Home · Database · Buildings · Quarry

⚠️ 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

Quarry

Cut stone — the bones of every castle in the realm.

Entity ID
quarry
Base build time (level 1)
20s — base 20 seconds
Level 10 build time
12m 49s
Level 45 build time
9d 10h
Unlocks at
Available from your first minute — no Keep-level gate
Second plot
Quarry II, at Keep level 15 — doubles this resource's ceiling
Produces
Stone — 0.85 per second per level
Raw time, level 1 → 19
1d
Raw time, level 1 → 45
76d 20h

Build time and upgrade cost by level

Every upgrade to Quarry 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 20 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.

Quarry: cost and raw build time at each sampled level (before alliance help, speed-ups or build-speed research).
LevelBuild timeFoodWoodStoneIron
120s120966048
230s1801449072
345s270216135108
51m 41s608486304243
1012m 49s4,6133,6902,3071,845
151h 37m35,03228,02617,51614,013
198h 12m177,347141,87888,67470,939
2517h 38m779,980623,984389,990311,992
301d 9h2,679,9922,143,9941,339,9961,071,997
352d 15h9,208,3847,366,7074,604,1923,683,354
404d 23h31,639,76725,311,81415,819,88412,655,907
459d 10h108,713,41086,970,72854,356,70543,485,364

Stone output by level

Output is strictly linear in the plot's level: 0.85 stone 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.

Quarry: base stone output, before seasonal and research modifiers.
LevelPer secondPer hourPer day
10.853,06073,440
54.2515,300367,200
108.530,600734,400
1512.7545,9001,101,600
1916.1558,1401,395,360
2521.2576,5001,836,000
3025.591,8002,203,200
3529.75107,1002,570,400
4034122,4002,937,600
4538.25137,7003,304,800

What stone is spent on

Stone pays for every construction order and the walls, spikes and works that keep a raider outside them. Every building upgrade in the game bills the four resources in a fixed ratio, and stone is charged at 0.5× the headline figure — the fourth largest share of the four.

How long this plot alone takes to pay for one building upgrade in stone.
Level (of plot and of the upgrade)Stone demandedThis plot's output per hourHours of output to cover it
530415,3000.02
102,30730,6000.08
1517,51645,9000.38
1988,67458,1401.53
25389,99076,5005.1
301,339,99691,80014.6
354,604,192107,10042.99
4015,819,884122,400129.25
4554,356,705137,700394.75
Quarry: output through the year, once the season is applied. Gathered resources are governed by the season's gathering multiplier.
SeasonMultiplierPer hour at level 19Per hour at level 45
Summer1.2×69,768165,240
Autumn58,140137,700
Winter0.6×34,88482,620
Spring1.05×61,047144,585
The Long Night0.4×23,25655,080

The second plot — Quarry II

At Keep 15 a second plot of this kind opens — Quarry II. A second quarry face, freshly opened. It is the same building in every respect that matters: the same 20-second base, the same cost curve, and the same 0.85 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 quarry plots held at the same level, against one plot alone.
Level of each plotOne plot per hourBoth plots per hourBoth plots per day
1545,90091,8002,203,200
1958,140116,2802,790,720
2576,500153,0003,672,000
3091,800183,6004,406,400
35107,100214,2005,140,800
40122,400244,8005,875,200
45137,700275,4006,609,600

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

Other plots: The Keep · Farm · Sawmill · 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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