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Clash of Clans Wiki

For the Builder Base version, see Gold Mine/Builder Base.
Gold Mine16

"The Gold Mine produces gold. Upgrade it to boost its production and gold storage capacity."

Gold Mine1
Level 1
Gold Mine2
Level 2
Gold Mine3
Level 3
Gold Mine4
Level 4
Gold Mine5
Level 5
Gold Mine6
Level 6
Gold Mine7
Level 7
Gold Mine8
Level 8
Gold Mine9
Level 9
Gold Mine10
Level 10
Gold Mine11
Level 11
Gold Mine12
Level 12
Gold Mine13
Level 13
Gold Mine14
Level 14
Gold Mine15
Level 15
Gold Mine16
Level 16


  • The Gold Mine collects Gold from an unlimited underground reserve and stores it until collected by the player and placed into a Gold Storage. When the mine is full, production will be stopped until it is collected (or raided by an enemy player).
  • The production rate and storage capacity depend on the level of the Gold Mine. One can estimate the amount of resources in the mine by looking at the small cart at the right side of the mine.
  • The Gold Mine takes up a 3x3 space.
  • When you choose to upgrade a Gold Mine, it will automatically collect any uncollected Gold. Note that if your Gold Storages are full at that time, the uncollected Gold will be lost. During the upgrade, the mine temporarily stops producing Gold.
  • Tapping on a gold mine when the gold icon is up collects all gold from all the Gold Mines in your base.
  • Once the Gold Mine has been upgraded to level 5, you can temporarily boost its production with Gems or a Resource Potion. Spending Gems will double the Mine's production for one day, while using a Resource Potion will double all Home Village resource collectors' production rate for one day. When you click to boost the Gold Mine, a clock appears for a few seconds.
    • Level 1-4 Gold Mines cannot be boosted with Gems, but can still be boosted using a Resource Potion. However, you can only use the potion if you have a collector that can be boosted with Gems (either a level 5 or higher Gold Mine or Elixir Collector, or any level of Dark Elixir Drill).
    • If you upgrade the Gold Mine while a boost is active, the boost will end prematurely, even if the upgrade is later cancelled (or completes) at a time where the boost would have been active.


Defensive Strategy

  • It is a good idea to put your Gold Mines outside of your Walls, so they can act as a distraction to units with no preferred target such as Barbarians and Archers.
  • Attackers can steal up to 50% of the uncollected Gold in your mine. Having too many uncollected resources will make you a more attractive target.
  • If a Gold Mine is destroyed in an attack while it is being upgraded, no Gold will be lost, as the mine is empty during this time.
  • There is no need to protect them in your war base, as people cannot take your loot anyway.
  • When you are farming for resources, it is a good idea to put all or some of your Gold Mines and Elixir Collectors in your Walls, so people can't steal uncollected resources as easily.
    • It is better to place higher level collectors inside of Walls, as they will produce more Gold and are more valuable than the other Gold Mines.

Offensive Strategy

  • Pay careful attention to the location of Gold Mines when planning your attack, as Gold Mines are usually only marginally protected and can be quite lucrative, especially at high levels. Many times a single Archer can be placed in such a way that it can destroy a Gold Mine while standing clear of any defenses. Alternatively, if you are Town Hall 11 or higher, a single Sneaky Goblin can often destroy a Gold Mine without getting detected by any defenses.
  • If you see a round number of Gold in a raid, it is most likely going to be in the Gold Mines rather than in the Gold Storages (example 90,000). Although round numbers can occur in Gold Storages, they happen much more often when Gold Storages have been completely emptied by previous raids, and the resultant shield has allowed the Gold Mines to fill up completely.
  • Make sure you target carefully, as gold mines tend to lure your troops away from what you intend to attack, ex. a Cannon or the Dark Elixir Storage.
  • If you are scrolling through opponents and happen to find an opponent with high-level full collectors, it is highly recommended that you attack it because even a simple Barch army (Barbarians and Archers) can yield hundreds of thousands of resources.

