Villager calculator

How many villagers on each resource to produce what you want without a break, with your civ and at your age.

Age
Layout

Eco upgrades

Villagers
Food
Wood
Gold
Stone

Continuous production

For each unit, the number of buildings producing it non-stop.

  • VillagerFood5025.0 s11 Town Center
  • CavalierFood60Gold7530.0 s22 Stables

Add a production

Town Center
Barracks
Archery Range
Stable
Siege Workshop
Castle
Dock
Other

Civ eco specifics

What each civ changes in gathering and production, and how the calculator counts it. Click a civ to pick it.
Armenians

Armenians

  • Mule Cart technology effects +40%Included · Counted in the role's gathering rates.
  • Missing from the tree : Two-Man Saw, Crop Rotation, Stone Shaft MiningIncluded
Aztecs

Aztecs

  • Villagers carry +3Included · Counted in the role's gathering rates.
  • Military Units train +15% fasterIncluded · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Bengalis

Bengalis

  • Town Centers spawn 2 Villagers when the next Age is reachedNot included yet · Not counted in the calculator.
  • Missing from the tree : Stone Shaft MiningIncluded
Berbers

Berbers

  • Villagers move +5% faster in Dark Age, +10% faster starting in Feudal AgeIncluded · Counted in the role's gathering rates.
  • Stable Units cost -15/20% in Castle/Imperial AgeIncluded · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Bohemians

Bohemians

  • Mining Camp technologies freeIncluded · The technology is always checked. Counted in the role's gathering rates.
  • Markets work +80% fasterIncluded · Unit training time divided by the building's work rate.
  • Missing from the tree : Crop RotationIncluded
Britons

Britons

  • Shepherds work +25% fasterIncluded · Counted in the role's gathering rates.
  • Archery Ranges work +10% fasterIncluded · Unit training time divided by the building's work rate.
  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Bulgarians

Bulgarians

  • Missing from the tree : Two-Man SawIncluded
Burgundians

Burgundians

  • Economic upgrades available one age earlier and cost -40% foodIncluded · Economy technologies are offered one age earlier. Technology cost: no effect on gathering rates.
Burmese

Burmese

  • Lumber Camp technologies freeIncluded · The technology is always checked.
  • Missing from the tree : Stone Shaft MiningIncluded
Byzantines

Byzantines

  • Camel Riders, Skirmishers and Spearman-line cost -25%Included · Counted in unit cost and training time.
Celts

Celts

  • Lumberjacks work +15% fasterIncluded · Counted in the role's gathering rates.
  • Siege Workshops work +20% fasterIncluded · Unit training time divided by the building's work rate.
  • Missing from the tree : Two-Man Saw, Crop RotationIncluded
Chinese

Chinese

  • Farms +10% foodIncluded · Counted in the farms' food.
  • Missing from the tree : Crop RotationIncluded
Cumans

Cumans

  • Missing from the tree : Stone Shaft MiningIncluded
Danes

Danes

  • Fishing Ships and Villagers drop off +5% foodIncluded · Resource added at drop-off, in proportion to the load.
  • Missing from the tree : Two-Man Saw, Crop RotationIncluded
Dravidians

Dravidians

  • Fishermen and Fishing Ships carry +15Included · Counted in the role's gathering rates.
  • Siege Weapons cost -33% woodIncluded · Counted in unit cost and training time.
  • Missing from the tree : Crop Rotation, Gold Shaft Mining, Stone Shaft MiningIncluded
Ethiopians

Ethiopians

  • Missing from the tree : Crop RotationIncluded
Franks

Franks

  • Foragers work +15% fasterIncluded · Counted in the role's gathering rates.
  • Mill technologies freeIncluded · The technology is always checked.
  • Missing from the tree : Two-Man Saw, Stone Shaft MiningIncluded
Georgians

Georgians

  • Fortified Churches provide Villagers in a 9 tiles radius with +10% work rateNot included yet · Not counted in the calculator.
  • Missing from the tree : Two-Man Saw, Gold Shaft MiningIncluded
Goths

