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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.
| Level | Build time | Food | Wood | Stone | Iron |
|---|---|---|---|---|---|
| 1 | 2s | 80 | 64 | 40 | 32 |
| 2 | 3s | 120 | 96 | 60 | 48 |
| 3 | 5s | 180 | 144 | 90 | 72 |
| 5 | 10s | 405 | 324 | 203 | 162 |
| 10 | 1m 17s | 3,075 | 2,460 | 1,538 | 1,230 |
| 15 | 9m 44s | 23,354 | 18,683 | 11,677 | 9,342 |
| 19 | 49m 16s | 118,231 | 94,585 | 59,116 | 47,292 |
| 25 | 9h 21m | 1,346,729 | 1,077,383 | 673,365 | 538,692 |
| 26 | 14h 1m | 2,020,093 | 1,616,074 | 1,010,047 | 808,037 |
| 30 | 16h 24m | 3,178,656 | 2,542,925 | 1,589,328 | 1,271,462 |
| 35 | 19h 58m | 5,601,878 | 4,481,502 | 2,800,939 | 2,240,751 |
| 40 | 1d | 9,872,424 | 7,897,939 | 4,936,212 | 3,948,970 |
| 45 | 1d 5h | 17,398,584 | 13,918,867 | 8,699,292 | 6,959,434 |
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.
| Harbour level | Troops it can launch |
|---|---|
| 1 | 800 |
| 5 | 4,000 |
| 10 | 8,000 |
| 15 | 12,000 |
| 20 | 16,000 |
| 25 | 20,000 |
| 30 | 24,000 |
| 35 | 28,000 |
| 40 | 32,000 |
| Ship | Troops berthed | Timber | Iron |
|---|---|---|---|
| Coastal Skiff | 50 | 300 | 40 |
| Longship | 150 | 700 | 140 |
| War Galley | 400 | 1,600 | 520 |
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.
Related
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.