Past WT30, wood and timers stop mattering. Enter where all five buildings stand and find out what the next Industrial level really costs.
Past WT30 the Watchtower advances in Industrial levels, and every one is gated by Precision Parts. What the next level costs depends on where all five of your buildings stand — not just the tower.
| Step | Tower | Camps to raise | Camps | Hall | Step | Cumulative |
|---|
A camp can never exceed the Watchtower's Industrial level — that is what the tower upgrade buys you. Highlighted raises are the camp levels you're going for; the rest are prerequisites the tower will not start without. All figures are full-tier costs (per-level-up × 5).
What one tier costs for each building type. Camps are charged the same at a given tier regardless of which camp is climbing. Per level-up on the left, full-tier cost after the ×5 multiplier on the right.
| Tier | Per level-up | Full tier (×5) | ||||
|---|---|---|---|---|---|---|
| Tower | Camp | Hall | Tower | Camp | Hall | |
| Ind. 1 | 180 | 80 | 50 | 900 | 400 | 250 |
| Ind. 2 | 220 | 90 | 50 | 1,100 | 450 | 250 |
| Ind. 3 | 260 | 110 | 60 | 1,300 | 550 | 300 |
| Ind. 4 | 310 | 130 | 70 | 1,550 | 650 | 350 |
| Ind. 5 | 370 | 160 | 90 | 1,850 | 800 | 450 |
| Ind. 6 | 300 | 120 | 70 | 1,500 | 600 | 350 |
| Ind. 7 | 320 | 140 | 80 | 1,600 | 700 | 400 |
| Ind. 8 | 350 | 160 | 100 | 1,750 | 800 | 500 |
Everything up to WT30 is a resource problem. Wood, stone, electricity and iron are slow, but they regenerate — you can farm them, buy them, or wait them out. The Industrial Age is not that. Precision Parts cannot be farmed, cannot be bought with resources, and cannot be sped up.
Which flips the planning problem completely. The wood and the build timers stop being the blocker. The parts are the blocker, and the only question worth asking is where do I spend the ones I have.
One Industrial level = five building level-ups. Industrial 1 takes the building from Lv.30 to Lv.35, Industrial 2 to Lv.40, and so on. The per-level-up parts cost is fixed within a tier, so every tier costs exactly 5× its listed figure.
Three buildings gate each Industrial tier: the Watchtower itself, one faction camp, and the Alliance Hall. The camp and the Hall must be one tier below the Watchtower level you're reaching for.
Only one camp is required per tier, and which camp it is rotates on a strict three-tier loop, starting with Rider:
| Watchtower | i1 | i2 | i3 | i4 | i5 | i6 | i7 | i8 |
|---|---|---|---|---|---|---|---|---|
| Camp required | Rider | Fighter | Shooter | Rider | Fighter | Shooter | Rider | Fighter |
| …at level | Lv.30 | i1 | i2 | i3 | i4 | i5 | i6 | i7 |
Industrial 1 is the free one — a Rider camp at plain Lv.30 satisfies it, and Lv.30 costs no Precision Parts. Every tier after that is paid for.
Because each camp is called on only every third Watchtower tier, it must climb three Industrial levels at once every time its turn comes round — and you pay for all three.
Your Rider camp sits at i3 after Watchtower i4. It isn't touched again until Watchtower i7, which needs it at i6. That single Watchtower step drags the Rider camp through i4, i5 and i6 — 2,050 parts — before you spend a single part on the tower itself.
A cost chart read row-by-row hides this completely. It looks like one camp upgrade per tier. It is three.
Add up every ladder — the tower's, all three camps', and the Alliance Hall's — and the bill from a fresh WT30 is:
| Building | Must reach | Precision Parts | Share |
|---|---|---|---|
| Watchtower | Industrial 8 | 11,550 | 47% |
| Fighter camp | Industrial 7 | 4,150 | 17% |
| Rider camp | Industrial 6 | 3,450 | 14% |
| Shooter camp | Industrial 5 | 2,850 | 12% |
| Alliance Hall | Industrial 7 | 2,350 | 10% |
| Total, fresh WT30 → Watchtower Industrial 8 | 24,350 | ||
The three camps together cost 10,450 — nearly as much as the Watchtower itself. They are not a side cost, and they are not optional: the rotation means all three get called on before you reach Industrial 8. The camps stop at different heights only because the sequence runs out at i8 — Fighter is last in the rotation and therefore climbs highest.
Industrial 5 costs more than Industrial 6 — 1,850 against 1,500 on the tower, and 800 against 600 on the camps. It's the only place the curve runs backwards. Either the game's cost table genuinely dips there or the source chart has an error, and we have not confirmed which. Treat Ind. 5–6 as the softest figures here.
Camp costs are assumed identical across camp types at a given tier. The source chart names only one camp per row, so this is an inference — if Rider, Fighter and Shooter are priced differently, the totals move.
Cost data is community-sourced from a public chart whose own author invited corrections, and is not yet verified in-game. Everything else on this page — WT1 to WT30 — is checked against darkwardata.com and Fandom. This section is not. If you have run these tiers, we want your screenshots.
Everything below WT30 is a resource problem, not a parts problem — wood, stone, electricity and iron, all of which regenerate. That half has its own calculator.