Home · Database · Buildings · Harbour

⚠️ Pre-alpha — built in public. Every figure on this page is read straight out of the shipped game code at build time, so it is exactly what the current build does — and the current build is early. Balance moves; when it does, this page moves with it.

Buildings

Harbour

Berths ships and launches hosts across the narrow sea — every level puts 800 more troops on the water.

Entity ID
harbor
Base build time (level 1)
2s — base 6 seconds
Level 10 build time
1m 17s
Level 45 build time
1d 5h
Unlocks at
Keep level 10 — the plot is not shown in your city before that
Produces
Nothing directly — this plot raises a limit rather than an income
Raw time, level 1 → 26
1d 18h
Raw time, level 1 → 45
18d 13h

Build time and upgrade cost by level

Every upgrade to Harbour 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 6 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.

Harbour: cost and raw build time at each sampled level (before alliance help, speed-ups or build-speed research).
LevelBuild timeFoodWoodStoneIron
12s80644032
23s120966048
35s1801449072
510s405324203162
101m 17s3,0752,4601,5381,230
159m 44s23,35418,68311,6779,342
1949m 16s118,23194,58559,11647,292
259h 21m1,346,7291,077,383673,365538,692
2614h 1m2,020,0931,616,0741,010,047808,037
3016h 24m3,178,6562,542,9251,589,3281,271,462
3519h 58m5,601,8784,481,5022,800,9392,240,751
401d9,872,4247,897,9394,936,2123,948,970
451d 5h17,398,58413,918,8678,699,2926,959,434

The crossing to Essos

Every other building in this database improves a realm you already stand in. The harbour is the one that adds a place: marches are overland, so until a harbour stands there is no route to the eastern continent at all, and a gathering party sent at an Essos vein is simply refused.

What may sail is the smaller of two numbers — the berths the harbour can launch and the berths your hulls can hold — so a great fleet at a small harbour is as stuck as a great harbour with no fleet. The harbour grants 800 berths per level, and the refusal always names which of the two is short, so there is never a guess about what to build next.

What a harbour of each level can put to sea, assuming hulls enough to fill it.
Harbour levelTroops it can launch
1800
54,000
108,000
1512,000
2016,000
2520,000
3024,000
3528,000
4032,000
Troops each hull class berths for a crossing. Berths are a separate number from a hull's plunder hold — a deck of soldiers and a hold of stolen grain are different questions.
ShipTroops berthedTimberIron
Coastal Skiff5030040
Longship150700140
War Galley4001,600520

The plot itself is not shown in your city until Keep 10. The eastern veins are deep workings that hold far more than their western counterparts and pay a bonus on top, which is the reason to make the crossing at all — see Gathering & Logistics.

Guide: Gathering & Logistics. Index: all 17 buildings · the whole database.

Other plots: The Keep · Farm · Sawmill · Quarry · Iron Mine · Barracks · Stables · Archery Range · Hospital · Dragon Pit · Maester's Academy · Watchtower · Embassy · Training Yard · Depot · Tavern

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.

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