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Granaries
Nothing spoils, nothing is wasted — raises production.
- Entity ID
granaries- Branch
- Economy
- Stat buffed
production_rate— Production rate- Bonus per level
- +1.2%
- Maximum level
- 15
- Bonus at maximum level
- +18%
- Power per level
- 55
- Power at maximum level
- 825
- Base study time
- 25 seconds
- Study time at maximum level
- 2h 1m
- Prerequisites
- Agriculture at level 10
Cost, time and bonus at every level
Granaries runs to level 15, adding +1.2% to production_rate and 55 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 2h 1m for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.
| Level | Total production rate | Power | Study time | Each resource | Gems to finish |
|---|---|---|---|---|---|
| 1 | +1.2% | 55 | 25s | 3,000 | 50 |
| 2 | +2.4% | 110 | 38s | 4,200 | 70 |
| 3 | +3.6% | 165 | 56s | 5,880 | 98 |
| 4 | +4.8% | 220 | 1m 24s | 8,220 | 137 |
| 5 | +6% | 275 | 2m 7s | 11,520 | 192 |
| 10 | +12% | 550 | 16m 1s | 61,980 | 1,033 |
| 15 | +18% | 825 | 2h 1m | 333,360 | 5,556 |
Taken from nothing to level 15 that is 6h 4m of raw study and 1,159,260 of each of food, wood, stone and iron — 4,637,040 resources in total. Levels above 10 additionally consume an advanced forging material, one more unit per level past the threshold, so the last 5 levels also need the forge working.
Where it sits in the tree
Granaries belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Agriculture reaches level 10. Studying it opens 2 further techs.
| Tech | Branch | Requires this tech at level |
|---|---|---|
| Millwork | Economy | 5 |
| Animal Husbandry | Economy | 5 |
The road here: Agriculture to level 10 → Granaries. That is 1 study standing between a fresh Academy and this one.
| Prerequisite | Level required | Each resource | Study time |
|---|---|---|---|
| Agriculture | 10 | 209,400 | 3h 46m |
| Total before you may begin | — | 209,400 | 3h 46m |
What it eventually opens: 2 studies sit downstream of Granaries, counting every remove.
| Study | Steps out | Buffs | At its cap | Study time at cap |
|---|---|---|---|---|
| Animal Husbandry | 1 | production_rate | +12% | 43m 15s |
| Millwork | 1 | production_rate | +14.4% | 43m 15s |
Numerically twinned with Irrigation. Same cap, same rate per level, same study time, same power — the figures on those pages match these exactly. What separates them is the flavour and, more usefully, what each one gates: this one opens Millwork and Animal Husbandry, while Irrigation opens Crop Rotation. If you only want the bonus, take whichever is cheaper to reach; if you are building toward something, take the one that gates it.
Related
Guide: Research & the Academy · Research Priorities. Studied at the Maester's Academy. Index: all 66 studies · the whole database.
Rest of the Economy branch: Agriculture · Logistics · Irrigation · Crop Rotation · Millwork · Quarrying · Smelting · Deep Mining · Woodcraft · Animal Husbandry · Wainwrights · Foraging Craft · Masonry · Carpentry · Stonecutting · Trade Roads · Marketry
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.