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
Other

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
Monastery
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.
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
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
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