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Buildings
Iron Mine
Iron for swords, mail, and the nails that hold a kingdom together.
- Entity ID
mine- Base build time (level 1)
- 1s — base 4 seconds
- Level 10 build time
- 51s
- Level 45 build time
- 19h 42m
- Unlocks at
- Available from your first minute — no Keep-level gate
- Second plot
- Iron Mine II, at Keep level 15 — doubles this resource's ceiling
- Produces
- Iron — 1.4 per second per level
- Raw time, level 1 → 26
- 1d 4h
- Raw time, level 1 → 45
- 12d 9h
Build time and upgrade cost by level
Every upgrade to Iron Mine 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 4 seconds. The curve has two phases: it climbs gently to level 26 — the end of the opening ramp, which the whole early game is paced around — and compounds harder above it, so the summit costs a real hoard as well as real patience.
| Level | Build time | Food | Wood | Stone | Iron |
|---|---|---|---|---|---|
| 1 | 1s | 80 | 64 | 40 | 32 |
| 2 | 2s | 120 | 96 | 60 | 48 |
| 3 | 3s | 180 | 144 | 90 | 72 |
| 5 | 7s | 405 | 324 | 203 | 162 |
| 10 | 51s | 3,075 | 2,460 | 1,538 | 1,230 |
| 15 | 6m 29s | 23,354 | 18,683 | 11,677 | 9,342 |
| 19 | 32m 51s | 118,231 | 94,585 | 59,116 | 47,292 |
| 25 | 6h 14m | 1,346,729 | 1,077,383 | 673,365 | 538,692 |
| 26 | 9h 21m | 2,020,093 | 1,616,074 | 1,010,047 | 808,037 |
| 30 | 10h 56m | 3,178,656 | 2,542,925 | 1,589,328 | 1,271,462 |
| 35 | 13h 18m | 5,601,878 | 4,481,502 | 2,800,939 | 2,240,751 |
| 40 | 16h 11m | 9,872,424 | 7,897,939 | 4,936,212 | 3,948,970 |
| 45 | 19h 42m | 17,398,584 | 13,918,867 | 8,699,292 | 6,959,434 |
Iron output by level
Output is strictly linear in the plot's level: 4.2 iron per second for each level standing — the realm runs at 3× speed, so the plot's own base figure of 1.4 a second is multiplied by that, the same factor every build timer on this page is divided by. 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. The Intro Era — the pre-alpha's standing acceleration, applied to every producer in the realm — multiplies the whole stack by 2.5× on top of that, so a level of this plot is really worth 10.5 a second while it lasts.
| Level | Per second | Per hour | Per day |
|---|---|---|---|
| 1 | 4.2 | 15,120 | 362,880 |
| 5 | 21 | 75,600 | 1,814,400 |
| 10 | 42 | 151,200 | 3,628,800 |
| 15 | 63 | 226,800 | 5,443,200 |
| 19 | 79.8 | 287,280 | 6,894,720 |
| 25 | 105 | 378,000 | 9,072,000 |
| 30 | 126 | 453,600 | 10,886,400 |
| 35 | 147 | 529,200 | 12,700,800 |
| 40 | 168 | 604,800 | 14,515,200 |
| 45 | 189 | 680,400 | 16,329,600 |
What iron is spent on
Iron pays for every construction order, and the mail and blades of a trained host — the resource that runs short first when a lord decides to fight. Every building upgrade in the game bills the four resources in a fixed ratio, and iron is charged at 0.4× the headline figure — the undefined largest share of the four.
| Level (of plot and of the upgrade) | Iron demanded | This plot's output per hour | Hours of output to cover it |
|---|---|---|---|
| 5 | 162 | 75,600 | 0 |
| 10 | 1,230 | 151,200 | 0.01 |
| 15 | 9,342 | 226,800 | 0.04 |
| 19 | 47,292 | 287,280 | 0.16 |
| 25 | 538,692 | 378,000 | 1.43 |
| 30 | 1,271,462 | 453,600 | 2.8 |
| 35 | 2,240,751 | 529,200 | 4.23 |
| 40 | 3,948,970 | 604,800 | 6.53 |
| 45 | 6,959,434 | 680,400 | 10.23 |
| Season | Multiplier | Per hour at level 19 | Per hour at level 45 |
|---|---|---|---|
| Summer | 1.2× | 344,736 | 816,480 |
| Autumn | 1× | 287,280 | 680,400 |
| Winter | 0.6× | 172,368 | 408,240 |
| Spring | 1.05× | 301,644 | 714,420 |
| The Long Night | 0.4× | 114,912 | 272,160 |
The second plot — Iron Mine II
At Keep 15 a second plot of this kind opens — Iron Mine II. A second shaft driven into the hillside. It is the same building in every respect that matters: the same 4-second base, the same cost curve, and the same 1.4 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.
| Level of each plot | One plot per hour | Both plots per hour | Both plots per day |
|---|---|---|---|
| 15 | 226,800 | 453,600 | 10,886,400 |
| 19 | 287,280 | 574,560 | 13,789,440 |
| 25 | 378,000 | 756,000 | 18,144,000 |
| 30 | 453,600 | 907,200 | 21,772,800 |
| 35 | 529,200 | 1,058,400 | 25,401,600 |
| 40 | 604,800 | 1,209,600 | 29,030,400 |
| 45 | 680,400 | 1,360,800 | 32,659,200 |
Related
Guide: Maximizing Resources. Index: all 17 buildings · the whole database.
Other plots: The Keep · Farm · Sawmill · Quarry · Barracks · Stables · Archery Range · Hospital · Dragon Pit · Maester's Academy · Watchtower · Embassy · Training Yard · Depot · Tavern · Harbour
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.