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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)
- 18s — base 18 seconds
- Level 10 build time
- 11m 32s
- Level 45 build time
- 8d 11h
- 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 — 1.2 per second per level
- Raw time, level 1 → 19
- 22h 9m
- Raw time, level 1 → 45
- 69d 3h
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 18 seconds. The curve has two phases: it climbs gently to level 19 — the tier-7 milestone the whole opening 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 | 18s | 120 | 96 | 60 | 48 |
| 2 | 27s | 180 | 144 | 90 | 72 |
| 3 | 41s | 270 | 216 | 135 | 108 |
| 5 | 1m 31s | 608 | 486 | 304 | 243 |
| 10 | 11m 32s | 4,613 | 3,690 | 2,307 | 1,845 |
| 15 | 1h 27m | 35,032 | 28,026 | 17,516 | 14,013 |
| 19 | 7h 23m | 177,347 | 141,878 | 88,674 | 70,939 |
| 25 | 15h 52m | 779,980 | 623,984 | 389,990 | 311,992 |
| 30 | 1d 6h | 2,679,992 | 2,143,994 | 1,339,996 | 1,071,997 |
| 35 | 2d 8h | 9,208,384 | 7,366,707 | 4,604,192 | 3,683,354 |
| 40 | 4d 11h | 31,639,767 | 25,311,814 | 15,819,884 | 12,655,907 |
| 45 | 8d 11h | 108,713,410 | 86,970,728 | 54,356,705 | 43,485,364 |
Wood output by level
Output is strictly linear in the plot's level: 1.2 wood per second for each level standing. 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.
| Level | Per second | Per hour | Per day |
|---|---|---|---|
| 1 | 1.2 | 4,320 | 103,680 |
| 5 | 6 | 21,600 | 518,400 |
| 10 | 12 | 43,200 | 1,036,800 |
| 15 | 18 | 64,800 | 1,555,200 |
| 19 | 22.8 | 82,080 | 1,969,920 |
| 25 | 30 | 108,000 | 2,592,000 |
| 30 | 36 | 129,600 | 3,110,400 |
| 35 | 42 | 151,200 | 3,628,800 |
| 40 | 48 | 172,800 | 4,147,200 |
| 45 | 54 | 194,400 | 4,665,600 |
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 | 486 | 21,600 | 0.02 |
| 10 | 3,690 | 43,200 | 0.09 |
| 15 | 28,026 | 64,800 | 0.43 |
| 19 | 141,878 | 82,080 | 1.73 |
| 25 | 623,984 | 108,000 | 5.78 |
| 30 | 2,143,994 | 129,600 | 16.54 |
| 35 | 7,366,707 | 151,200 | 48.72 |
| 40 | 25,311,814 | 172,800 | 146.48 |
| 45 | 86,970,728 | 194,400 | 447.38 |
| Season | Multiplier | Per hour at level 19 | Per hour at level 45 |
|---|---|---|---|
| Summer | 1.2× | 98,496 | 233,280 |
| Autumn | 1× | 82,080 | 194,400 |
| Winter | 0.6× | 49,248 | 116,640 |
| Spring | 1.05× | 86,184 | 204,120 |
| The Long Night | 0.4× | 32,832 | 77,760 |
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 18-second base, the same cost curve, and the same 1.2 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 | 64,800 | 129,600 | 3,110,400 |
| 19 | 82,080 | 164,160 | 3,939,840 |
| 25 | 108,000 | 216,000 | 5,184,000 |
| 30 | 129,600 | 259,200 | 6,220,800 |
| 35 | 151,200 | 302,400 | 7,257,600 |
| 40 | 172,800 | 345,600 | 8,294,400 |
| 45 | 194,400 | 388,800 | 9,331,200 |
Related
Guide: Maximizing Resources. Index: all 16 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
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.