💰 Economy
Resources, production, construction and research times, building and castle costs (late-game multiplier, cost reductions), castle damage and repair, taxes and wages, army and reinforcement upkeep, housing and the population–food balance, the market and the production boost.
Behind every strong army is a solid economy. On this page you will learn how resources are produced, where they are spent and how to keep everything in balance.
Resources
| Resource | Where it comes from | What it is for |
|---|---|---|
| 🌾 Food | Farm (farmers) | Feeds your population and army |
| 🪵 Wood | Lumber Camp | Construction |
| ⛰️ Stone | Quarry | Construction, castle, walls |
| ⛓️ Iron | Mine | Military buildings, troops, advanced construction |
| 🪙 Gold | Taxes from idle population | Wages, healing, training |
| 🔬 Science | Library and Academy (orders) | Technology research |
There is no storage limit; resources pile up without limit. The Warehouse is not storage, it provides plunder protection. At its first level it hides 5% of your resources from attackers, and each further level hides +1% more (up to 90% together with technologies).
Production
A building's production is number of workers × output per worker × building level multiplier:
- Each building level increases production by 1.5%.
- Every 10th level is a milestone: production rises by an extra +10% and the building's worker capacity doubles.
- Technology, nation, heroes, VIP and global bonuses multiply production further.
Economy scale
In Harnoria, the absolute amounts produced by buildings are deliberately kept low. Your population's food needs and wages are lower by the same ratio, so the net balance is preserved. The gathering fields on the map, however, are a fixed size of thousands of units. That is why gathering resources with your army is an important part of the economy. Science production and gathering speed are not affected by this scale.
Ordering science
Science does not flow on its own; you order it. The cost of ordering one science point is paid up front:
| Food | Wood | Stone | Iron | Gold |
|---|---|---|---|---|
| 100 | 150 | 100 | 60 | 10 |
Scholars in the Library and Academy turn the order into points over time. Roughly, 1,000 scholars produce 1 point per second (excluding bonuses). When the order is done, scholars sit idle; your resources are not spent on their own.
Construction and research times
Harnoria's times are on a scale similar to large strategy games. The first levels take seconds, while advanced levels take days. The times below apply without any speed bonuses. Technology, heroes, VIP, global bonuses, guild help and speedups shorten them considerably.
Building time
| Target level | 1 | 5 | 10 | 15 | 20 | 25 | 30 | 40 | 50 |
|---|---|---|---|---|---|---|---|---|---|
| Time (multiplier ×1) | 10 sec | 5 min | 1 h | 6 h | 1 day | 3 days | 6 days | 15 days | 35 days |
Each building has its own time multiplier:
| Multiplier | Buildings |
|---|---|
| ×0.6 | House |
| ×0.7 | Farm, Lumber Camp |
| ×0.8 | Quarry, Warehouse |
| ×0.9 | Mine |
| ×1.0 | Library, Barracks, Spear Hall, Archery Range, Inn, Hospital, Repair Shop |
| ×1.1 | Spy Den |
| ×1.2 | Stable, Training Hall, Guild Center |
| ×1.3 | Academy, Siege Workshop |
| ×1.6 | Paladin Hall |
| ×2.0 | Dragon Lair |
The Castle takes ×2.5, walls ×3 and archer towers ×2.
Example: Upgrading a Farm to Lv20 without bonuses takes 1 day × 0.7 ≈ 17 hours. Upgrading the Castle to Lv20 takes 2.5 days.
Research time
Time without bonuses by technology level: Lv1 5 min, Lv10 1 h, Lv20 5 h, Lv30 12 h, Lv40 1 day, Lv60 3 days. Technologies deeper in the tree take longer: each layer of the tree adds 15% to the time.
Construction or research that has already started finishes with the time it had when it started.
Building costs
Building costs grow quickly with level. With a full set of workers, upgrading a production building roughly pays for itself in: Lv10 3 hours, Lv20 1 day, Lv30 3 days, Lv40 7 days, Lv50 14 days. Castle upgrades are much more expensive than buildings. A wall upgrade costs about half of a castle upgrade, and a tower upgrade about a quarter.
The Castle cost is balanced so that wood, stone and iron fill up in about the same time: from level 10 on, the Castle's wood cost is slightly lower (×0.9), its stone cost slightly higher (×1.1), and the iron share is larger. This way no single resource is a constant bottleneck.
Late-game cost multiplier
At high levels, an extra multiplier is applied to building, castle, wall and tower costs. The multiplier depends on the target level:
| Target level | 1–25 | 26–30 | 31–35 | 36–40 | 41–50 | 51–60 | 61+ |
|---|---|---|---|---|---|---|---|
| Cost multiplier | ×1 | ×1.25 | ×1.5 | ×1.75 | ×1.5 | ×1.75 | ×2 |
Thanks to this multiplier, after Lv25 your progress is limited not only by time but also by resources.
Lowering costs
The following reduce building, castle, wall and tower costs (all of them stack):
| Source | Effect |
|---|---|
| Frugal Master (skill of a hero in the castle) | Cost ÷ (1 + 2% × level) |
| Frugal Construction (economy technology, up to 20 levels) | −1% per level (Lv20 ≈ −18%) |
| Construction Cost (global bonus) | −0.5% per point |
| Master Architect (achievement) | −1% every 3 tiers |
The cost you see on screen already includes these discounts. The cost never drops to zero.
