Civilization Armenians Aztecs Bengalis Berbers Bohemians Britons Bulgarians Burgundians Burmese Byzantines Celts Chinese Cumans Danes Dravidians Ethiopians Franks Georgians Goths Gurjaras Hindustanis Huns Inca Italians Japanese Jurchens Khitans Khmer Koreans Lithuanians Magyars Malay Malians Mapuche Maya Mongols Muisca Persians Poles Portuguese Romans Saracens Saxons Shu Sicilians Slavs Spanish Tatars Teutons Tupi Turks Varangians Vietnamese Vikings Wei Wu Food from Farmers Shepherds Hunters Foragers (berries) Fishermen (shore) Villager 5025.0 s 1 1 Town Center Cavalier 60 7530.0 s 2 2 Stables Villagers needed 27 villagers working
Farmers 360 per minute · 23.5/min each 16 15.3 Lumberjacks 0 per minute · 27.1/min each 0 Gold miners 300 per minute · 27.8/min each 11 10.8 Stone miners 0 per minute · 25.1/min each 0 16 farms to keep busy.
Count reseedingBulgarians bonuses included
Technology missing from the tree: Two-Man Saw How it is calculated Rates measured in our game engine (a faithful copy of the AoE2 engine): 1,680 scenarios run from the start of 9 recent real ranked games (Arabia, Arena and a 3rd map), realistic villager groups for 10 to 25 minutes, the age's eco techs done, resource depletion, farm reseeding and the farm growth cap (0.4 food per second) included. Optimised layout: farms next to the Town Center or mill, camps next to the resource; average: 1 to 2 tiles further. Civ bonuses and unticked techs apply proportionally, following the game rules. Measured on 2026-10-25.
Work rates read from the game data file: the role's villager unit work rate × its gather task value × the player's gather multiplier. Each age assumes every economy technology available to the civ in that age is researched, and the civ bonuses of that age are active. Effective rate = carry / (carry / work rate + 2 × distance / walking speed), with no drop-off time (the game has none). Default one-way distances in tiles: farmer 1.5 (farm next to the mill or Town Center) plus 3 walks between the 4 stops of a farm (walkable farms, mean distance between two tiles of a 3 × 3 farm); shepherd 1 (sheep under the Town Center); hunter 1.5; forager 1 (mill next to the bushes); shore fisherman 1.5; lumberjack 2; gold and stone miners 1. These distances will later be measured in our engine on real maps. Unit costs and training times include civ bonuses and per-age discounts, times divided by the building's work rate (team bonuses included); optional military technologies (Conscription, Supplies, unique technologies) are not counted.
Game data: build VER 8.9 (2026-10-12).
Civ eco specifics What each civ changes in gathering and production, and how the calculator counts it. Click a civ to pick it. Bulgarians Missing from the tree : Two-Man Saw Included 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 Mining Included Aztecs Villagers carry +3 Included · Counted in the role's gathering rates. Military Units train +15% faster Included · Counted in unit cost and training time. Missing from the tree : Two-Man Saw Included Bengalis Town Centers spawn 2 Villagers when the next Age is reached Not included yet · Not counted in the calculator. Missing from the tree : Stone Shaft Mining Included Berbers Villagers move +5% faster in Dark Age, +10% faster starting in Feudal Age Included · Counted in the role's gathering rates. Stable Units cost -15/20% in Castle/Imperial Age Included · Counted in unit cost and training time. Missing from the tree : Two-Man Saw Included Bohemians Mining Camp technologies free Included · The technology is always checked. Counted in the role's gathering rates. Markets work +80% faster Included · Unit training time divided by the building's work rate. Missing from the tree : Crop Rotation Included Britons Shepherds work +25% faster Included · Counted in the role's gathering rates. Archery Ranges work +10% faster Included · Unit training time divided by the building's work rate. Missing from the tree : Crop Rotation, Stone Shaft Mining Included Burgundians Economic upgrades available one age earlier and cost -40% food Included · Economy technologies are offered one age earlier. Technology cost: no effect on gathering rates. Burmese Lumber Camp technologies free Included · The technology is always checked. Missing from the tree : Stone Shaft Mining Included Byzantines Camel Riders, Skirmishers and Spearman-line cost -25% Included · Counted in unit cost and training time. Celts Lumberjacks work +15% faster Included · Counted in the role's gathering rates. Siege Workshops work +20% faster Included · Unit training time divided by the building's work rate. Missing from the tree : Two-Man Saw, Crop Rotation Included Chinese Farms +10% food Included · Counted in the farms' food. Missing from the tree : Crop Rotation Included Cumans Missing from the tree : Stone Shaft Mining Included Danes Fishing Ships and Villagers drop off +5% food Included · Resource added at drop-off, in proportion to the load. Missing from the tree : Two-Man Saw, Crop Rotation Included Dravidians Fishermen and Fishing Ships carry +15 Included · Counted in the role's gathering rates. Siege Weapons cost -33% wood Included · Counted in unit cost and training time. Missing from the tree : Crop Rotation, Gold Shaft Mining, Stone Shaft Mining Included Ethiopians Missing from the tree : Crop Rotation Included Franks Foragers work +15% faster Included · Counted in the role's gathering rates. Mill technologies free Included · The technology is always checked. Missing from the tree : Two-Man Saw, Stone Shaft Mining Included Georgians Fortified Churches provide Villagers in a 9 tiles radius with +10% work rate Not included yet · Not counted in the calculator. Missing from the tree : Two-Man Saw, Gold Shaft Mining Included Goths Hunters carry +15; hunted animals last +20% longer Included · 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% faster Included · Unit training time divided by the building's work rate. Missing from the tree : Gold Shaft Mining Included Gurjaras Can garrison livestock in Mills to passively produce food Not included yet · Not counted in the calculator. Camel and Elephant Units train +25% faster Included · Counted in unit cost and training time. Missing from the