Four materials and a premium currency drive the whole economy. Every upgrade is priced in hours of production, so your generators aren't a side activity — they are the pace of the game.
One half of the primary cost pair. Every building upgrade in the game bills Wood first, and it stays the single largest line item from level 1 to level 30.
Produced by the Lumber Yard
The other half of the primary pair, billed at a steady 1:1.75 against Wood — and the dominant cost of training troops. An army marches on its stomach.
Produced by the Farm
The third resource. Stone first appears in upgrade bills at castle level 11 at ~4% of the Wood cost and tightens to ~9.5% by level 30 — it bites harder as your castle matures.
Produced by the Stone Farm (unlocks at Castle 10)
The scarcest material, produced at only 30% of the primary curve. Metal joins your bills at castle level 16 at a flat 2.4% of Wood — small share, painful scarcity.
Produced by the Mine (unlocks at Castle 15)
The premium currency. Coins finish upgrades and research instantly, buy the Kingdom Bank, and flow from the Bank's investment offers rather than passive production.
Produced by the Kingdom Bank (unlocks at Castle 20)
| Generator | Lv 1 | Lv 5 | Lv 10 | Lv 15 | Lv 20 | Lv 25 | Lv 30 |
|---|---|---|---|---|---|---|---|
Lumber Yard | 960 | 5,088 | 11,328 | 18,768 | 27,408 | 37,248 | 48,288 |
Farm | 960 | 5,088 | 11,328 | 18,768 | 27,408 | 37,248 | 48,288 |
Stone Farm | 480 | 2,544 | 5,664 | 9,384 | 13,704 | 18,624 | 24,144 |
Mine | 288 | 1,526 | 3,398 | 5,630 | 8,222 | 11,174 | 14,486 |
Everything a generator makes lands in the Resource Depot until collected — the cap is ten hours of production, then output halts. Full per-level tables are on each building's page.