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🏭 The Industrial Era

Reach Town Hall 4, unleash the 100× production flood, and follow the recommended build order to industrialize your city.

On this page

  1. Entering the Industrial Era
  2. The 100× Flood
  3. Recommended Build Order
  4. The Level-4 Upgrades
  5. Fair by Design

Entering the Industrial Era

Town Hall Level 4 opens the Industrial Era — the point where a city stops gathering by the handful and starts producing on an industrial scale. It's not a bigger version of the same game; it's a step change. Reaching it takes a whole city's mastery, and it rewards you with a roughly 100× surge in raw output plus a new tier of upgrades to spend that surge on.

The one thing that stands between you and the era is the Town Hall Level 3 → 4 upgrade. Its entry cost is a deliberate gate that proves you've mastered the entire Level-3 economy — not just one resource — across four axes:

Which of these binds you depends on your city — a material-rich, treasury-poor city is gated by exports; a wealthy but thinly-stocked one is gated by materials. Most built-out cities clear the whole gate in a few days of focused play. The entry cost is flat — it never scales with your population, so a small city pays exactly what a large one does.

🏛 When the Town Hall reaches Level 4, the mayor receives a one-time unlock notice announcing the new era and everything it opens: the Masterwork, the Master's Charter, Library Insight, Expedition Ground 4, and Level-4 buildings across the board.

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The 100× Flood

With Town Hall 4, your resource buildings can finally reach Level 4, and a Level-4 producer's output leaps to roughly 100× its Level-3 rate. A Level-4 Sawmill pours out around 5,000 timber every hour; a Level-4 Quarry, around 5,000 stone. The relative balance between producers is preserved — the same economy, just with two more zeros.

The flood is deliberately targeted. Knowing what does and doesn't surge is the key to reading the build order below:

Floods ~100×Does not flood
All seven raw producers — Sawmill, Quarry, Mine, Coal Shaft, Clay Pit, Farm (×80, its output is trimmed one notch), Textile Mill Town Hall treasury — stays at its normal rate; treasury only surges if you choose to export your raw surplus
Gathering at a Level-4 producer — a skilled gatherer with high-level tools commands a real share of the building's massive output Luxury goods (Tier 3) — stay scarce on purpose; premium visits and Tycoon trade depend on it
Wages, dividends, and leather — the personal economy and the hunt run on the same scale as before

Because the flood is raw materials only, the whole point of the build-out is to convert that raw torrent into the crafted goods and upgrades that actually move your city forward. That conversion — and the order you unlock it in — is the build order.

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Recommended Build Order

The Level-4 upgrades are priced to be unaffordable at Level-3 gathering rates — you simply cannot grind your way to them. You must have the flood running first. That single fact dictates the entire order: flood first, spend second. The dependency chain is a clean cascade, and every city walks it the same way.

🧭 The cascade in one line:
Keystones (Sawmill + Quarry) → the five gated producers → the Masterwork → the capability buildings.

Step 1 — The keystones: Sawmill & Quarry

Upgrade your Sawmill and Quarry to Level 4 first. Timber and stone are the materials everything else in the era is built from, and the two keystones are the cheapest Level-4 producers by design — affordable from your existing Level-3 stock plus a little gathering, with no chicken-and-egg deadlock. Once they're up, they flood timber and stone at ~5,000 each per hour, which funds the entire rest of the build-out. Nothing else should come before these two.

Step 2 — The five gated producers

With stone and timber pouring in, upgrade the remaining producers — Mine, Coal Shaft, Clay Pit, Farm, and Textile Mill — to Level 4. Each of these carries a heavy stone-and-timber bill (up to ~20,000 of each for the Mine and Coal Shaft), which would take days of hand-gathering at Level-3 rates but clears in just a few hours once your keystones are flooding. A producer is never gated on a resource that comes after it, so there's no bootstrap puzzle — build them in whatever order suits your city's needs. When all seven producers are Level 4, your entire raw economy is running at industrial scale.