Castle damage and repair
Attacks on your city deal damage to your castle:
| Battle result | Castle damage |
|---|---|
| Castle fell (attacker won) | +15% |
| Attacker reached the walls but the castle held | +5% |
| Battle took place only outside the castle | No damage |
Damage stacks up to a maximum of 100%. Effects of a damaged castle:
- Defense power drops: defense × (1 − 0.5 × damage). At 100% damage, your defense is halved.
- Wall health drops: the wall's health is reduced by the same ratio.
- The castle cannot be upgraded: you must repair it first.
Castle damage does not heal on its own. You repair it from the Buildings ▸ Castle card. The repair cost is:
cost = damage × 25% × total cost of the current castle upgrade
This cost is split between wood (30%), stone (35%), iron (20%) and gold (15%).
Example: If the total castle upgrade cost is 40 million resources, repairing 15% damage costs 40M × 0.25 × 0.15 = 1.5 million resources: 450K wood, 525K stone, 300K iron and 225K gold.
Walls and towers have their own separate damage. That damage repairs itself in 24 hours (see Combat).
Taxes and wages
- Taxes: Every person who is not a worker (idle) brings in gold. Tax technologies (Taxation, Coinage, Trade Routes) increase income.
- Wages: Every worker receives a gold wage. Workers for rarer resources are more expensive: farmers are the cheapest, miners the most expensive. Scholars receive no wage.
- The Guilds technology lowers wages.
If the gold in your treasury is not enough to cover wages, workers whose wages cannot be paid stop producing.
💡 Tip: If your gold goes negative, set a few workers idle. Idle population pays taxes, while workers receive wages.
Army upkeep
Every soldier has two kinds of upkeep:
- Rations: food
- Wages: gold
The castle garrison and tower archers receive half wages. The Quartermaster, Military Budget and War Economy technologies reduce these costs in a compounding way.
Reinforcement armies: You pay the rations and wages of reinforcement armies sent by your guild mates that are stationed in your Guild Camp; the cost is ×1.5 the normal amount. The sender pays no upkeep for this army.
Every soldier outside the city also costs upkeep. Camp quota armies, gathering expeditions, camp and PvP attacks, lair expeditions, transfers between cities, and armies in guild gathering fields and rallies pay full rations and wages. Sending your army out is not a way to avoid upkeep.
If food or gold runs out, soldiers start to desert. Deserters can be recovered for a while by paying the accumulated debt. Deserters not recovered within 3 hours are lost for good.
Population–food balance
Housing limit
The population limit is raised by the House (+12% per level) and the castle (+6% per level); both compound. After level 30 growth slows: House +8% per level, castle +4%. This way, in the late game housing does not grow much faster than production buildings.
If your population goes above the housing limit (e.g. with a population item), the excess slowly emigrates: every second 0.2% of the excess leaves, and half of it is gone in about 6 minutes.
Automatic balance
Population only grows while you have a food surplus:
- If your net food surplus is 50% or more of total consumption, the population grows at full speed.
- If the surplus is smaller, growth slows down proportionally.
- If your food balance is zero or negative, growth stops.
Starting exception: while your population is below 1,000 and you have food in stock, the population grows at full speed. This way a new city never gets stuck.
Famine and emigration
If your food stock drops to zero, people do not die all at once. The part that cannot be fed slowly emigrates (about 1% of the unfed every second). The population settles once it falls to the level your food can support.
Population policy
You can choose a policy for each city from the city card:
| Policy | Growth speed |
|---|---|
| Free | ×1 (full speed) |
| Controlled | ×0.5 |
| Stop | ×0 (no growth) |
Emigration
With 🚶 Emigration, you can instantly send part of your idle population (10% / 25% / 50%) out of the city. Workers are not affected, and at least 100 people remain in the city. The screen shows how much food you will save.
💡 Tip: If you are going to build a large army, set the policy to "Controlled". Let your food go to the soldiers first.
Market (trade)
At the market you can buy and sell food, wood, stone and iron for gold. Science cannot be traded.
| Resource | Base rate |
|---|---|
| Food | 1 gold = 5 food |
| Wood | 1 gold = 2 wood |
| Stone | 1 gold = 1 stone |
| Iron | 1 gold = 0.5 iron |
Rules:
- You can make one trade every 15 minutes. This timer is shared across all your cities; you cannot trade separately from each city.
- The amount you can buy or sell in a single trade depends on your castle level: 100,000 units up to Lv25, then doubled every 5 levels (Lv30 200,000 · Lv40 800,000 · Lv50 3,200,000 · Lv60 12,800,000).
- Prices move: The more you buy, the higher the rate; the more you sell, the lower it gets.
- The buying price is about 30% higher than the selling price (the spread). Buying a resource and selling it right back always loses you money.
💡 Tip: The market is a conversion channel, not a money printer. Use it to turn your extra food into the iron you are missing.
Production boost
You can temporarily increase all your passive production by watching ads. While the boost is active, each new view raises the multiplier by one tier and adds time:
| View | 1 | 2 | 3 | 4 | 5 | 6+ |
|---|---|---|---|---|---|---|
| Multiplier | ×1.1 | ×1.25 | ×1.5 | ×1.8 | ×2.15 | ×2.5 |
| Time added | 10 min | 25 min | 45 min | 60 min | 90 min | 120 min |
When the time runs out, the tier resets. The 8-hour and 24-hour production boosts used from the shop or your bag give the top tier (×2.5) directly. The boost applies to all your cities at once and keeps running in real time while you are offline.