Goths

  • Hunters carry +15; hunted animals last +20% longerIncluded · Counted in the role's gathering rates.
  • Infantry costs -15/20/25/30% in Dark/Feudal/Castle/Included · Counted in unit cost and training time.
  • Barracks work +20% fasterIncluded · Unit training time divided by the building's work rate.
  • Missing from the tree : Gold Shaft MiningIncluded
Gurjaras

Gurjaras

  • Can garrison livestock in Mills to passively produce foodNot included yet · Not counted in the calculator.
  • Camel and Elephant Units train +25% fasterIncluded · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Hindustanis

Hindustanis

  • Villagers cost -8/13/18/23% in Dark/Feudal/Castle/Included · Counted in unit cost and training time.
  • Unique technology Grand Trunk Road: Gold miners: work rate +10%Included · Counted in the role's gathering rates.
  • Missing from the tree : Crop RotationIncluded
Huns

Huns

  • Cavalry Archers cost -10/20% in Castle/Imperial AgeIncluded · Counted in unit cost and training time.
  • Stables work +20% fasterIncluded · Unit training time divided by the building's work rate.
  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Incas

Inca

  • Military Units cost -15/20/25/30% food in Dark/Feudal/Castle/Imperial AgeIncluded · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Italians

Italians

  • Gunpowder Units cost -20%Included · Counted in unit cost and training time.
  • Fishing Ships cost -15%Included · Counted in unit cost and training time.
  • Missing from the tree : Gold Shaft MiningIncluded
Japanese

Japanese

  • Mills, Lumber- and Mining Camps cost -50%Not included yet · Not counted in the calculator.
  • Fishing Ships work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age; +100% HPNot included yet · Not counted in the calculator.
  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Jurchens

Jurchens

  • Meat of hunted and livestock animals doesn't decayNot included yet · Not counted: the model has no meat decay, so this bonus changes nothing in it.
Khitans

Khitans

  • Pastures replace FarmsNot included yet · Pastures are not modeled; the farm technologies are missing.
  • Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% fasterIncluded · Counted in unit cost and training time.
  • Missing from the tree : Gold Shaft MiningIncluded
Khmer

Khmer

  • Farmers don't require Mills or Town Centers to drop off foodIncluded · The farmer never drops off: food counts as it is gathered, and it moves stop 4 times per load without walking to a mill.
  • Missing from the tree : Two-Man SawIncluded
Koreans

Koreans

  • Stone miners work +20% fasterIncluded · Counted in the role's gathering rates.
  • Ranged Soldiers and Infantry cost -50% woodIncluded · Counted in unit cost and training time.
  • Warships cost -20% woodIncluded · Counted in unit cost and training time.
  • Missing from the tree : Crop RotationIncluded
Lithuanians

Lithuanians

  • Monasteries work +20% fasterIncluded · Unit training time divided by the building's work rate.
  • Missing from the tree : Gold Shaft MiningIncluded
Magyars

Magyars

  • Scout Cavalry-line costs -15%Included · Counted in unit cost and training time.
  • Mounted Archers train +25% fasterIncluded · Counted in unit cost and training time.
  • Missing from the tree : Stone Shaft MiningIncluded
Malay

Malay

  • Battle Elephants cost -25/35% in Castle/Imperial AgeIncluded · Counted in unit cost and training time.
  • Fish Traps cost -33% and provide +200% foodNot included yet · Not counted in the calculator.
  • Missing from the tree : Two-Man SawIncluded
Malians

Malians

  • Villagers drop off +10% more goldIncluded · Resource added at drop-off, in proportion to the load.
  • Missing from the tree : Two-Man SawIncluded
Mapuche

Mapuche

  • Foragers drop off +25% foodIncluded · Resource added at drop-off, in proportion to the load.
  • Settlements can train Spearman-line and SkirmishersIncluded · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Mayans

Maya

  • Resources last +15% longerIncluded · Counted in the role's gathering rates.
  • Foot Archers cost -10/20/30% in Feudal/Castle/Imperial AgeIncluded · Counted in unit cost and training time.
  • Missing from the tree : Gold Shaft MiningIncluded
Mongols

