recursal/Fanatic-Fandom huggingface dataset:
Building:Wine Press

"Wine Cellars (Building)" redirects here.

## Description

Only the purest wines mature in the deep and cool cellars of the town. And the **cellar's master** makes sure nothing trickles away and all the wine can run through the throats of your citizens.

* Every level of the ****Wine Press**** lowers the demand for   by **1%** per expansion (*only* in the town it is built).

* This building will reduce the cost of   to build the Palace and the Governor's Residence's in higher levels, the   consumption in the Tavern's, as well as the   cost for training the Cook's in the Barracks'.
* This building will **not** affect donations to the Miracle on the island, nor the cost to build any of the navy ships.

## Explanation of Reduction Buildings

All reduction buildings add their deduction percentage to that given by Pulley, Geometry and Spirit Level. This means the actual discount is an additional **1%** per level of the reduction building, plus the reduction from the level of research you have completed. For example, a *Level 1* reduction building combined with Pulley has a net of **3%** reduction, with Geometry there is a net of **7%**, and with Spirit Level there is a net of **15%**. With the maximum level of reduction buildings (*Level 32*, **32%** reduction) and Spirit Level (**14%**), the maximum reduction for that resource is **46%**. This means you use only **54%** of the original cost.

See also: Max Reduction
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

125
,
660

37

×

1.06
Level

−
2
,
232

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{125,660}{37} \times 1.06^\text{Level} - 2,232\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

6
,
659
,
980

111

×

(

1.06
Level

−

1

)

−
2
,
232
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack \cfrac{6,659,980}{111} \times \left (\ 1.06^\text{Level} -\ 1\ \right ) - 2,232 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1 - 10
* 11 - 20
* 21 - 30
* 31 - 32
Bina:Depo

Şablon:Bina

## Açıklama

**Depo** büyük miktarlarda kaynak depolamanıza olanak sağlar. Deponun her uzatma seviyesi, her kaynak türünden "32.000" "birim tutabilir. Ancak, Depo yağmacılardan korunmuyor.

## Bina Bilgisi

Depo, Ambarlara ek olarak kaynakları depolamak için kullanılır. Deponun her seviyesi için, her kaynak için **32.000** ek depolama kapasitesi elde edersiniz.

* Bir Ambar, bu çizelgeden ayrı olarak yapılandırılan ek 8.000 kaynak "seviye başına" depolama kapasitesi ekler.
* Belediye binası ek bir 1,500  ve bu çizelgede ayrı ayrı gösterilen 1.500 adet lüks malı (**diğer**) depolama kapasitesi ekler.
* Depolanan bir kaynak izin verilen maksimum değerin "%75'ine" ulaştığında, miktar kırmızı olarak görünür. Miktar **%100'**e ulaştığında, miktar **kalın kırmızı** görünür. Maksimumun ötesinde alınan herhangi bir miktar kaybedilir. Depolama kapasitesini artırmak için Ambarınızı yükseltin (veya başka bir tane oluşturun).
* Şablon:Tanrı yemeği harcayarak "7 gün" için Ambar, Depo ve Belediye binası tarafından depolanan kaynak miktarını ikiye katlayabilirsiniz.

Not:
Kasaba başına yalnızca **bir** Deponuz olabilir.
Depo'dan farklı olarak, Çöplük yağmalamadan koruma sağlamaz. Kasabanın kaynak **koruması** yalnızca Depo(lar)ın seviyelerine bağlıdır.
## Değiş tokuş dükkânı ile etkileşim

*Ambar ile aynı:* Değiş tokuş dükkânınıza mal satışı için yerleştirdiğinizde, kapasite şehrinizdeki mevcut toplamdan çıkarılır. Bu, kaynak toplamlarınızın üzerine geldiğinizde gösterilen araç ipucunda yansıtılacaktır. Değiş tokuş dükkânındaki herhangi bir kaynak Ambar veya Depo ekranında görünmez ve sizi "Güvenli" sınırı aşabilir, bu yüzden dikkatli olun. Değiş tokuş dükkânında "gizlenen" kaynaklar yağmalanmaya müsaittir.

## Genişletme Ayrıntıları

Bir sonraki seviyeye yükseltmek için gereken süre (saniye cinsinden) aşağıdaki formülle belirlenir:

İnşaat süresi (saniye)

=

[

32
,
000

13

×

1.17

Seviye

−
2
,
160

]

{\displaystyle {{\text{İnşaat süresi (saniye)}}=\left\lbrack {\cfrac {32,000}{13}}\times 1.17^{\text{Seviye}}-2,160\right\rbrack }}

Bir sonraki seviyeye yükseltmek için geçen toplam süre (saniye cinsinden) aşağıdaki formülle belirlenir:

Birikimli inşa süresi (saniye)

=

[

37
,
440

2.21

×

(

1.17

Seviye

−

1

)

−
2
,
160
×

Seviye

]

{\displaystyle {{\text{Birikimli inşa süresi (saniye)}}=\left\lbrack {\cfrac {37,440}{2.21}}\times \left(\ 1.17^{\text{Seviye}}-\ 1\ \right)\ -2,160\times {\text{Seviye}}\ \right\rbrack }}

Şablon:İçin

Şablon:Genişletme

Bu bina hakkındaki bilgileri görüntülemek için kullanılan çok sayıda şablon nedeniyle, bu binanın genişleme seviyelerini 10'luk normal gruplama yerine 5'li gruplara ayırıyoruz.

