You can use the interface php to get info about units and buildings for each server. If you wanted the info for world 1: building info: "http://us1.tribalwars.net/interface.php?func=get_building_info" unit info: "http://us1.tribalwars.net/interface.php?func=get_unit_info" You can also find it on the twstats website. buildings: "http://us.twstats.com/us1/index.php?page=buildings" [TABLE="class: grid, width: 600, align: left"] timber cost of a building [wood]*[wood_factor]^([level of the building] - 1) clay cost of a building [stone]*[stone_factor]^([level of the building] - 1) iron cost of a building [iron]*[iron_factor]^([level of the building] - 1) amount of villagers a building uses [pop]*[pop_factor]^(level of the building] - 1) duration of creation, for lvl 1 and 2 [build_time]*1.18*[build_time_factor]^(-13) duration of creation, for lvl 3+ [build_time]*1.18*[build_time_factor]^(level - 1 - 14/(level-1)) [/TABLE] In the help page, if you look at the total points, you will see a pattern. Each successive level is worth about 1.2 times the points of the previous level. Knowing this, you can calculate how many points a building is worth. Code: points of a building = [points of the building at level 1]*1.2^([level of the building] - 1), rounded to the nearest integer The amount of population a farm supports follows a similar pattern. Each successive level supports about 1.172103 times the population of the previous level (I'm not sure what the exact value the game uses is, but it's pretty darn close) Code: population the farm supports = 240*1.172103^([level of the farm] - 1), rounded to the nearest integer similar thing for the warehouse Code: Capacity = 1000*1.2294934^([level of the warehouse] - 1), rounded to the nearest integer and the timber camp, clay pit, and iron mine (except at level 0, they make 5 resources an hour): Code: production per hour = *1.163118^([level of the building] - 1) and the hiding place: Code: hidden resources = 150*(4/3)^([level of the hiding place] - 1) and the wall: Code: factor for defending troops = 1.037^[level of the wall] If the market is less than level 10, the number of merchants is equal to the market level. If the market is level 10 or higher: Code: number of merchants = (market level - 10)^2 + 10 The time it takes for something to be built depends on the level of the building it's made in. All times are in seconds. Buildings are constructed and expanded in the village headquarters. Multiply the duration of creation by the time factor of your village headquarters to get the actual amount of time it takes to make a building. The exact time factor is equal to 1.05^(-[level of the village headquarters]) Code: actual build time = [duration of creation]*1.05^(-[level of the village headquarters]) Units are recruited in the barracks, stables, workshop, and academy. Multiply the build_time by the time factor of the building the unit's made in to get the actual amount of time it takes to recruit that unit. The exact time factor is equal to 2/3*1.06^(-[level of the building]). Code: actual build time of a unit = 2/3*[build_time]*1.06^(-[level of the building the unit is created in]) spear fighter - made in barracks swordsman - made in barracks axeman - made in barracks archer - made in barracks scout - made in stable light cavalry - made in stable mounted archer - made in stable heavy cavalry - made in stable ram - made in workshop catapult - made in workshop nobleman - made in academy Research is done in the smithy. Multiply the duration of a research by the time factor of the smithy. The exact time factor is equal to 1.1^(-[level of the smithy]). On a ten tech world, each successive research level takes 1.75 times the duration of the previous level. On a 3 tech world, each successive research level takes 3 times the duration of the previous level. As far as I can tell, these are the research times for level 1 techs, without the smithy time modifier: spear - 3960 seconds sword - 5940 seconds axe - 6930 seconds archer - 3960 seconds scout - 3960 seconds lcav - 8910 seconds m.archer - 9900 seconds hcav - 9900 seconds ram - 7910 seconds catapult - 9900 seconds The game speed is a setting that changes the durations (you can see what it's set to on the World Settings section of the statistics page. Multiply all research times by 1/[game speed].