Upgrade Differences

  • Gold Mines undergo significant visual changes at levels 5, 8, 10, 12, 14, 15 and 16. At every level, a rail cart full of gold periodically arrives and dumps its contents into a small repository to the side of the mine then re-enters the mine.
    • When initially constructed, the Gold Mine consists of a somewhat dilapidated wooden structure partially covering a set of narrow rails diving deep within the earth. A very faint glow emits from the mine. There is a tiny stone rubble pile on the edge of the structure.
    • At level 2, the Gold Mine appears to be fully repaired, and two wooden reinforcing bars appear on the outside of the wooden structure. The stone rubble pile grows slightly. The light from the mine becomes more noticeable.
    • At level 3, a third wooden reinforcing bar is added, and the rubble pile outside the structure grows to a noticeable size.
    • At level 4, a fourth wooden reinforcing bar is added, and the rubble pile outside the structure grows larger again. The light from the mine glows slightly brighter once again.
    • At level 5, the wooden reinforcing bars are replaced with a blue-gray steel bar, and a stone foundation replaces the rubble pile outside the mine. The light emanating from the mine grows significantly more brighter.
    • At level 6, another small wooden reinforcing bar is added to the back of the Gold Mine.
    • At level 7, the steel reinforcing bar grows in width, and another wooden bar is added to the back. The foundation also increases in height in the back.
    • At level 8, another wide steel reinforcing bar is added, and both bars are bolted down. A small pulley system, complete with a wooden track for the cable, appears on the top right part of the mine. Two small stone protrusions appear on each side of the mine.
    • At level 9, additional pulley hardware is added to the top of the structure, and the pulley wheel itself grows larger. The two protrusions grow in size.
    • At level 10, the steel bars are made taller, covering the pulley system entirely, with two more steel bars added on top, perpendicular to the other two. A gear is added to the pulley system. The corners gain spiked metal armor, and the light shines even brighter.
    • At level 11, the steel bars on the top are replaced by a steel panel. A large gear is added to the top of the mine, leaving a square gap in the steel panel, and a second pulley wheel is added. The spiked metal armors at each corner connect to each other at the sides.
    • At level 12, the gears of the pulley system become gold, and the corners and top metal panel turn black. Also, the bolts appear to move higher above the spiked metal armor as the mine is made slightly taller to accommodate the larger gears. Two handlebars are added near the gear at the top of the mine. More steel is added in between the two steel bars. The armor connecting the two corners shrink inwards, and the light becomes significantly brighter.
    • At level 13, the armor of the mine is replaced with black steel plates on both sides of the mine. The bolts on the metal bars turn golden, and the bolts on the top are removed. The handlebar gains a small amount of gold around their bottoms.
    • At level 14, the steel plates at the sides of the mine are given a gray color gradient. The mine shrinks slightly as the pulley mechanism is made external again. The gears at the front of the mine are replaced with one large, protruding gear. Attached to it is a rope that connects to a pulley mechanism located at the top of the mine. The two metal bars on the sides are removed, exposing a darker inside material.
    • At level 15, the legs of the mine turn iron and turn blue. The mine appears to be slightly 'pyramid shaped'. An additional iron pulley rope, and an iron reinforcing bar is embedded into the pulley system. Some gold parts are added on the legs. The gear on the front side has teeth and two small gold gears are added on the side.
    • At level 16, two additional gears are added to the top of the pulley system, and the bottom corners are now made out of gold with 2 spikes each. At the front of the mine, the large gear splits into two.