Şablon:Binalar
Sulphur pit

## Description

An experienced alchemist knows that a biting smell in the air is a clear indication of a rich source of sulfur in the area.

## Sulphur pit information

The **Sulphur pit** allows you to gather sulphur . Wood  is donated by members who have towns on the island to help upgrade the Sulphur pit. The higher the level, the more citizens can be allocated as workers to gather .

* Wealth (Economy) is needed before you can use the **Sulphur pit** to gather  .
* Helping Hands allows you to increase the number of workers by **50%** for an added **12.5%** production.
* A Firework Test Area decreases   costs by **1%** per level in the town it is built in.
* A Alchemist's Tower increases the base   production in the **Sulphur pit** by **2%** per level in the town it is built in.
* A Helios Tower increases the base   production in the **Sulphur pit** by **10%** on the island it is built, while it is active.

For uses of sulphur  : see Sulphur
## Ikariam Plus options

Just below the slider bar you will see the following options:

\* The bonus from the Steam paddle wheel option can be seen if you **mouse-over** the *resource production numbers* in the table below.
For other **Ikariam Plus** options: see Ikariam Plus
## Expansion details

Below are the costs to upgrade each level of the luxury resource on the {{{1}}} island.

**Note:** The time it takes to upgrade to the next level is determined by the following formula:

B
u
i
l
d

t
i
m
e

i
n

s
e
c
o
n
d
# s
(

14400
1

×

1.1

L
e
v
e
l

−
14400
)

{\displaystyle { Build ~time ~in ~seconds = ( \frac { 14400 } { 1 } \times 1.1 ^ { Level } - 14400 ) }}

r
o
u
n
d
e
d

t
o

t
h
e

n
e
a
r
e
s
t

w
h
o
l
e

s
e
c
o
n
d

{\displaystyle { ~rounded ~to ~the ~nearest ~whole ~second }}

Due to the large number of *templates* and *mouse-over tool-tips* used to display the information on this building, we are breaking this building's expansion levels down into groups of 3, instead of the normal grouping of 10.

* 13-15
* 16-18
* 19-21
* 22-24
* 25-27
* 28-30
* 31-33
* 34-36
* 37-39
* 40-42
* 46-48
* 49-51
* 52-54
* 55-57
* 58-60
Saw mill/1-3

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Building:Optician

## Description

Lenses and magnifying glasses don't only help our scientists to see clearly and find important papers on their desk, they are also necessary in order to invent all the new technologies that make us so proud. The **optician** keeps everything we need carefully stored in boxes, so less things get lost and the demand for Crystal Glass is decreased per building level.

### Notes

Every level of the **Optician** lowers demand for   by **1%** per expansion (*only* in the town it is built).

* This building will reduce the cost of   to build the Academy and the Temple, as well as the Palace and the Governor's Residence in *higher* levels.
It will also affect   costs for Unit and Ship upgrades in the Workshop(s), training of Doctors in the Barracks and building of Diving Boats in the Shipyard(s).
* This building will also reduce the cost of Experiments done in the Academy by up to **32%**.
**Note**: At the maximum level of the Academy, the cost stays at 300,000 , but the produced research points will rise by the reduction amount.
Example: At level 25 experiments produce  200.000  =  150.000  / (1.0 - 0.25) = 0.75
* This building will **not** affect donations to the Miracle on the island or training of Spies in the Hideout.

## Explanation of Reduction Buildings

All reduction buildings add their deduction percentage to that given by Pulley, Geometry and Spirit Level. This means the actual discount is an additional **1%** per level of the reduction building, plus the reduction from the level of research you have completed. For example, a *Level 1* reduction building combined with Pulley has a net of **3%** reduction, with Geometry there is a net of **7%**, and with Spirit Level there is a net of **15%**. With the maximum level of reduction buildings (*Level 32*, **32%** reduction) and Spirit Level (**14%**), the maximum reduction for that resource is **46%**. This means you use only **54%** of the original cost.

See also: Max Reduction
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

125
,
660

37

×

1.06
Level

−
2
,
772

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{125,660}{37} \times 1.06^\text{Level} - 2,772\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

6
,
659
,
980

111

×

(

1.06
Level

−

1

)

−
2
,
772
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack \cfrac{6,659,980}{111} \times \left (\ 1.06^\text{Level} -\ 1\ \right ) - 2,772 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-32
Main Page/Game News

## Ikariam Game News

There are no **Sticky Notes** at the present time!

