Resource Production — Hourly, Daily, Weekly, Monthly
What a base actually produces — measured on a live Season 2 endgame base (2026-09-11) and shown two ways: buildings alone, and with research/techs applied. Every building’s yield is per building, so multiply by how many you have. ✅
The measured base’s production buildings
Section titled “The measured base’s production buildings”All values below are computed from this loadout — an HQ 34 base with buildings at the levels shown:
| Building | Count | Level | Produces | Base yield/h (each) |
|---|---|---|---|---|
| Lumberyard | 4 | 30 | Wood | 24,000 |
| Farmhouse | 4 | 30 | Food | 24,000 |
| Wind Turbine | 4 | 30 | Electricity | 10,500 |
| Residence | 6 | 30 | Zents | 1,500 |
| Wanderer Camp | 1 | 30 | Zents | 3,000 (flat) |
| Steel Plant | 5 | 34 | Steel | 875 |
| Smelting Plant | 4 | 30 | Enhancement Alloy | 300 |
| Training Ground | 4 | 30 | Hero EXP | 259,200 |
Five Steel Plants = the base allowance of 3 plus 2 more from the Age of Steel tech.
Production WITHOUT research/techs (buildings only)
Section titled “Production WITHOUT research/techs (buildings only)”| Resource | Per hour | Per day | Per week | Per month (30d) |
|---|---|---|---|---|
| Wood | 96,000 | 2,304,000 | 16,128,000 | 69,120,000 |
| Food | 96,000 | 2,304,000 | 16,128,000 | 69,120,000 |
| Electricity | 42,000 | 1,008,000 | 7,056,000 | 30,240,000 |
| Zents | 12,000 | 288,000 | 2,016,000 | 8,640,000 |
| Steel | 4,375 | 105,000 | 735,000 | 3,150,000 |
| Enhancement Alloy | 1,200 | 28,800 | 201,600 | 864,000 |
| Hero EXP | 1,036,800 | 24,883,200 | 174,182,400 | 746,496,000 |
Production WITH research/techs applied ✅
Section titled “Production WITH research/techs applied ✅”Tech production bonuses active on the measured account: Wood +130% · Food +130% · Electricity +190% · Residence Zents +90% · Steel +50% — all now final (Age of Steel completed 2026-09-17; its last nodes added no further production %). Alloy and Hero EXP have no tech production bonus.
| Resource | Tech bonus | Per hour | Per day | Per week | Per month (30d) |
|---|---|---|---|---|---|
| Wood | +130% | 220,800 | 5,299,200 | 37,094,400 | 158,976,000 |
| Food | +130% | 220,800 | 5,299,200 | 37,094,400 | 158,976,000 |
| Electricity | +190% | 121,800 | 2,923,200 | 20,462,400 | 87,696,000 |
| Zents | +90% (residences only) | 20,100 | 482,400 | 3,376,800 | 14,472,000 |
| Steel | +50% | 6,562 | 157,500 | 1,102,500 | 4,725,000 |
| Enhancement Alloy | — | 1,200 | 28,800 | 201,600 | 864,000 |
| Hero EXP | — | 1,036,800 | 24,883,200 | 174,182,400 | 746,496,000 |
A small extra: the New Home tech adds a flat +400/h Wind Turbine yield — up to ~1,600/h more electricity on this loadout.
The refugee layer — the most underrated system in the game
Section titled “The refugee layer — the most underrated system in the game”Every production building has 4 refugee slots. Each refugee contributes a Production Speed % made of two separate tracks:
- Stars: each star is worth +3% on an orange production refugee — the bonus is linear, so 5★ = +15% per refugee.
- Quality floor + levels: an orange refugee starts at 5% with zero stars ✅ (verified — a fresh 4-crew shows exactly +20%), and leveling raises that to about 10% per refugee at max level (~+0.4% per level).
The building sums its 4 refugees. A fully invested crew (5★ + max level on all four) reaches +100% — it doubles the building’s output, worth more than all production techs combined for that resource.