Town Hall Level 1 2 3 4 5 6 7 8
Number Available 1 2 3 4 5 6 6 6
Town Hall Level 9 10 11 12 13 14 15 16
Number Available 7 7 7 7 7 7 7 7
Size Size
Production Rate
Boost Cost
Time to Fill Build Cost
Build Time
Experience Gained
Catch-Up Point* Town Hall Level Required
Town Hall
1 1,000 200/hr 400 N/A 5h 150 10s 3 N/A 1
2 2,000 400/hr 440 N/A 5h 300 1m 7 1m 1
3 3,000 600/hr 480 N/A 5h 700 4m 15 8m 2
4 5,000 800/hr 520 N/A 6h 15m 1,400 10m 24 30m 2
5 10,000 1,000/hr 560 4 10h 3,000 40m 48 2h 40m 3
6 20,000 1,300/hr 600 5 15h 23m 5s 7,000 3h 103 10h 3
7 30,000 1,600/hr 640 6 18h 45m 14,000 6h 146 1d 2h 4
8 50,000 1,900/hr 680 7 1d 2h 18m 57s 28,000 6h 146 1d 8h 4
9 75,000 2,200/hr 720 8 1d 10h 5m 27s 56,000 10h 189 2d 15h 20m 5
10 100,000 2,800/hr 780 9 1d 11h 42m 52s 75,000 10h 189 1d 12h 40m 5
11 150,000 3,500/hr 860 10 1d 18h 51m 26s 85,000 12h 207 2d 7
12 200,000 4,200/hr 960 10 1d 23h 37m 9s 170,000 16h 240 3d 8h 8
13 250,000 4,900/hr 1,080 11 2d 3h 1m 14s 400,000 20h 268 5d 10
14 300,000 5,600/hr 1,180 11 2d 5h 34m 18s 800,000 1d 16h 379 11d 16h 11
15 350,000 6,300/hr 1,280 11 2d 7h 33m 20s 1,200,000 2d 18h 487 22d 12
16 385,000 7,000/hr 1,350 11 2d 7h 2,000,000 4d 587 36d 14

* The Catch-Up Point is the time at which the newly upgraded Gold Mine has equaled the total production of the mine had it not been upgraded - this does not consider recovering the cost of the Elixir required to perform the upgrade. Or, in easier to understand terms, the catch-up point is the amount of time it would take to get the resources it would have collected if it wasn't being upgraded.

Caveat: The Catch-Up Point calculation assumes that the player collects all resources from the Gold Mine without allowing it to reach its storage capacity, as resource production ceases at that point. This is more of a concern at lower levels where the capacity is limited and Time to Fill is relatively short. If the player is unable to regularly collect and achieve the full potential of the collector, the Catch-Up Point is actually shorter and performing the upgrade becomes more advantageous.

Icon Descriptions

Icon InfoTapping this icon displays information about the Gold Mine, such as Level, Capacity, Production and Hitpoints.
Icon UpgradeTapping this icon begins upgrading the Gold Mine to the next level, if you have enough resources and a free Builder (or B.O.B). When the Gold Mine is at maximum level, this icon is not shown.
Icon HoBTapping this icon instantly upgrades the Gold Mine to the next level, at the cost of one Hammer of Building if you have one. When the Gold Mine is at maximum level, or if the Town Hall requirements for the next level are not met, this icon is not shown.
Icon FinishNowTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems.
Icon FinishNowBoBTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of one Book of Building. This icon is only shown if you have at least one Book of Building.
Icon FinishNowBoETapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of one Book of Everything. This icon is only shown if you have at least one Book of Everything but do not have a Book of Building.
Icon BuilderPotionTapping this icon, which is displayed only while an upgrade is in progress, boosts all your Builders for 1 hour by a factor of ten, at the cost of one Builder Potion. This icon is only shown if you have at least one Builder Potion.
Icon CancelTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.
Icon Boost1Tapping this icon boosts your Gold production for 1 day at the cost of the displayed amount of Gems.
Icon BoostAllTapping this icon boosts your Gold production of all the Gold Mines for 1 day at the cost of the displayed amount of Gems.
Icon ResourcePotionTapping this icon boosts the production of all the Resource collector buildings for 1 day at the cost of one Resource Potion. This icon is only shown if you have at least one Resource Potion.
Icon CollectGoldTapping this icon collects the uncollected Gold from the Gold Mine.
Icon NoCollectGoldThis icon informs you that you don't have Gold to be collected from your Gold Mine.