New SPECIAL Servers:
The following communities have gained new a world:
1. AE has gained  Kaikias (s36)  - Community not completed + {{**Servers/Names**}} not completed
2. AR has gained  Chi (s22)  - Community not completed + {{**Servers/Names**}} not completed
3. BR has gained  Hydra (s46)  - Community not completed + {{**Servers/Names**}} completed
4. CZ has gained  Boreas (s27)  - Community not completed + {{**Servers/Names**}} not completed
5. DE has gained  Thanatos (s42)  - Community not completed + {{**Servers/Names**}} not completed
6. EN has gained  Poseidon (s40)  - Community not completed + {{**Servers/Names**}} not completed
7. ES has gained  Thanatos (s42)  - Community not completed + {{**Servers/Names**}} not completed
8. FR has gained  Poseidon (s40)  - Community not completed + {{**Servers/Names**}} not completed
9. GR has gained  Notos (s38)  - Community not completed + {{**Servers/Names**}} not completed
10. HU has gained  Dionysos (s30)  - Community not completed + {{**Servers/Names**}} not completed
11. IT has gained  Hades (s34)  - Community not completed + {{**Servers/Names**}} not completed
12. PL has gained  Skiron (s41)  - Community not completed + {{**Servers/Names**}} not completed
13. RU has gained  Eunomia (s32)  - Community not completed + {{**Servers/Names**}} not completed
14. TR has gained  Zephyros (s40)  - Community not completed + {{**Servers/Names**}} not completed
15. US has gained  Hephaestus (s35)  - Community not completed + {{**Servers/Names**}} not completed
These world have the following special attributes:

	1. **+ 25%** higher Crystal production
	2. **+ 25%** higher Wine production
	3. **+ 25%** faster Cargo/Merchant/Trade ship's;  which includes the Phoenician Merchant Ship's

New SPECIAL Serversopened on September 12, 2019
Księżyc to ja

**Księżyc to ja** (ang. Sure I'm the Moon) - piosenka śpiewana przez Księżyca w odcinku "Problemy Księżyca".

## Tekst polski

Księżyc to ja

i znają mnie tu wszyscy

Lecz mimo to

czuję się samotny

Księżyc to ja

i ludzie mnie tu widzą

Lecz kiedy mam zejść

to już wszyscy chrapią

Na niebie mój dom

a na dole wasz świat

Na niebie mój dom

waszych spojrzeń mi brak

Wciąż zimny mrok

choć tyle tu gwiazd

Nie dostrzega mnie nikt

jestem tutaj sam
Saw mill/4-6

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Building:Cinetheater

Daily visit of the building

## Description

Cinetheater is a building that is not created or demolished by the user. This building is displayed in all the cities and offers rewards as a exchange for watching small commercial videos.

### In-game Description

The comedies and dramas of the Cinetheatre make your workers happy and motivate them. Afterwards they will labour all the more. The cultural feature does not interest your workers in the slightest, yet it is the most favourite of the Gods! They will give you favour for it.

## Function

Cinetheater offers three (3) distinct rewards:

* **+ 20 %** wood   production
* **+ 20 %** luxury resource   production of the island the city is.
* **50** Favours

The production rewards (the first two) have a **12-hour** duration just for the city that the video was displayed. On the other hand, the third reward can be completed, whenever during the day and is renewed at midnight (server time).

If the display of the videos is paused or interrupted, you won't received the reward. You will have to wait equal time as the time needed for the paused or interrupted video to finish and then you will have to repeat the playbank to receive the reward.
Building:Ambrosia Fountain

Daily clicking on the building

## Description

### Wiki Description

The Ambrosia Fountain is a building found only in the players' capitals. It takes 999  ambrosia to be activated for the next 365 days (**1 year**). The player is then able to collect a small amount of ambrosia, 1 to 6, from the fountain each and every day for the rest of the remaining activation time, granting them a maximum of 1,811  ambrosia in total, which is 812  ambrosia more than what it cost to activate the building.

### Game Description

This palatial fountain incorporates the effigies of two deities holding aloft a cornucopia. Ambrosia once flowed unabated from this horn into the pool below, but since then the fountain seems to have dried up.

This spring has divine origins. If we pay homage to the gods and offer them gifts, we can make this fountain shine in great splendour once more.

If we pray at the fountain often enough and regularly empty the pool of Ambrosia, our efforts will be well rewarded!

## Effects

If you log in several days in a row, the amount of Ambrosia to be collected will continuously increase.

1. Day 1 gives you 1 .
2. Day 2 gives you 1 .
3. Day 3 gives you 2 .
4. Day 4 gives you 3 .
5. Day 5 gives you 4 .
6. Day 6 gives you 5 .
7. Day 7 gives you 6 .
8. From day 8, the amounts will repeat those from days 5 throught 7.
Day 8 gives you 4  - Same as day 5.
9. Day 9 gives you 5  - Same as day 6.
10. Day 10 gives you 6  - Same as day 7. (*repeat starting with day 5*)

The fountain can be used for 365 consecutive days, before it has to be re-activated.

If you don't log in for a day, you won't receive any Ambrosia and the count will start again from day 1.

## Maximum Ambrosia Calculation

If you log in 365 days in a row, the total amount of Ambrosia you will receive is:

