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Port Liberty ToolsFan-made · not Travian Games

Production buildings

Unlock production buildings, connect harbour storage, assign workers, upgrade output, and plan layouts on your Port Liberty estate.

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Estate production

How production buildings work

Production buildings turn raw tiles and input goods into trade goods on your estate. Unlock them at the right town level with research points, place and connect them to harbour storage, build, then run production. Workers carry output when storage is full.

From unlock to delivery

Six steps every production building follows on your estate.

  1. 1Unlock

    Each building has its unlock level. To unlock it you need to spend research points, obtainable from quests early on and the guild laboratory and library.

  2. 2Place on map

    Pick a valid spot on your estate grid. Building size and terrain must fit. Use the layout builder and production chain tree to plan an optimized layout ahead.

  3. 3Road to harbour storage

    Connect the building to harbour storage with roads. Construction cannot start until it is connected to harbour storage.

  4. 4Construct

    Assign a worker to construct the building. Dexterous trait workers get a 50% construction speed bonus.

  5. 5Produce

    Assign a worker whose specialty matches the building if possible or use the same profession. Production starts when input goods are ready and extension tiles are set up.

  6. 6Deliver output

    When output storage is full, the worker carries goods along your roads. Where they go depends on building type (see How workers move goods below).

How workers move goods

Workers travel along roads to the nearest valid destination. Shorter chains and good placement mean less time carrying goods and more time producing.

Raw material buildings

These buildings need extension tiles on your estate map. Clay, iron, limestone, and sand are the exception: each estate map has dedicated spots for those four. The worker keeps gathering or producing until output storage is full, then delivers along roads to harbour storage, or directly to a downstream building that needs that good if it is closer than harbour storage.

Craft and processing buildings

If another worker is already bringing inputs, this worker stays put and focuses on output. If not, they fetch inputs themselves from the nearest raw-material building with stock, or from harbour storage if that is closer. Once output storage is full, they carry finished goods the same way: to harbour storage, or directly to a downstream building that needs them if it is closer than harbour storage.

Idle and rest bonus

Workers idle when they cannot work: no inputs available, full harbour storage, or nowhere to deliver. While idle, rest bonus accumulates for up to 24 hours. When work resumes, production runs 50% faster until that stored bonus is used up. For example, if harbour storage is full the worker waits; once you move goods out and they can deliver again, they start working with the rest bonus active.

Walk speed on Roads

One-way walk time along Roads is about 2.5 seconds per tile on dirt and 1.75 seconds per tile on cobblestone. Cobble takes about 30% less time than dirt for the same path.

Plan road length and building order in the layout builder with help from the production chain tree. For profession match and traits, see the workers guide.

Worker production speed

Profession match sets how fast a worker produces while at the building. The percentages below apply to production speed, not to walking or carrying.

Wrong profession

100%

Base speed. Worker can still operate the building

Pioneer or same profession

150%

Correct profession line, but not the building specialist and not yet trained to 200%

Specialist or trained to 200%

200%

Building specialist, pioneer trained at the Academy, or same-profession worker trained at the library (Town Library)

Specialist trained in Academy

250%

Building specialist after Academy training

Beyond profession match

The tiers above set your baseline. Plan and use manifest cards wisely. Combine them with well-trained workers and every other active bonus when timing matters.

Line up manifests with your best workers and every bonus that is active. Use the production calculator to model the combined stack.

For Academy and Library training rules, see the town buildings guide. Use the production calculator for output estimates.

Gold upgrades

Spend gold on each building to raise production speed, add worker slots, extend building radius, increase output capacity, and reduce input goods ratios.

  • Production level

    100% → 300%

    Twenty levels at +10% each. Level 1 is base speed; level 20 is triple output.

  • Worker slots

    1 → 2 → 3

    More slots let more workers operate the same building at once.

  • Building radius

    Up to 6 tiles

    Plantations, tree harvesters, and farms let workers assign gather tiles farther from the building.

  • Output capacity

    1 → 8 batches

    How much a worker holds before walking to harbour storage. Tech tree unlocks raise the cap; this building upgrade sets the batch size per trip.

  • Input goods

    Max → min

    Craft buildings need more inputs at low upgrade level and less at max. Building cards show max → min per input good.