,194,183,040 cap / resource

Vault — max level 75

+30% per level to the amount of every resource that raiders can never take.

Requires Headquarters level 3.

LevelWhat you get
1260 protected / resource
5742 protected / resource
102,757 protected / resource
2038,009 protected / resource
30523,999 protected / resource
4526,821,363 protected / resource
601,372,875,434 protected / resource
7570,271,855,114 protected / resource

Hidden Vault — max level 60

+45% per level to the Gold that can never be looted (1% fee in and out).

Requires Vault level 5.

LevelWhat you get
110,000g unraidable
544,205g unraidable
10283,342g unraidable
2011,641,046g unraidable
30478,268,815g unraidable
45125,948,238,634g unraidable
6033,167,453,723,250g unraidable

Barracks — max level 75

Unlocks troop tiers and makes every unit train 3% faster per level (compounding).

Requires Headquarters level 2.

LevelWhat you get
1Swordsman ×1 in 10 min
5Swordsman ×1 in 9 min
10Swordsman ×1 in 8 min
20Swordsman ×1 in 6 min
30Swordsman ×1 in 4 min
45Swordsman ×1 in 3 min
60Swordsman ×1 in 2 min
75Swordsman ×1 in 1 min

Training Grounds — max level 60

+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.

LevelWhat you get
11 pts/session · −0.5% cost
51 pts/session · −2.5% cost
101 pts/session · −5.0% cost
202 pts/session · −10.0% cost
303 pts/session · −15.0% cost
454 pts/session · −22.5% cost
606 pts/session · −30.0% cost

Wall — max level 75

+5% defence power for your whole garrison per level.

Requires Headquarters level 2.

LevelWhat 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

Watchtower — max level 75

Narrows the estimated size of incoming hosts by 7% per level, from a ±60% guess toward the true count.

Requires Headquarters level 3.

LevelWhat 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

Research Lab — max level 45

Unlocks the ten tech lines and cuts research time by 3% per level (compounding).

Requires Headquarters level 5.

LevelWhat you get
10.0% faster research
511.5% faster research
1024.0% faster research
2043.9% faster research
3058.7% faster research
4573.8% faster research

Scholar's Academy — max level 45

Gates Scholar's Academy course levels and shortens every course.

Requires Research Lab level 2.

LevelWhat you get
1Course tiers up to Academy 1
5Course tiers up to Academy 5
10Course tiers up to Academy 10
20Course tiers up to Academy 20
30Course tiers up to Academy 30
45Course tiers up to Academy 45

Market — max level 45

−0.1% trading fee per level on Market, Bazaar and Auction sales (5% base, 1% floor).

Requires Headquarters level 4.

LevelWhat you get
14.9% sale fee
54.5% sale fee
104.0% sale fee
203.0% sale fee
302.0% sale fee
451.0% sale fee

Embassy — max level 30

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.

LevelWhat 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

Mint — max level 60

+1 Gold per day per level, paid out continuously.

Requires Headquarters level 4.

LevelWhat you get
11 Gold/day
55 Gold/day
1010 Gold/day
2020 Gold/day
3030 Gold/day
4545 Gold/day
6060 Gold/day

Treasury — max level 20

+5% raid protection on top of the Vault per level (max +100%).

Requires Vault level 3.

LevelWhat you get
1×1.05 vault protection
5×1.25 vault protection
10×1.50 vault protection
20×2.00 vault protection

Stables — max level 40

−0.5% march time per level on every mission (max −20%).

Requires Barracks level 3.

LevelWhat 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

Guildhall — max level 45

+1 concurrent build slot every 15 levels (max +3), plus +0.4% build speed every single level (max +18%).

Requires Headquarters level 6.

LevelWhat 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

Chapel — max level 20

+2% Champion XP gain per level (max +40%).

Requires Headquarters level 4.

LevelWhat you get
1×1.02 Champion XP
5×1.10 Champion XP
10×1.20 Champion XP
20×1.40 Champion XP

Infirmary — max level 20

+8% Champion HP regeneration per level (max +160%).

Requires Chapel level 2.

LevelWhat you get
1×1.08 regen rate
5×1.40 regen rate
10×1.80 regen rate
20×2.60 regen rate

Grand Sawmill — max level 100

Ruinously expensive gold sink. +1% Woodcutter output per level, capped at +50%.

Requires Woodcutter level 10.

LevelWhat 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

Masons' Lodge — max level 100

Ruinously expensive gold sink. +1% Quarry output per level, capped at +50%.

Requires Quarry level 10.

LevelWhat 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

Great Smelter — max level 100

Ruinously expensive gold sink. +1% Iron Mine output per level, capped at +50%.

Requires Iron Mine level 10.

LevelWhat 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

Irrigation Works — max level 100

Ruinously expensive gold sink. +1% Farm output per level, capped at +50%.

Requires Farm level 10.

LevelWhat 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

Upgrade priorities

  • Early (HQ 1–10): Headquarters, then the four producers and the Warehouse — everything else is paid for by production.
  • Mid (HQ 10–30): Guildhall for parallel builds and build speed, Barracks and Wall for safety, Market to cut trading fees, Vault and Treasury to keep your stockpile.
  • Late (HQ 30+): Research Lab and Academy for permanent account-wide bonuses, Hidden Vault for untouchable Gold, Stables and Training Grounds to sharpen every march.

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