**Day 1:** Day 1 gives you 1 Ambrosia = **Total: 1 .**

**Day 2:** Day 2 gives you 1 Ambrosia = **Total: 2 .**

**Day 3:** Day 3 gives you 2 Ambrosia = **Total: 4 .**

**Day 4:** Day 4 gives you 3 Ambrosia = **Total: 7 .**

**Day 5:** Day 5 gives you 4 Ambrosia = **Total: 11 .**

**Day 6:** Day 6 gives you 5 Ambrosia = **Total: 16 .**

**Day 7:** Day 7 gives you 6 Ambrosia = **Total: 22 .**

**Note**: *From day 8, the amounts will repeat those from days 5 through 7.*

**Day 8:** Day 8 gives you 4 Ambrosia = **Total: 26 .**

**Day 9:** Day 9 gives you 5 Ambrosia = **Total: 31 .**

**Day 10:** Day 10 gives you 6 Ambrosia = **Total: 37 .**

**Note**: *Days 5 through 7 give you a total of **15** Ambrosia.*

**Note**: *From day 11, the amounts will repeat those from days 5 through 7, **118** times (for 354 days).*

**Calculation**: *118 \* 15 = 1770*

**Day 11 - Day 364:** Days 11 through 394 give you 1770 Ambrosia = **Total: 1,807 .**

**Day 365:** Day 365 gives you 4 Ambrosia = **Total: 1,811 .**
Ana Sayfa/Gemilerden Binalar

* Binalar
* Birimler
* Gemiler
* Diğer (Mucizeler/Kaynaklar/Kılavuzlar)

* Şablon:Mermer Mermer (Taş ocağı)
* Şablon:Kükürt Kükürt (Kükürt çukuru)
* Şarap (Üzüm bağı)
* Odun (Testere fabrikası)
* ve/veya Şablon:Lüks Lüks kaynakları
	+ Sinema salonu
	+ Helios Kulesi
	+ Ambrosia Çeşmesi
* Vatandaşlar
* Kültür malları
* Altın
* Eylem puanları
* Diplomasi puanları
* Araştırma puanları

* Devasa
* Demeter'in Bahçeleri
* Hades'in Kutsal Korusu
* Hephaistos'un Ocağı
* Athene Tapınağı
* Hermes Tapınağı
* Poseidon Tapınağı
* Askeri
	+ Birim yükseltmeleri
* Bilim
* Denizcilik
	+ Gemi yükseltmeleri

* Karada Savaşlar
	+ Barbar Köyü
* Denizde Savaşlar (Yeni)
* Yeni başlayanların kılavuzu
* Binalar
* Kolonizasyon
* Uzman Kılavuzu
* A'dan Z'ye Ikariam
* Ikipedia
* Meslek
* Yağmalama
* Güç Binası
* Betikler ve Eklentiler
* Ticaret
	+ SSS

* Aktif olmayan kullanıcılar
* Tatil modu

Başkent ve Kolonilerinizi etkileyen şeyler:* Yolsuzluk
* Hükümetler
* Mutluluk
* Komut alanları
* Günlük giriş bonusu
* Oyun kuralları
* Izgara haritaları
* Ikariam Plus
* Adalar
* Yamalar
* Skorlar
* Sunucular
* Kasaba manzarası
* Antlaşmalar
Building:Black Market

?

The **Black Market** is a building that allows you to buy and sell military units for gold or other resources.

* The building has 25 levels and allows the sale of land and sea units for any resources.
* A requirement for the building is the new "Soldier Exchange" research and a building ground.
* The building levels unlock the unit types that can be sold, after one another.
* For every unit type there is a minimum and maximum price, to avoid overpricing or dumping prices.
* For every soldier exchange, one part of the sale price has to be deducted as tax. With increasing Black Market level, taxes are reduced.
* The offered troops can be viewed and accepted by other players in the new "Soldier Exchange" tab at their Trading Posts. You can also purchase troops that you haven't researched yourself yet.
* No Black Market is required to buy troops. Soldier Exchange also does not need to have been researched for purchasing.

## Description

Our battle-tested warriors in their shiny armour, and our progressive war machines have become legendary. Now it's time to make a profit from them. Other leaders will be eager to purchase these troops.

## Black Market Information

Black Market is used to offer military units for sale, and be paid with a resource of player's choice! To do so, it is needed to unlock the new research topic "Soldier Exchange" in the Economy section.

This building claims to offer a good cooperation opportunity, since this is a new way to dismiss units without destroying them. Players can create up to eight sale offers, alliance players can have up to twelve; the proceeds from the unit sales are taxed. However, the tax rate is reduced with every Black Market upgrade.

If player has troops in the black market, and town gets attacked, the troops in the black market will join the battle. In this case, they will be removed and player receives a message in the town advisor; as soon as the battle is over offers will be restored and player will receive another message about how many offers could be restored. If player wins the battle, but only XX% of the previously-for-sale troops have survived, then the offers that can be restored, will be restored, with the highest amount possible (latest offers first).

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

4
,
321
×

1.1
Level

−
4
,
627

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack 4,321 \times 1.1 ^ \text{Level} - 4,627 \right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

47
,
531
×

(

1.1
Level

−

1

)

−
4
,
627
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 47,531 \times \left (\ 1.1 ^ \text{Level} -\ 1\ \right )\ - 4,627 \times \text{Level}\ \right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1 - 10
* 11 - 20
* 21 - 25
Main Page/International

*Get back to the Main Page*.
This page lists all of the Ikariam wikis in different languages, that are linked to this wiki via the **interwiki linking** system.

