BUILDING · STRUCTURE
Lumber Camp
Lets lumberjacks deposit wood close to forest work sites.

Overview
Lets lumberjacks deposit wood close to forest work sites.
Function and access
Lets lumberjacks deposit wood close to forest work sites This determines what the structure contributes to the settlement: economic buildings support resource flow, production buildings add access to an army line, and defensive buildings protect space or routes.
Research available here
These technology entries are associated with this structure. Their Age, cost, and effect determine whether the building is being used for a combat upgrade, an economic improvement, or progression to a later roster option.
Practical role and placement
The Lumber Camp is the drop-off point for wood and provides wood-gathering upgrades. Its location affects worker travel and how easily the woodline can be defended; relocate or add one when a distant forest makes the walk costly or leaves workers exposed.
Durability and battlefield role
The structural values describe what this building can protect, garrison, or attack. Use them to decide whether it is a safe production point, a defensive anchor, or a structure that needs support; scenario and campaign buildings may have rules that differ from standard matches.
- Hit points by Age: Dark Age: 600 · Feudal Age: 800 · Castle Age: 1,000 · Imperial Age: 1,000
- Melee armor by Age: Dark Age: 0 · Feudal Age: 1 · Castle Age: 2 · Imperial Age: 3
- Pierce armor by Age: Dark Age: 7 · Feudal Age: 8 · Castle Age: 9 · Imperial Age: 10
- Line of sight: 6
Function and availability
Lets lumberjacks deposit wood close to forest work sites. Available from: Dark Age; Construction cost: 100 Wood; Build time: 35 seconds; Line of sight: 6. A nearby Lumber Camp shortens repeated trips between trees and storage; relocate or add one when the wood line moves farther from the settlement.
Building statistics
- Age
- Dark Age
- Cost
- 100 Wood
- Construction time
- 35 seconds
- Hit points by Age
- Dark Age: 600 · Feudal Age: 800 · Castle Age: 1,000 · Imperial Age: 1,000
- Melee armor by Age
- Dark Age: 0 · Feudal Age: 1 · Castle Age: 2 · Imperial Age: 3
- Pierce armor by Age
- Dark Age: 7 · Feudal Age: 8 · Castle Age: 9 · Imperial Age: 10
Building values can vary by edition or scenario.