Step 3 — The Masterwork

Your Craftworks upgrades once, into the Masterwork — the industrial engine that converts the raw flood into refined Tier-2 goods (planks, bricks, iron, steel, and the rest) at a flat, very high rate that no longer depends on your population. Build it before the capability buildings, because those are priced in bulk Tier-2 goods and the Masterwork is the only thing that can produce Tier-2 fast enough to afford them. Its own cost is raw-heavy (tens of thousands of stone and timber) precisely so you can build it straight from the producer flood, before you have any bulk Tier-2 at all.

⚒️ The Masterwork converts a large but capped slice of the flood — enough to feed your build projects and player crafting, not the whole torrent. Whatever raw surplus it doesn't consume is yours to export for Treasury, stockpile, or pour into Residential Districts.

Step 4 — The capability buildings

Now spend the boom. The five remaining Level-4 upgrades each carry a similar budget — roughly 48,000 Tier-2 goods plus stone, timber, about 200 leather, a couple of luxury goods your city doesn't produce, and some Treasury — so each takes about a day once the Masterwork is converting, and ~5 days for all five. Build them in whatever order matches your goals:

🧥 Leather is the pacing quirk to plan for. Unlike Tier-2 goods, leather doesn't flood — it comes only from hunting. The full build-out needs around 1,500 leather (500 at the Town Hall entry plus ~200 per capability building), so keep a hunter or two working through the era, or your build queue will stall waiting on pelts even while stone and timber overflow.

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The Level-4 Upgrades

Here's what each of the Level-4 unlocks actually gives you.

⚒️ The Masterwork

The city-side refining engine. Its NPC workforce switches to a flat, very high output rate — a fixed industrial capacity that no longer scales with population — turning your raw flood into Tier-2 goods every hour. It's what makes the rest of the Level-4 upgrades affordable, which is why it comes before them. Recipe assignment and Labor Contracts work exactly as they did for the Craftworks; see Resources & Crafting for the mechanics. Masterwork output never counts toward City Score — it's automated throughput, not personal craftsmanship.

📜 The Master's Charter

Your personal endgame crafting unlock — a one-time, 50,000 gold purchase at /vendor, available to any resident of a city whose Trading Post has reached Level 4. Buy it once and it's yours for life. It does two things:

High-volume leased crafting is grain-fed: every leased craft consumes grain equal to its output, on top of the recipe's normal inputs — you're feeding the workers you've hired. Run low on grain and the line slows or stops. Your hour report lists that grain on its own 👷 Fed the leased Masterworks crew line, separate from the recipe's own ingredients, so it's always clear which is which. As with all crafting, the finished goods flow to the city stockpile; your reward is reputation, City Score, and the permanent capability.

💰 The Charter is priced to be reachable, not to be a wall — about nine days' savings for an active player. It's the enabler that opens the Level 6–10 tool system, so it's kept affordable on purpose. Use it in any Masterwork you ever live in, for life.

🔦 Library Insight

Unlocked at Library Level 4, this adds a 🔦 Library Insight button to your /queue and /craft panels. One tap fills your open slots with exactly what your city needs right now — the active project's unmet requirements first, then a top-up of your scarcest stockpiles. It's a snapshot taken the moment you press it (the actions run as queued even if needs shift later), and it only ever queues gathers and crafts — never your strategic moves like visits, Market Runs, or hunts, so your queue stays a thinking surface.

🏹 Expedition Ground 4

Unlocked at Hunter's Lodge Level 4, this opens deeper hunting grounds with a new provision bundle — richer expeditions for the hunters keeping your leather flowing.

🏦 Bank & 🏪 Market Level 4

Stronger dividend and wage payouts. These are the only levers that turn city activity into personal gold, so their Level-4 boost is measured and incremental — not flooded. They still carry the full expensive Level-4 cost; they simply keep personal income on the same honest scale it's always been.

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Fair by Design

The flood is a city boom, not a personal one — and the game is built so it stays that way:

🏘 What do you do with the overflow? A fully industrialized city produces far more raw material than its own upgrades can spend. That surplus is the fuel for Residential Districts — city-owned neighbourhoods that turn your overflowing stockpile into a growing population of families and a lasting prestige engine.

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