* *For a complete list of all of the Ikariam wikis, look here.*

See also: Help:Interwiki links

## Ikariam wikis in other languages

This wiki is the English language Ikariam wiki

2. Canada
3. United Kingdom of Great Britain and Northern Ireland
4. Commonwealth of Australia
5. New Zealand
2. Some of  Republic of India
3. Some of other countries that have English speaking populations

Currently we are linked to the following Ikariam wikis in these languages:

bg: (Bulgarian / български)
de: (German / Deutsch)
el: (Greek / Ελληνικά)
es: (Spanish / español)
fi: (Finnish / suomi)
fr: (French / français)
hu: (Hungarian / magyar)
it: (Italian / italiano)
lt: (Lithuanian / lietuvių)
nl: (Dutch / Nederlands)
pl: (Polish / polski)
pt: (Portuguese - Portugal / português)
pt-br: (Portuguese - Brazil / português do Brasil)
ru: (Russian / русский)
sr: (Serbian / српски / srpski)
sv: (Swedish / svenska)
vi: (Vietnamese / Tiếng Việt)
zh: (Chinese - simplified / 中文)
zh-hant: (Chinese - traditional / 中文（繁體）)

* You should link to these wikis by using the {{**Alt-Lang**|***language-tag***|***pagename***}} template (if **pagename** is blank it will link to the *Main Page* of the wiki) - the template will automatically add the interwiki language-tags to the page.
* Another way to link to them by using the language tag format (at the bottom of most all pages) `[[language-tag:PAGENAME]]` or as and example: `[[es:]]` will link to the *Main Page* of the Spanish language wiki and `[[es:pagename]]` will link to **pagename** on the wiki.
	+ Please try to **AVOID** using this method, and try to use {{**Alt-Lang**}} instead.
* **Note**: Do **NOT** use interwiki linking codes and {{**Alt-Lang**}} on the same page - this will cause the language box to have **duplicate** language entries (both will work if you used the right coding for your entries). If a page has interwiki links already on it, please add the {{**Alt-Lang**}} template using the language tags from the interwiki links and then **REMOVE** the interwiki links.

Here are some admins of the other language Ikariam wikis that have user pages on WikIkariam:
Saw mill

**This page needs to be updated with correct links and cleaned up!**
*Needs the Wood expansion costs for levels 51 through 60*

## Description

Wood from the nearby forest is sawed into boards at the saw mill. It is then used as a material for constructing buildings and much more. The saw mill is extended by all inhabitants of the island. The larger it is, the more workers you can employ there.

## Saw mill information

The **Saw mill** allows you to gather Wood  . Wood is donated by members who have towns on the island to help upgrade the Saw mill. The higher the level, the more citizens  can be allocated as workers to gather wood  .

* **No** research is needed before you can use the **Saw mill** to gather wood  .
* Helping Hands allows you to increase the number of workers by **50%** for an added **12.5%** production.
* A Carpenter decreases   costs by **1%** per level in the town it is built in.
* A Forester's House increases the base   production in the **Saw mill** by **2%** per level in the town it is built in.
* A Helios Tower increases the base   production in the **Saw mill** by **10%** on the island it is built, while it is active.

For uses of wood   (also referred to as Building Material): see Wood
## Ikariam Plus options

Just below the slider bar you will see the following options:

\* The bonus from the Steam saw option can be seen if you **mouse-over** the *resource production numbers* in the table below.
For other **Ikariam Plus** options: see Ikariam Plus
## Expansion Details

**This section needs to be updated with correct links and cleaned up!**
*Needs the Wood expansion costs for levels 51 through 60*
**Note:** The time it takes to upgrade to the next level is determined by the following formula:

B
u
i
l
d

t
i
m
e

i
n

s
e
c
o
n
d
# s
(

7200
1

×

1.1

L
e
v
e
l

−
7200
)

{\displaystyle { Build ~time ~in ~seconds = ( \frac { 7200 } { 1 } \times 1.1 ^ { Level } - 7200 ) }}

r
o
u
n
d
e
d

t
o

t
h
e

n
e
a
r
e
s
t

w
h
o
l
e

s
e
c
o
n
d

{\displaystyle { ~rounded ~to ~the ~nearest ~whole ~second }}

Due to the large number of *templates* and *mouse-over tool-tips* used to display the information on this building, we are breaking this building's expansion levels down into groups of 3, instead of the normal grouping of 10.

* 1-3
* 4-6
* 7-9
* 10-12
* 13-15
* 16-18
* 19-21
* 22-24
* 25-27
* 28-30
* 31-33
* 34-36
* 37-39
* 40-42
* 43-45
* 46-48
* 49-51
* 52-54
* 55-57
* 58-60
Building:Tavern

## Description

After a day's work there is nothing more pleasant than a cool jug of wine. That's why your citizens love to meet at the **Tavern**. And when the last old songs have been sung at the end of the day, they set out merrily and cheerful for home.

## Building Information

The **Tavern** helps to increase the happiness of your town's population. There is a base bonus of **+12** happiness per level, and every expansion of your Tavern also allows you to serve more wine   to your citizen(s). This will prevent them from leaving your town.

A Wine Press decreases   consumption for the same happiness bonus.
A Winegrower increases   production with of the Vineyard by **2%** per level, while using the same number of workers.
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

10
,
800
×

1.06
Level

−
10
,
440

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack 10,800 \times 1.06^\text{Level} - 10,440\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

190
,
800
×

(

1.06
Level

−

1

)

−
10
,
440
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 190,800 \times \left (\ 1.06^\text{Level} -\ 1\ \right ) - 10,440 \times \text{Level} \right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-40
* 41-48
Saw mill/34-36

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Buildings/Reduction Buildings

## Explanation of Reduction Buildings

All reduction buildings add their deduction percentage to that given by Pulley, Geometry and Spirit Level. This means the actual discount is an additional **1%** per level of the reduction building, plus the reduction from the level of research you have completed. For example, a *Level 1* reduction building combined with Pulley has a net of **3%** reduction, with Geometry there is a net of **7%**, and with Spirit Level there is a net of **15%**. With the maximum level of reduction buildings (*Level 32*, **32%** reduction) and Spirit Level (**14%**), the maximum reduction for that resource is **46%**. This means you use only **54%** of the original cost.

