Recruiting soldiers, healing, some statues, research
House
No
Rubies
The premium currency: speed-ups, ruby tools, some statues and extras
Quests, events, robber camps from level 10, daily gifts
No
Events have their own currencies: Pharaoh tablets, Glory, horse feathers, papyrus, Golden Scarabs, sunflowers, embers and bronze and silver coins. They are explained on the events page.
Without a Warehouse you can store 750 wood, stone and food each. Anything produced or looted above the cap is lost. Gold and rubies have no cap. The Library and Museum can raise the cap further by a percentage.
Each production building makes a fixed amount per hour at each level. The "Cost per +1/hour" column shows how many resources (wood, stone and gold together) each extra unit of hourly production costs at that level: lower is better value.
Buildings of the same production type are ranked from strongest to weakest. The first ones work at full strength; every extra one works at a lower efficiency. Food falls off more slowly but stops completely at the eleventh farm.
Public order changes how much wood, stone and food you produce. Houses lower it (-20 for a level 1 House, -10 more for each level). Your Castle raises it by 10 per castle level, and every statue raises it. Each burning building costs 50.
Every soldier eats 2 food per hour, wherever it is: at home, marching, or supporting an ally.
Some special units eat more: Sun Blade (4), Sun Archer (4), Sun Guardian (4), Sun Crossbow (4) food per hour.
Bakery: less food eaten by your army
Level
Player level
Less food eaten
1
16
5%
2
26
10%
3
37
15%
4
47
20%
5
58
25%
If you run out of food, the soldiers your farms cannot feed die (those with a free hospital bed go to the hospital). Only the part of the army above what your production can feed is lost, never the whole army at once.
The Market lets you send wood, stone, food and gold to other players, for example to an alliance member who is saving for an upgrade. The level sets how much one shipment can carry.