Mongols

  • Hunters work +40% fasterIncluded · Counted in the role's gathering rates.
  • Missing from the tree : Two-Man Saw, Crop RotationIncluded
Muisca

Muisca

  • Natural gold sources last +15% longerIncluded · Counted in the role's gathering rates.
Persians

Persians

  • Town Centers and Docks +100% HP and work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial AgeIncluded · Unit training time divided by the building's work rate.
Poles

Poles

  • Stone Miners generate gold in addition to stoneIncluded · Resource added at drop-off, in proportion to the load.
  • Missing from the tree : Two-Man Saw, Gold Shaft MiningIncluded
Portuguese

Portuguese

  • Foragers generate wood in addition to foodIncluded · Resource added at drop-off, in proportion to the load.
  • All units cost -20% goldIncluded · Counted in unit cost and training time.
  • Missing from the tree : Gold Shaft MiningIncluded
Romans

Romans

  • Villagers gather, build, and repair +5% fasterIncluded · Counted in the role's gathering rates. Counted in the farms' growth rate, which caps the farmer.
  • Scorpions cost -50% goldIncluded · Counted in unit cost and training time.
  • Missing from the tree : Two-Man Saw, Stone Shaft MiningIncluded
Saracens

Saracens

  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Saxons

Saxons

  • Mills, Lumber- and Mining Camps provide +35 food and +10 stone when builtNot included yet · Not counted in the calculator.
  • Missing from the tree : Stone Shaft MiningIncluded
Shu

Shu

  • Lumberjacks generate food in addition to woodIncluded · Resource added at drop-off, in proportion to the load.
  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Sicilians

Sicilians

  • Farm upgrades provide +125% additional foodIncluded · Counted in the farms' food.
  • Transport Ships +5 line of sight and cost -50%Included · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Slavs

Slavs

  • Farmers work +15% fasterIncluded · Counted in the role's gathering rates. Counted in the farms' growth rate, which caps the farmer.
  • Siege Workshop Units cost -15%Included · Counted in unit cost and training time.
  • Missing from the tree : Stone Shaft MiningIncluded
Spanish

Spanish

  • Missing from the tree : Crop Rotation, Gold Shaft MiningIncluded
Tatars

Tatars

  • Livestock animals last +50% longerIncluded · Counted in the role's gathering rates.
  • Missing from the tree : Two-Man Saw, Stone Shaft MiningIncluded
Teutons

Teutons

  • Farms cost -40%Included · Counted in the role's gathering rates.
  • Missing from the tree : Gold Shaft MiningIncluded
Tupi

Tupi

  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Turks

Turks

  • Gold miners work +25% fasterIncluded · Counted in the role's gathering rates.
  • Gunpowder Units train +25% fasterIncluded · Counted in unit cost and training time.
  • Missing from the tree : Crop Rotation, Stone Shaft MiningIncluded
Varangians

Varangians

  • Shepherding, fishing, and hunting also generate goldIncluded · Resource added at drop-off, in proportion to the load.
  • Missing from the tree : Gold Shaft MiningIncluded
Vietnamese

Vietnamese

  • Economic upgrades cost no wood and research +100% fasterPartly included · Technology cost: no effect on gathering rates.
  • Missing from the tree : Gold Shaft MiningIncluded
Vikings

Vikings

  • Wheelbarrow, Hand Cart freeIncluded · The technology is always checked.
  • Warships cost -10/15/20% in Feudal/Castle/Imperial AgeIncluded · Counted in unit cost and training time.
  • Missing from the tree : Stone Shaft MiningIncluded
Wei

Wei

  • Receive one free Villager for each economic upgrade researchedNot included yet · Not counted in the calculator.
  • Traction Trebuchets and Lou Chuans cost -25%Included · Counted in unit cost and training time.
  • Missing from the tree : Two-Man SawIncluded
Wu

Wu

  • Missing from the tree : Crop RotationIncluded

Further reading