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⚠️ Pre-alpha — built in public. Every figure on this page is read straight out of the shipped game code at build time, so it is exactly what the current build does — and the current build is early. Balance moves; when it does, this page moves with it.

Buildings

Farm

Wheat and barley against the long summer — and the longer winter.

Entity ID
farm
Base build time (level 1)
18s — base 18 seconds
Level 10 build time
11m 32s
Level 45 build time
8d 11h
Unlocks at
Available from your first minute — no Keep-level gate
Second plot
Farm II, at Keep level 15 — doubles this resource's ceiling
Produces
Food — 1.2 per second per level
Raw time, level 1 → 19
22h 9m
Raw time, level 1 → 45
69d 3h

Build time and upgrade cost by level

Every upgrade to Farm costs food, wood, stone and iron in a fixed 1 : 0.8 : 0.5 : 0.4 ratio, and takes a time derived from this plot's own base of 18 seconds. The curve has two phases: it climbs gently to level 19 — the tier-7 milestone the whole opening is paced around — and compounds harder above it, so the summit costs a real hoard as well as real patience.

Farm: cost and raw build time at each sampled level (before alliance help, speed-ups or build-speed research).
LevelBuild timeFoodWoodStoneIron
118s120966048
227s1801449072
341s270216135108
51m 31s608486304243
1011m 32s4,6133,6902,3071,845
151h 27m35,03228,02617,51614,013
197h 23m177,347141,87888,67470,939
2515h 52m779,980623,984389,990311,992
301d 6h2,679,9922,143,9941,339,9961,071,997
352d 8h9,208,3847,366,7074,604,1923,683,354
404d 11h31,639,76725,311,81415,819,88412,655,907
458d 11h108,713,41086,970,72854,356,70543,485,364

Food output by level

Output is strictly linear in the plot's level: 1.2 food per second for each level standing. Seasons then multiply it — a winter cuts food production to 45% of this and gathering to 60%, and a Long Night is harsher still — as do studied production research and the favour of your smallfolk.

Farm: base food output, before seasonal and research modifiers.
LevelPer secondPer hourPer day
11.24,320103,680
5621,600518,400
101243,2001,036,800
151864,8001,555,200
1922.882,0801,969,920
2530108,0002,592,000
3036129,6003,110,400
3542151,2003,628,800
4048172,8004,147,200
4554194,4004,665,600

What food is spent on

Food pays for troop training and the healing of the wounded, on top of every construction order — and it is the only resource an army eats simply by existing, at a rate winter raises by a third and a Long Night by three fifths. Every building upgrade in the game bills the four resources in a fixed ratio, and food is charged at 1× the headline figure — the highest share of the four, so it is the resource that gates a build order first.

How long this plot alone takes to pay for one building upgrade in food.
Level (of plot and of the upgrade)Food demandedThis plot's output per hourHours of output to cover it
560821,6000.03
104,61343,2000.11
1535,03264,8000.54
19177,34782,0802.16
25779,980108,0007.22
302,679,992129,60020.68
359,208,384151,20060.9
4031,639,767172,800183.1
45108,713,410194,400559.23
Farm: output through the year, once the season is applied. Food is governed by the season's food-production multiplier.
SeasonMultiplierPer hour at level 19Per hour at level 45
Summer1.3×106,704252,720
Autumn82,080194,400
Winter0.45×36,93687,480
Spring1.1×90,288213,840
The Long Night0.25×20,52048,600

The second plot — Farm II

At Keep 15 a second plot of this kind opens — Farm II. A second farm plot — more mouths fed, more troops fielded. It is the same building in every respect that matters: the same 18-second base, the same cost curve, and the same 1.2 per second per level. That is what makes Keep 15 the most valuable single level of the opening: it does not improve this resource's income, it doubles its ceiling.

Both farm plots held at the same level, against one plot alone.
Level of each plotOne plot per hourBoth plots per hourBoth plots per day
1564,800129,6003,110,400
1982,080164,1603,939,840
25108,000216,0005,184,000
30129,600259,2006,220,800
35151,200302,4007,257,600
40172,800345,6008,294,400
45194,400388,8009,331,200

Guide: Maximizing Resources. Index: all 16 buildings · the whole database.

Other plots: The Keep · Sawmill · Quarry · Iron Mine · Barracks · Stables · Archery Range · Hospital · Dragon Pit · Maester's Academy · Watchtower · Embassy · Training Yard · Depot · Tavern

Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.

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