Patch Description
August 2, 2012 Introduction of the Gold Mine, with 10 levels and 5 of them to build.Gold Mine1Gold Mine2Gold Mine3Gold Mine4Gold Mine5Gold Mine6Gold Mine7Gold Mine8Gold Mine9Gold Mine10
August 10, 2012 Added the sixth Gold Mine available at Town Hall level 6.
October 27, 2012 Added the level 11 Gold Mine.Gold Mine11
November 19, 2012 Gold Mines can now be boosted at level 5 using Gems.
April 17, 2013
  • Reduced build times at level 5-11.
    • Level 5: 4h -> 2h Time
    • Level 6: 12h -> 6h Time
    • Level 7: 1d -> 12h Time
    • Level 8: 2d -> 1d Time
    • Level 9: 3d -> 2d Time
    • Level 10: 4d -> 3d Time
    • Level 11: 5d -> 4d Time
June 24, 2013 Added the seventh Gold Mine available at Town Hall level 10.
August 9, 2013
  • Reduced the boost cost of the Gold Mine and increased its duration.
    • Level 5: 10 -> 4 Gems
    • Level 6: 12 -> 5 Gems
    • Level 7: 14 -> 6 Gems
    • Level 8: 16 -> 7 Gems
    • Level 9: 17 -> 8 Gems
    • Level 10: 19 -> 9 Gems
    • Level 11: 20 -> 11 Gems
October 22, 2014 Slightly reduced boost cost for level 11 Gold Mine.
December 11, 2014
  • Added the level 12 Gold Mine.Gold Mine12
  • Decreased hitpoints at level 2-6.
    • Level 2: 450 -> 440 Hitpoints
    • Level 3: 500 -> 480 Hitpoints
    • Level 4: 550 -> 520 Hitpoints
    • Level 5: 590 -> 560 Hitpoints
    • Level 6: 610 -> 600 Hitpoints
  • Increased hitpoints at level 7-11.
    • Level 7: 630 -> 640 Hitpoints
    • Level 8: 660 -> 680 Hitpoints
    • Level 9: 680 -> 720 Hitpoints
    • Level 10: 710 -> 760 Hitpoints
    • Level 11: 750 -> 800 Hitpoints
April 30, 2015
  • Reduced build times at level 1 and 2.
    • Level 1: 1m -> 10s Time
    • Level 2: 5m -> 1m Time
July 1, 2015
  • Increased hitpoints at level 10-12.
    • Level 10: 760 -> 780 Hitpoints
    • Level 11: 800 -> 860 Hitpoints
    • Level 12: 840 -> 960 Hitpoints
May 22, 2017
  • Moved the seventh Gold Mine to Town Hall 9
  • Gold can now be collected from all Gold Mines at once by tapping on just one (rather than needing to individually tap all of them).
June 26, 2018
  • Reduced build times at level 5-12.
    • Level 5: 2h -> 1h Time
    • Level 6: 6h -> 4h Time
    • Level 7: 12h -> 8h Time
    • Level 8: 1d -> 16h Time
    • Level 9: 2d -> 1d 12h Time
    • Level 10: 3d -> 2d Time
    • Level 11: 4d -> 2d 12h Time
    • Level 12: 5d -> 3d Time
June 29, 2018

Increased production at level 10 to 12 Gold Mine.

