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Buildings
Sawmill
Timber from the deep wood — keeps and siege engines alike are born here.
- Entity ID
sawmill- Base build time (level 1)
- 1s — base 4 seconds
- Level 10 build time
- 51s
- Level 45 build time
- 19h 42m
- Unlocks at
- Available from your first minute — no Keep-level gate
- Second plot
- Sawmill II, at Keep level 15 — doubles this resource's ceiling
- Produces
- Wood — 2 per second per level
- Raw time, level 1 → 26
- 1d 4h
- Raw time, level 1 → 45
- 12d 9h
Build time and upgrade cost by level
Every upgrade to Sawmill costs food, wood, stone and iron in a fixed 1 : 0.8 : 0.5 : 0.4 ratio, and takes a time derived from this plot's own base of 4 seconds. The curve has two phases: it climbs gently to level 26 — the end of the opening ramp, which the whole early game is paced around — and compounds harder above it, so the summit costs a real hoard as well as real patience.
| Level | Build time | Food | Wood | Stone | Iron |
|---|---|---|---|---|---|
| 1 | 1s | 80 | 64 | 40 | 32 |
| 2 | 2s | 120 | 96 | 60 | 48 |
| 3 | 3s | 180 | 144 | 90 | 72 |
| 5 | 7s | 405 | 324 | 203 | 162 |
| 10 | 51s | 3,075 | 2,460 | 1,538 | 1,230 |
| 15 | 6m 29s | 23,354 | 18,683 | 11,677 | 9,342 |
| 19 | 32m 51s | 118,231 | 94,585 | 59,116 | 47,292 |
| 25 | 6h 14m | 1,346,729 | 1,077,383 | 673,365 | 538,692 |
| 26 | 9h 21m | 2,020,093 | 1,616,074 | 1,010,047 | 808,037 |
| 30 | 10h 56m | 3,178,656 | 2,542,925 | 1,589,328 | 1,271,462 |
| 35 | 13h 18m | 5,601,878 | 4,481,502 | 2,800,939 | 2,240,751 |
| 40 | 16h 11m | 9,872,424 | 7,897,939 | 4,936,212 | 3,948,970 |
| 45 | 19h 42m | 17,398,584 | 13,918,867 | 8,699,292 | 6,959,434 |
Wood output by level
Output is strictly linear in the plot's level: 6 wood per second for each level standing — the realm runs at 3× speed, so the plot's own base figure of 2 a second is multiplied by that, the same factor every build timer on this page is divided by. Seasons then multiply it — a winter cuts food production to 45% of this and gathering to 60%, and a Long Night is harsher still — as do studied production research and the favour of your smallfolk. The Intro Era — the pre-alpha's standing acceleration, applied to every producer in the realm — multiplies the whole stack by 2.5× on top of that, so a level of this plot is really worth 15 a second while it lasts.
| Level | Per second | Per hour | Per day |
|---|---|---|---|
| 1 | 6 | 21,600 | 518,400 |
| 5 | 30 | 108,000 | 2,592,000 |
| 10 | 60 | 216,000 | 5,184,000 |
| 15 | 90 | 324,000 | 7,776,000 |
| 19 | 114 | 410,400 | 9,849,600 |
| 25 | 150 | 540,000 | 12,960,000 |
| 30 | 180 | 648,000 | 15,552,000 |
| 35 | 210 | 756,000 | 18,144,000 |
| 40 | 240 | 864,000 | 20,736,000 |
| 45 | 270 | 972,000 | 23,328,000 |
What wood is spent on
Wood pays for every construction order, the shafts and stakes of your traps, and the engines that clear somebody else's. Every building upgrade in the game bills the four resources in a fixed ratio, and wood is charged at 0.8× the headline figure — the third largest share of the four.
| Level (of plot and of the upgrade) | Wood demanded | This plot's output per hour | Hours of output to cover it |
|---|---|---|---|
| 5 | 324 | 108,000 | 0 |
| 10 | 2,460 | 216,000 | 0.01 |
| 15 | 18,683 | 324,000 | 0.06 |
| 19 | 94,585 | 410,400 | 0.23 |
| 25 | 1,077,383 | 540,000 | 2 |
| 30 | 2,542,925 | 648,000 | 3.92 |
| 35 | 4,481,502 | 756,000 | 5.93 |
| 40 | 7,897,939 | 864,000 | 9.14 |
| 45 | 13,918,867 | 972,000 | 14.32 |
| Season | Multiplier | Per hour at level 19 | Per hour at level 45 |
|---|---|---|---|
| Summer | 1.2× | 492,480 | 1,166,400 |
| Autumn | 1× | 410,400 | 972,000 |
| Winter | 0.6× | 246,240 | 583,200 |
| Spring | 1.05× | 430,920 | 1,020,600 |
| The Long Night | 0.4× | 164,160 | 388,800 |
The second plot — Sawmill II
At Keep 15 a second plot of this kind opens — Sawmill II. A second timber yard for a growing city. It is the same building in every respect that matters: the same 4-second base, the same cost curve, and the same 2 per second per level. That is what makes Keep 15 the most valuable single level of the opening: it does not improve this resource's income, it doubles its ceiling.
| Level of each plot | One plot per hour | Both plots per hour | Both plots per day |
|---|---|---|---|
| 15 | 324,000 | 648,000 | 15,552,000 |
| 19 | 410,400 | 820,800 | 19,699,200 |
| 25 | 540,000 | 1,080,000 | 25,920,000 |
| 30 | 648,000 | 1,296,000 | 31,104,000 |
| 35 | 756,000 | 1,512,000 | 36,288,000 |
| 40 | 864,000 | 1,728,000 | 41,472,000 |
| 45 | 972,000 | 1,944,000 | 46,656,000 |
Related
Guide: Maximizing Resources. Index: all 17 buildings · the whole database.
Other plots: The Keep · Farm · Quarry · Iron Mine · Barracks · Stables · Archery Range · Hospital · Dragon Pit · Maester's Academy · Watchtower · Embassy · Training Yard · Depot · Tavern · Harbour
Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.