See also: Max Reduction
### Architect's Office

 **Description** | Angle, Compass and Yardstick: The **Architect's Office** provides everything needed for building straight walls and stable roofs. And a well-planned house needs a lot less marble than a skew one.
* Every level of the Architect's Office lowers demand for  by **1%** per expansion (*only* in the town it is built).

* This building will affect the cost of **all** buildings except for the Academy and the Temple.Some buildings will not be affected at the lower levels as they only cost  to build or upgrade.
 **Effect** | Reduces  consumption by **1%** per **level**.

### Carpenter

 **Description** | Only the best lumbers are used at the **Carpenter's Workshop**. Therefore our handy craftsmen are able to build a solid framework and our houses don't have to be repaired all the time.
* Every level of the Carpenter lowers demand for  by **1%** per expansion (*only* in the town it is built).

* This building will affect the  costs of **all** buildings, navy ships and military units. For this reason, it is advisable that you have a Carpenter in *every* town of yours.
 **Effect** | Reduces  consumption by **1%** per **level**.

### Firework Test Area

 **Description** | The constant exercises with the **fireworks** don't only light up the skies, but sometimes also the surrounding buildings. Our researchers, though, can only optimize the demand for sulphur, when they test new mixtures again and again.
* Every level of the Firework Test Area lowers demand for  by **1%** per expansion (*only* in the town it is built).

* This building will affect the cost of  to build the Palace and the Governor's Residence at higher levels.It will also affect the cost of all military units (except for Cooks, Doctors, Rams, Slingers and Spearmen) and navy ships (except for Ram Ships).
 **Effect** | Reduces  consumption by **1%** per **level**.

### Optician

 **Effect** | Reduces  consumption by **1%** per **level**.

### Wine Press

 **Effect** | Reduces   consumption by **1%** per **level**.
Building:Trading port/Primary options

## Primary Screen options

When you first go to the **Trading port** you will see the following options:

### Buy Cargo Ship

On the left side of the screen **one** of the options that are able to do is " Buy Cargo Ship "

**Cargo Ships** or *Trade Ships* are the most important support for your island empire. No matter whether they have to transport goods, units or news: your seamen will make sure that everything arrives at its destination quickly and safely.

* You can purchase Cargo Ships as soon as you have built a Level 1 **Trading port**. Increasing the level of Trading port **does not** affect the price of Cargo Ships.

For more information: see Cargo Ship
### Edit trade routes

Just below the list of your Towns that you can deliver resources to, you are given the option to set up an Automated trade route, the screen will look similar to this:

For more information on **this** and other **Ikariam Plus** options: see Automated trade route and Ikariam Plus
### Fleets being loaded

Next, you are able to see if any resources are being loaded for export to other towns, the screen will look similar to this if there are **no** exports:

### Incoming Traders

Lastly, you are able to see if any resources are being imported (sent to that specific town) from other towns, the screen will look similar to this if there **are** imports:
Temple of Poseidon

## Description

**Poseidon**, God of the seas, has sent many a disrespectful sailor on ludicrous odysseys. But those who render homage to him, can expect that their ship will sail over calm waters and will be lead through perfect winds and onto their destination harbour (harbor). Poseidon shortens the travel time of all the ships that begin their journey while the miracle is activated.

## Effects

 2
 3
 4
 5

### Notes

* This option is **additive** (not **multiplicative**) with Triton Engines and / or Draft, if they are also used to increase your Cargo Ships speed to transport resources.
* The increased speed effect also applies to Piracy raids.
Mentiras

**Mentiras** (stylized as "mentiras") is the fourth track from Alaina Castillo's debut EP, *antisocial butterfly**.*It was released through Chosen People on November 15, 2019.

## Videos

Alaina Castillo - mentiras (Audio)Alaina Castillo - Mentiras live
## Lyrics

[Verse 1]

You keep it quiet

Put me in bad situations

Force me to stay in my head

Overthinking, absent with no explanation

Then you appear in my bed

[Pre-Chorus]

You know you gotta spit it out

Tell me, boy, you tell me

Not to tell me that you love me

Say "you wanna go"

And you've been up to something else

[Chorus]

Dime mi amor, te vas

Que no va a quedar por mí no más

Dime que no quieres esperar

Tell me what you wanna say and don't hold back

El silencio me duele más que la verdad

Mentiras, no mentirás más

[Verse 2]

You can't hide it

Your face tells all of your secrets

I read them out like a book

And I've been trying to get you

To say what you're feeling

'Cause it's hurting more than it's worth

[Pre-Chorus]

You know you gotta spit it out

Tell me, boy, you tell me

Not to tell me that you love me

Say "you wanna go"

And you've been up to something else

[Chorus]

Dime mi amor, te vas

Que no va a quedar por mí no más

Dime que no quieres esperar

Tell me what you wanna say and don't hold back

El silencio me duele más que la verdad

Mentiras, no mentirás más

[Outro]

Por fin, voy a estar bien

Y ojalá tu también

Nuestro amor era condenado

No mentirás más

No mentirás más
Saw mill/55-57

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Building:Shipyard

## Description

What would an island empire be without its fleet? At the **Shipyard**, mighty battle ships are made ready and launched for long journeys over the oceans. May the seven seas tremble before them!

