🏰 Evony Resource Calculator
Estimate food, wood, stone, ore, and gold for Evony building, troop, and research targets, then check shortfalls, production, gathering boosts, alliance helps, and speedups.
| Preset | Type | Main bottleneck | Timer style |
|---|---|---|---|
| Keep 25 to 26 | Building | Stone and wood | Long construction |
| Keep 29 to 30 | Building | Stone wall | Major keep push |
| Keep 34 to 35 | Building | All resource types | Very long timer |
| T13/T14 batches | Troops | Food, ore, wood | Training speed |
| Military research | Research | Gold and ore | Research speed |
Preset amounts are editable planning baselines, not locked game data. Use the values from your own server whenever precision matters.
| Target | Food | Wood | Stone | Ore |
|---|---|---|---|---|
| Keep upgrades | High | High | Very high | Medium |
| Walls | Medium | High | Very high | Medium |
| Mounted troops | Very high | Medium | Low | High |
| Ranged troops | High | High | Low | Medium |
| Research | Medium | Medium | Medium | High |
Gold is shown separately because research and troop training often consume it while buildings usually do not.
| Step | Formula | Input | Output |
|---|---|---|---|
| Speed boost | Base / (1 + boost) | Timer and speed % | Effective hours |
| Alliance helps | Helps x minutes | Embassy help count | Reduced hours |
| Help cap | Max 30% timer | Effective hours | Conservative cap |
| Speedups | Remaining - used | Speedup hours | Timer left |
| Completion gate | Max(resource, timer) | Shortfall and timer | Ready estimate |
The help cap keeps the model conservative across Embassy levels and help mechanics. Adjust minutes per help if your alliance differs.
| Input | What it means | Best use | Watch out |
|---|---|---|---|
| City production | Passive hourly income | Small gaps | Food upkeep can distort net food |
| Gather marches | Marches on tiles | Large resource gaps | Recall time lowers real hours |
| Gather boost | Speed bonus applied | Event farming | Tile level still matters |
| Reserve % | Extra buffer added | Keep safe stock | Raises shortfall estimate |
| Gold income | Gold per hour value | Research gates | Boss/event bursts vary |
The calculator allocates gathering power toward the current shortfall mix, then takes the slowest resource as the time gate.
The Evony Keep 30 upgrade screen always triggers a panic. “OMG, I need billions of stone! It’s going to take forever!” It feels like a brick wall.
This is where many players lose their temper and start guessing. “I don’t know how to fix this; I’ll just try random things.” They view all there available resources against everything required for the upgrade. “If only I could get more…”, they think. But that isn’t how resource move. While armies consume food quickly, stone is gathered slowy.
How to Upgrade Keep 30 Without Stress
Failing to account for this disparity means you might have enough food but no stone three days prior to your deadline. Inputting your own bottlenecks lets the calculator perform math. Resource pressure ≠ timer pressure: They’re different issues, so don’t confuse them. A long build time doesn’t mean you need more resources, just more speedups or alliance helps.
If you have high production boosts, high resource production, and many week left, a large resource shortfall is not a big deal. Military research stacks is not the same as building upgrades; refer to tables. In general, research takes gold and ore, while buildings take wood/food. That will alter how you gather stuff (farming gold with basic troops are hard in most server stages).
For research, rely on event bursts/passive income. That’s the first thing, gathering efficiency. How much do you gather per hour compared to how long it takes? That means more than just “how many marches am I running?” High level orange or red fields might seem great. However, they take a long time to finish, and that is time away from other tile.
Every hour you spend in transit is an hour of lost potential income. (Because let’s face it: some people don’t play 24.) The calculator accounts for this too, using a default suggestion of 14 hours played per day instead of assuming you play for 24. Let’s face it, some people don’t play 24 hours. The calculator accounts for this too, because it lets you enter your real-world hours played instead of assuming you play for 24.
Few players appreciate the alliance help mechanics, which add another level to the strategy of when to ask for help. Free minutes can mean the difference between getting sleep and hitting refresh every thirty minutes. Embassy levels range, so this model caps alliance assistance at a conservative level. For alliances with a lot of generosity, raise that value in the inputs. In a more moddern alliance where requests comes in faster then responses can be made, leave it lower.
When events begin, it is better to have leftover speedups than an unfinished upgrade. There are always changes during gameplay. Your plan won’t survive intact. You’ll raid someone or elect to train some additional troop for a skirmish. Ten percent of your resources in reserve is insurance against mayhem. Lose that and one surprise attack could halt your upgrade while you hunt down stray wood.
This is a precise, time-consuming game. If you think about it, you can plan out each hour, and that’s where the frustration subsides. You’re getting to know its language; you’re not battling against its mechanics. When you understand what limits your progression, you cease to fret over the other factors.
It’s the lack of stone that determines how long everything takes. The abundance of food doesn’t matter. Identify the chokepoint, collect strategically, and relax as things sort themselves out.
You should of planned better.
