Calculator

Precision Parts Calculator

Every requirement for Industrial 1 through 8 — which camp at which level, and the Precision Parts it costs. Enter where all five buildings stand and find out what your next Industrial level really takes.

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.

Where do you stand?
Enter the current Industrial level of every building. The answer depends on all five, not just the tower.
Corrected 14 September 2026
everything below is costed against this
Your current levels
Your faction focus changes every total below
Tower Level Tower Parts Camps to Raise Camps Parts Hall Parts Total Parts Cumulative
Shooter i6→i7 the gate — the camp this tier is locked behind. Always shown, even when it needs no work. Fighter i7→i8 the camp you chose to upgrade with the tower. covered your stock reaches it; no tick means it doesn't.

Parts are allocated in the order the game forces: gate camp first, then the Alliance Hall, then the tower, then the camp you're upgrading — a camp can never exceed the Watchtower's Industrial level, so the focus camp is always last to be paid for. That is why a step you can't finish may still have a tick on its gate: you can start, just not arrive. All figures are full-tier costs (per-level-up × 5).

Every plan, costed from where you stand
Same board, same target — only the camp you choose to upgrade changes. You should not have to flip the dropdown three times to see this.
Plan Total parts Over tower only Against your stock

Which camp is cheapest to upgrade is decided by the rotation, not the camp. Whichever camp gates your final tier is already being dragged most of the way there by the prerequisite, so finishing it costs one tier instead of three. That is the whole reason the phase of the loop matters — and the reason this page named the wrong camp until 14 September 2026.

Cost per Industrial tier.

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)
TowerCampHall TowerCampHall
Ind. 11808050900400250
Ind. 222090501,100450250
Ind. 3260110601,300550300
Ind. 4310130701,550650350
Ind. 5370160901,850800450
Ind. 6300120701,500600350
Ind. 7320140801,600700400
Ind. 83501601001,750800500

After WT30, only precision parts matter.

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.

The mechanic in one line

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 its listed figure.

What a Watchtower upgrade actually requires

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.

WatchtowerN needs CampN at i(N−1) + Alliance Hall at i(N−1)

Only one camp is required per tier, and which camp it is rotates on a strict three-tier loop, starting with Fighter:

Watchtoweri1i2i3i4i5i6i7i8
Camp requiredFighterShooterRiderFighterShooterRiderFighterShooter
…at levelLv.30i1i2i3i4i5i6i7
In-game nameBlastproof HallFirearms VaultBlastproof HallFirearms VaultBlastproof HallFirearms Vault

Industrial 1 is the free one — a Fighter camp at plain Lv.30 satisfies it, and Lv.30 costs no Precision Parts. Every tier after that is paid for.

The game doesn't use these names. On the Industry screens the Fighter camp is the Blastproof Hall, the Shooter camp is the Firearms Vault, and the Alliance Hall is the Guild. So a Watchtower i8 panel reads "Guild Lv.7 Industry · Firearms Vault Lv.7 Industry" — that is Alliance Hall i7 plus Shooter camp i7.

This is the part that ruins plans

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 Fighter 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 Fighter 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.

What it really costs to reach Industrial 8

Add up every ladder — the tower's, all three camps', and the Alliance Hall's — and the bill from a fresh WT30 is:

BuildingMust reachPrecision PartsShare
WatchtowerIndustrial 811,55047%
Shooter camp (Firearms Vault)Industrial 74,15017%
Fighter camp (Blastproof Hall)Industrial 63,45014%
Rider campIndustrial 52,85012%
Alliance Hall (Guild)Industrial 72,35010%
Total, fresh WT30 → Watchtower Industrial 824,350

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 — Shooter is last in the rotation and therefore climbs highest.

✅ Verified in-game, 14 September 2026 — and one thing we got wrong

Five costs now come off the game's own panels, not a chart: Watchtower i5→i6 at 300 per level-up, Watchtower i7→i8 at 350, Blastproof Hall i6→i7 at 140, Firearms Vault i6→i7 at 140, Guild i7→i8 at 100. Every one matches the table above.

The camp rotation was wrong here until 14 Sep 2026. This page ran Rider → Fighter → Shooter. The game's requirement lines at Watchtower i7 read "Blastproof Hall Lv.6 Industry" and at i8 "Firearms Vault Lv.7 Industry" — Fighter then Shooter. The loop is Fighter → Shooter → Rider. The totals don't move, but which faction is cheapest to carry to i8 flips: Shooter is now the cheapest focus (+800) and Rider the dearest (+2,100). If you planned a faction off this page before 14 Sep, re-run it.

Industrial 5 still costs more than Industrial 6 — 1,850 against 1,500 on the tower. The i6 figure of 300 per level-up is now confirmed in-game, so the dip is real rather than a transcription error. The i5 figure of 370 is still unphotographed, so the depth of the dip is the softest number here.

Camp costs are assumed identical across camp types. Half-checked: Blastproof Hall and Firearms Vault both charge 140 per level-up at i7, with identical resource costs. Rider is still untested. If you have run these tiers, we want your screenshots.

Not there yet?

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.

Watchtower Cost Calculator →  ·  The three walls everyone hits →