* Higher level **Shipyards** can build ships faster.

For the details of each ship and frequently asked questions: see Ship and Common Ship Questions
## Garrison limit

Main article: Garrison Limit
The **Shipyard** contributes to your Sea Garrison Limit.

Every level of the shipyard provides **+25** spaces for your ships.
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

64
,
800

7

×

1.05
Level

−
7
,
128

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{64,800}{7} \times 1.05^\text{Level} - 7,128\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

194
,
400
×

(

1.05
Level

−

1

)

−
7
,
128
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 194,400 \times \left (\ 1.05^\text{Level} -\ 1\ \right ) - 7,128 \times \text{Level} \right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* Each type of ship has a **Minimum Shipyard Level**  : only Shipyards which have been upgraded to that level or higher can build that ship. Upgrades above the Minimum   for that ship will reduce the amount of time required to build it.

* 0-10
* 11-20
* 21-30
* 31-38

## Construction Times

C
o
n
s
t
r
u
c
t
i
o
n

t
i
m
e

=
B
a
s
e

t
i
m
e
×

0.95

S
h
i
p
y
a
r
d

L
e
v
e
l

i
n
c
r
e
a
s
e

{\displaystyle {Construction \ time \ = Base \ time \times 0.95 ^ {Shipyard \ Level \ increase} }}

* 1-19
* 20-38
Building:Firework Test Area

## Description

The constant exercises with the **fireworks** don't only light up the skies, but sometimes also the surrounding buildings. Our researchers, though, can only optimize the demand for sulphur, when they test new mixtures again and again.

* Every level of the **Firework Test Area** lowers demand for  by **1%** per expansion (*only* in the town it is built).

* This building will affect the cost of  to build the Palace and the Governor's Residence at higher levels.
It will also affect the cost of all military units (except for Cooks, Doctors, Rams, Slingers and Spearmen) and navy ships (except for Ram Ships).
* This building will **not** affect donations to the Miracle on the island.

## Explanation of Reduction Buildings

All reduction buildings add their deduction percentage to that given by Pulley, Geometry and Spirit Level. This means the actual discount is an additional **1%** per level of the reduction building, plus the reduction from the level of research you have completed. For example, a *Level 1* reduction building combined with Pulley has a net of **3%** reduction, with Geometry there is a net of **7%**, and with Spirit Level there is a net of **15%**. With the maximum level of reduction buildings (*Level 32*, **32%** reduction) and Spirit Level (**14%**), the maximum reduction for that resource is **46%**. This means you use only **54%** of the original cost.

See also: Max Reduction
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

125
,
660

37

×

1.06
Level

−
2
,
628

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{125,660}{37} \times 1.06^\text{Level} - 2,628\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

6
,
659
,
980

111

×

(

1.06
Level

−

1

)

−
2
,
628
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack \cfrac{6,659,980}{111} \times \left (\ 1.06^\text{Level} -\ 1\ \right ) - 2,628 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1-10
* 11-20
* 21-30
* 31-32
Building:Helios Tower

## Description

 A Beacon of Inspiration
Ever since Helios Tower was reconstructed, its bright flame has been glowing for everyone beneath the skies! As long as it is illuminated, all of the island's resource mines will produce 10 % more resources for all players on the island!

As soon as the tower is built, the flame burns 21 days for free in honor of the generous constructor - afterwards all players can donate lamp oil to let the flame continue burning together.

     Establish a lasting monument
You have the unique chance to breathe new life into this ancient ruin. You are the master builder and you alone decide what the tower should look like! From now on it will bear your name. Even if you decide to leave this island kingdom one day, your tower and your name will become part of the world of Ikariam for all eternity!

## Helios Tower information

* The Helios Tower is a tower that can be built on island for cost of 449  and will be active for 21 days.
* After the initial 21 days, it will take 40  to keep it active for an additional 7 days.
* This process will have to be repeated each week from this point on.
* The tower will be named after the person that had originally created/built it, even if the creator, at a later time, deletes their account.

## Ikariam Plus options

For other **Ikariam Plus** options: see Ikariam Plus

## Tower Building Options

You can actually choose how Helios Tower will look like, using the 9 tiles below;  but to make it apply, you will have to pay ambrosia.
Main Page/Buildings through Ships

*Return to the Main Page.*

* Buildings
* Units
* Ships
* Other (Miracles/Resources/Guides)

* Marble (Quarry)
* Sulphur / Sulfur (Sulphur pit / Sulfur pit)
* Wine (Vineyard)
* Wood (Saw mill)
* and/or   **Multiple resources**
	+ Cinetheater
	+ Helios Tower
	+ Ambrosia Fountain
* Citizens
* Cultural goods
* Gold
* Action points
* Diplomacy points
* Research points