What each star level is worth (orange production refugees)
Section titled “What each star level is worth (orange production refugees)”| Stars (each refugee) | Bonus per refugee | Full crew of 4 | Extra Wood/h per Lumberyard | Extra EXP/h per Training Ground |
|---|---|---|---|---|
| 1★ | +3% | +12% | +2,880 | +31,104 |
| 2★ | +6% | +24% | +5,760 | +62,208 |
| 3★ | +9% | +36% | +8,640 | +93,312 |
| 4★ | +12% | +48% | +11,520 | +124,416 |
| 5★ | +15% | +60% | +14,400 | +155,520 |
| Base: 5% floor → ~10% at max level | +~10% | +~40% | +9,600 | +103,680 |
| Fully maxed crew | +25% | +100% | +24,000 (2×) | +259,200 (2×) |
Production WITH techs + a fully maxed refugee crew (+100%)
Section titled “Production WITH techs + a fully maxed refugee crew (+100%)”The ceiling for the same loadout — every production building crewed with four 5★ max-level orange refugees:
| Resource | Total bonus | Per hour | Per day | Per week | Per month (30d) |
|---|---|---|---|---|---|
| Wood | +130% tech +100% refugees | 316,800 | 7,603,200 | 53,222,400 | 228,096,000 |
| Food | +130% +100% | 316,800 | 7,603,200 | 53,222,400 | 228,096,000 |
| Electricity | +190% +100% | 163,800 | 3,931,200 | 27,518,400 | 117,936,000 |
| Zents | +90% +100% (residences) | 29,100 | 698,400 | 4,888,800 | 20,952,000 |
| Steel | +50% +100% | 10,938 | 262,500 | 1,837,500 | 7,875,000 |
| Enhancement Alloy | +100% refugees | 2,400 | 57,600 | 403,200 | 1,728,000 |
| Hero EXP | +100% refugees | 2,073,600 | 49,766,400 | 348,364,800 | 1,492,992,000 |
Combat & utility building refugees ✅
Section titled “Combat & utility building refugees ✅”Military and utility buildings house refugee crews too — with a twist: their refugees carry two separate stats, one on each track (verified live — every panel below sums exactly). And some stats are fixed quality attributes that don’t scale at all: an orange Scientist gives Research Speed 25% and an orange Butler gives Construction Speed 25% regardless of stars or level — so simply filling those 4 slots with oranges is an instant +100% research and construction speed. Stars on them only add Free Speedup seconds.
| Building | Refugee role | Level track (at max level) | Star track (at 5★) | Maxed refugee | Full crew of 4, maxed |
|---|---|---|---|---|---|
| Military Center | Officer | Unit Cap 750 | Unit Cap +500 (+100/star) | Unit Cap 1,250 | Unit Cap +5,000 |
| Assaulter / Shooter / Rider Camp | Instructor | Own-camp Training Speed 30% | Unit Training Speed +15% (+3%/star) | 30% camp + 15% unit | +120% own-camp + 60% Unit Training per camp |
| Hospital | Nurse | Healing Speed 25% + capacity 375 | Hospital Capacity +375 (+75/star) | 25% healing + 750 capacity | +100% Healing Speed + 3,000 Hospital Capacity |
| Alliance Center | Diplomat | Help Duration 225s (+ Help Cap 3, fixed) | Help Duration +225s (+45s/star) | 450s + Help Cap 3 | +1,800s Help Duration + 12 Help Cap |
| Bookstore | Scientist | Research Speed 25% (fixed) + Free Speedup levels | Free Speedup +450s (+90s/star) | 25% + up to ~900s | +100% Research Speed + Free Speedup (2,160s on a 3★ crew) |
| Villa | Butler | Construction Speed 25% (fixed) + Free Speedup levels | Free Speedup +450s (+90s/star) | 25% + up to ~900s | +100% Construction Speed + Free Speedup (2,880s on a 4★ crew) |
| Trade Center | Merchant | Zent Yields Bonus, level track | Zent Yields +15% (+3%/star) | 25.5% seen at 3★ mid-level | +102% Zent Yields (live crew) |
What the numbers mean
Section titled “What the numbers mean”- Techs are worth more than a second base. Research more than doubles Wood/Food output and nearly triples Electricity — the production techs (New Home, Shelter Building, HQ Management, Rapid Growth, Age of Steel) pay for themselves permanently.
- Passive Alloy is real money. 28,800 Alloy/day from Smelting Plants ≈ a quarter of a full Alliance Duel day’s chest Alloy — for zero effort.
- Steel is the bottleneck by design. ~157k/day against multi-million Steel costs for late HQ levels is why Steel Plants, the Steel production tech, and every Steel event matter.
- Base production alone doesn’t fund construction. ~5.3M Wood/day is solid, but late building levels cost hundreds of millions — gathering, events, and alliance help carry the rest.
- Refugees are the cheapest doubling in the game. Star up and level the crews in your production buildings before chasing marginal gains elsewhere — a maxed crew is a permanent 2× on that building.
Base yields read from building info pages, tech bonuses from Stat Overview panels, and the refugee model verified against nine live crews — every building panel summed exactly (2026-09-11/13). ✅ Remaining: the tech-vs-refugee stacking check and how the Trade Center’s Zent Yields Bonus combines with Zent production.