    • Level 10: 2500/hr -> 2800/hr Gold
    • Level 11: 3000/hr -> 3500/hr Gold
    • Level 12: 3500/hr -> 4200/hr Gold
October 23, 2018 Added the level 13 Gold Mine.Gold Mine13
April 2, 2019
  • Reduced build times at level 7-13.
    • Level 7: 8h -> 6h Time
    • Level 8: 16h -> 8h Time
    • Level 9: 1d 12h -> 10h Time
    • Level 10: 2d -> 12h Time
    • Level 11: 2d 12h -> 16h Time
    • Level 12: 3d -> 1d Time
    • Level 13: 6d -> 3d Time
March 30, 2020 Added the level 14 Gold Mine.Gold Mine14
April 12, 2021
  • Doubled Storage Capacity at lvl 1-4 so they don't cap out after 3 hours.
  • Reduced build times at level 3-14 (except for level 7, 8, 9 and 10).
    • Level 3: 15m -> 4m Time
    • Level 4: 1h -> 10m Time
    • Level 5: 1h -> 40m Time
    • Level 6: 4h -> 3h Time
    • Level 12: 1d -> 20h Time
    • Level 13: 3d -> 1d 16h Time
    • Level 14: 5d -> 3d 8h Time
  • Reduced upgrade costs at level 10-14.
    • Level 10: 84,000 -> 75,000 Elixir
    • Level 11: 168,000 -> 100,000 Elixir
    • Level 12: 336,000 -> 200,000 Elixir
    • Level 13: 504,000 -> 400,000 Elixir
    • Level 14: 840,000 -> 800,000 Elixir
December 9, 2021 Added the level 15 Gold Mine. Gold Mine15
December 12, 2023
  • Reduced upgrade times at:
    • Level 8: 8h -> 6h Time
    • Level 10: 12h -> 10h Time
    • Level 11: 16h -> 12h Time
    • Level 12: 20h -> 16h Time
    • Level 13: 1d 16h -> 20h Time
    • Level 14: 3d 8h -> 1d 16h Time
    • Level 15: 6d -> 2d 18h Time
February 27, 2024 Added the level 16 Gold Mine. [1] Gold Mine16



  • The upgrade costs of the Gold Mine and the Elixir Collector match at every level, but prior to the June 2021 update, there existed a discrepancy between the level 5 upgrade prices (3,000 Elixir for the Gold Mine, 3,500 Gold for the Elixir Collector), which was resolved by reducing the Elixir Collector's upgrade cost.
  • The Gold Mine is one of the 4 buildings that a player starts with at the beginning of the tutorial, the others being the Town Hall, Builder's Hut and Army Camp.
  • Although directly selecting a Gold Mine with a Gold bubble above it automatically collects any resources it has stored, there is a way to check how much Gold has been stored without collecting it. This can be done by moving any other building to an invalid spot on your map (e.g., off the edge of your map, or fully or partially occupied by an obstacle, decoration or another building) and releasing it while its surrounding square has turned red. Then select the desired Gold Mine and choose the "Info" option to display the amount of Gold gathered by the mine to that point.
  • The gold mine's sound (when you collect gold from it) has the same sound with Fortune Tree, Golden Poet and Golden Hog.
Home Village Buildings
Defensive Buildings CannonArcher TowerMortarAir DefenseWizard TowerAir SweeperHidden TeslaBomb TowerX-BowInferno TowerEagle ArtilleryScattershotBuilder's HutSpell TowerMonolithRicochet CannonMulti-Archer TowerGiga TeslaGiga Inferno (TH13TH14TH15TH16) • Wall
Traps: BombSpring TrapAir BombGiant BombSeeking Air MineSkeleton TrapTornado Trap
Resource Buildings Town Hall (Magic Items) • Gold MineElixir CollectorDark Elixir DrillGold StorageElixir StorageDark Elixir StorageClan Castle (Treasury)
Army Buildings Army CampBarracksDark BarracksLaboratorySpell FactoryDark Spell FactoryBlacksmithWorkshopBarbarian King AltarArcher Queen AltarGrand Warden AltarRoyal Champion AltarPet House
Other Buildings BoatAirshipForgeDecorationsObstaclesLoot CartStrongman's CaravanSuper SaunaBuilder's HutB.O.B's Hut