* Colossus
* Demeter's Gardens
* Hades' Holy Grove
* Hephaistos' Forge
* Temple of Athene
* Temple of Hermes
* Temple of Poseidon
* Military
	+ Unit upgrades
* Science
* Seafaring
	+ Ship upgrades

* Battles on Land
	+ Barbarian Village
* Battles at Sea (New)
* Beginner's Guide
* Buildings
* Colonization
* Expert's Guide
* Ikariam from A to Z
* Ikipedia
* Occupation
* Pillaging
* Power Building
* Scripts & Add-ons
* Trading
	+ FAQ

* Inactive players
* Vacation mode

Things that affect your Capital and Colonies:* Corruption
* Governments
* Happiness
* Housing spaces
* Daily login bonus
* Game rules
* Grid maps
* Ikariam Plus
* Islands
* Patches
* Scores
* Servers
* Town view
* Treaties
Building:Sea Chart Archive/35-36

### Notes

1. ↑ 1,0 1,1 These reduction times are for this building only and do not include the other reductions from Temple of Poseidon, Triton Engines and/or Draft (for cargo)
2. ↑ 2,0 2,1 These times are for straight line routes only (straight up/down or straight left/right) diagonal routes will vary
3. ↑ 3,0 3,1 Some of the warship's reduction times will vary
4. ↑ 4,0 4,1 4,2 4,3 These times are not shown in the building display, they were observed when sending Cargo ships from one city to another located 2 islands away (straight line)
5. ↑ A hard cap is the highest level possible for this building.
No further upgrades are possible because the upgrade button has been removed.
2007

Ikariam **2007** yılında ne olduğunu görün.

* Ocak
* Şubat
* Mart
* Nisan
* Mayıs
* Haziran
* Temmuz
* Ağustos
* Eylül
* Ekim
* Kasım
* Aralık

### 1st

Ana madde: 01 Ocak
01 Ocak

### 14th

Ana madde: 14 Şubat
14 Şubat

### 4th

Ana madde: 04 Mart
04 Mart

04 Mart

### 17th

Ana madde: 17 Mart
17 Mart

### 1st

Ana madde: 01 Nisan
01 Nisan

## Mayıs

Ana madde: Mayıs
Bu ayda özel bir şey olmadı

## Haziran

Ana madde: Haziran
Bu ayda özel bir şey olmadı

### 4th

Ana madde: 04 Temmuz
04 Temmuz

 2007/Ağustos

 2007/Eylül

 2007/Ekim

 2007/Kasım

 2007/Aralık
Saw mill/28-30

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/52-54

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/31-33

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/22-24

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
Saw mill/58-60

###  Notes

1. ↑ 1,0 1,1 Based upon the cost for that mill level divided by the number of islanders.
2. ↑ 2,0 2,1 Based on the cumulative cost of the saw mill level divided by the number of islanders.
3. ↑ 3,0 3,1 3,2 3,3 With a building that increases production of the resource by 2% per each level of the building (max level=32 or a max increase of 64% in production).
4. ↑ 4,0 4,1 4,2 4,3 4,4 4,5 Helping Hands.
5. ↑ A hard cap is the highest level possible for this building.
No further upgrades are possible because the upgrade button has been removed.
Building:Forester's House

## Description

The strong lumberjacks can chop down even the largest trees.  But they also know, that a forest must be cultivated and new trees must be planted, so that we can continue to use only the best woods for our houses.

Note:
* Every level of the Forester's House increases wood   production by **2%** per expansion (*only* in the town it is built).

For more information: see Research
## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

72
,
000

11

×

1.1
Level

−
6
,
120

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{72,000}{11} \times 1.1^\text{Level} - 6,120\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

72
,
000
×

(

1.1
Level

−

1

)

−
6
,
120
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 72,000 \times \left (\ 1.1^\text{Level} -\ 1\ \right ) - 6,120 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

* 1 - 10
* 11 - 20
* 21 - 30
* 31 - 32
Building:Glassblower

## Description

True masters of their art create sparkling pieces at the **glassblower's house**.  The blow tubes, glasses and all sorts of other apparatuses only our scientists understand.  And they are so handy, that things break only once in a while.

Note:
* Every level of the Glassblower increases Crystal Glass   production by **2%** per expansion (*only* in the town it is built).

For more information: see Research

## Expansion Details

The time (in seconds) it takes to upgrade to the next level is determined by the following formula:

# Building time (seconds)

[

72
,
000

11

×

1.1
Level

−
6
,
120

]

{\displaystyle { \text{Building time (seconds)} = \left \lbrack \cfrac{72,000}{11} \times 1.1^\text{Level} - 6,120\right \rbrack }}

The accumulative time (in seconds) it takes to upgrade up to the next level is determined by the following formula:

# Accumulative building time (seconds)

[

72
,
000
×

(

1.1
Level

−

1

)

−
6
,
120
×
Level

]

{\displaystyle { \text{Accumulative building time (seconds)} = \left \lbrack 72,000 \times \left (\ 1.1^\text{Level} -\ 1\ \right ) - 6,120 \times \text{Level}\right \rbrack}}

For information about the coefficients of formulas: see Construction Time

<tabview>
Template:ResourceIncrease/1-10|1-10
Template:ResourceIncrease/11-20|11-20
Template:ResourceIncrease/21-30|21-30
Template:ResourceIncrease/31-32|31-32