tree : Two-Man Saw Included 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 Rotation Included Huns Cavalry Archers cost -10/20% in Castle/Imperial Age Included · Counted in unit cost and training time. Stables work +20% faster Included · Unit training time divided by the building's work rate. Missing from the tree : Crop Rotation, Stone Shaft Mining Included Inca Military Units cost -15/20/25/30% food in Dark/Feudal/Castle/Imperial Age Included · Counted in unit cost and training time. Missing from the tree : Two-Man Saw Included 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 Mining Included 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% HP Not included yet · Not counted in the calculator. Missing from the tree : Crop Rotation, Stone Shaft Mining Included Jurchens Meat of hunted and livestock animals doesn't decay Not included yet · Not counted: the model has no meat decay, so this bonus changes nothing in it. Khitans Pastures replace Farms Not included yet · Pastures are not modeled; the farm technologies are missing. Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade +15% faster Included · Counted in unit cost and training time. Missing from the tree : Gold Shaft Mining Included Khmer Farmers don't require Mills or Town Centers to drop off food Included · 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 Saw Included Koreans Stone miners work +20% faster Included · Counted in the role's gathering rates. Ranged Soldiers and Infantry cost -50% wood Included · Counted in unit cost and training time. Warships cost -20% wood Included · Counted in unit cost and training time. Missing from the tree : Crop Rotation Included Lithuanians Monasteries work +20% faster Included · Unit training time divided by the building's work rate. Missing from the tree : Gold Shaft Mining Included Magyars Scout Cavalry-line costs -15% Included · Counted in unit cost and training time. Mounted Archers train +25% faster Included · Counted in unit cost and training time. Missing from the tree : Stone Shaft Mining Included Malay Battle Elephants cost -25/35% in Castle/Imperial Age Included · Counted in unit cost and training time. Fish Traps cost -33% and provide +200% food Not included yet · Not counted in the calculator. Missing from the tree : Two-Man Saw Included Malians Villagers drop off +10% more gold Included · Resource added at drop-off, in proportion to the load. Missing from the tree : Two-Man Saw Included Mapuche Foragers drop off +25% food Included · Resource added at drop-off, in proportion to the load. Settlements can train Spearman-line and Skirmishers Included · Counted in unit cost and training time. Missing from the tree : Two-Man Saw Included Maya Resources last +15% longer Included · Counted in the role's gathering rates. Foot Archers cost -10/20/30% in Feudal/Castle/Imperial Age Included · Counted in unit cost and training time. Missing from the tree : Gold Shaft Mining Included Mongols Hunters work +40% faster Included · Counted in the role's gathering rates. Missing from the tree : Two-Man Saw, Crop Rotation Included Muisca Natural gold sources last +15% longer Included · Counted in the role's gathering rates. Persians Town Centers and Docks +100% HP and work +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age Included · Unit training time divided by the building's work rate. Poles Stone Miners generate gold in addition to stone Included · Resource added at drop-off, in proportion to the load. Missing from the tree : Two-Man Saw, Gold Shaft Mining Included Portuguese Foragers generate wood in addition to food Included · Resource added at drop-off, in proportion to the load. All units cost -20% gold Included · Counted in unit cost and training time. Missing from the tree : Gold Shaft Mining Included Romans Villagers gather, build, and repair +5% faster Included · Counted in the role's gathering rates. Counted in the farms' growth rate, which caps the farmer. Scorpions cost -50% gold Included · Counted in unit cost and training time. Missing from the tree : Two-Man Saw, Stone Shaft Mining Included Saracens Missing from the tree : Crop Rotation, Stone Shaft Mining Included Saxons Mills, Lumber- and Mining Camps provide +35 food and +10 stone when built Not included yet · Not counted in the calculator. Missing from the tree : Stone Shaft Mining Included Shu Lumberjacks generate food in addition to wood Included · Resource added at drop-off, in proportion to the load. Missing from the tree : Crop Rotation, Stone Shaft Mining Included Sicilians Farm upgrades provide +125% additional food Included · 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 Saw Included Slavs Farmers work +15% faster Included · 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 Mining Included Spanish Missing from the tree : Crop Rotation, Gold Shaft Mining Included Tatars Livestock animals last +50% longer Included · Counted in the role's gathering rates. Missing from the tree : Two-Man Saw, Stone Shaft Mining Included Teutons Farms cost -40% Included · Counted in the role's gathering rates. Missing from the tree : Gold Shaft Mining Included Tupi Missing from the tree : Crop Rotation, Stone Shaft Mining Included Turks Gold miners work +25% faster Included · Counted in the role's gathering rates. Gunpowder Units train +25% faster Included · Counted in unit cost and training time. Missing from the tree : Crop Rotation, Stone Shaft Mining Included Varangians Shepherding, fishing, and hunting also generate gold Included · Resource added at drop-off, in proportion to the load. Missing from the tree : Gold Shaft Mining Included Vietnamese Economic upgrades cost no wood and research +100% faster Partly included · Technology cost: no effect on gathering rates. Missing from the tree : Gold Shaft Mining Included Vikings Wheelbarrow, Hand Cart free Included · The technology is always checked. Warships cost -10/15/20% in Feudal/Castle/Imperial Age Included · Counted in unit cost and training time. Missing from the tree : Stone Shaft Mining Included Wei Receive one free Villager for each economic upgrade researched Not 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 Saw Included Wu Missing from the tree : Crop Rotation Included