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Research · Economy

Logistics

Raises construction speed across the keep.

Entity ID
logistics
Branch
Economy
Stat buffed
build_speed — Build speed
Bonus per level
+2%
Maximum level
20
Bonus at maximum level
+40%
Power per level
60
Power at maximum level
1,200
Base study time
140 seconds
Study time at maximum level
3d 14h
Prerequisites
Agriculture at level 5

Cost, time and bonus at every level

Logistics runs to level 20, adding +2% to build_speed and 60 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 3d 14h for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.

Logistics: what each level costs and what it grants.
LevelTotal build speedPowerStudy timeEach resourceGems to finish
1+2%602m 20s3,00050
2+4%1203m 30s4,20070
3+6%1805m 15s5,88098
4+8%2407m 53s8,220137
5+10%30011m 49s11,520192
10+20%6001h 29m61,9801,033
15+30%90011h 21m333,3605,556
20+40%1,2003d 14h1,792,92029,882

Taken from nothing to level 20 that is 10d 18h of raw study and 6,267,660 of each of food, wood, stone and iron — 25,070,640 resources in total. Levels above 10 additionally consume an advanced forging material, one more unit per level past the threshold, so the last 10 levels also need the forge working.

Where it sits in the tree

Logistics belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Agriculture reaches level 5. Studying it opens 4 further techs.

Techs gated behind Logistics.
TechBranchRequires this tech at level
WainwrightsEconomy5
MasonryEconomy5
Trade RoadsEconomy8
StatecraftDominion5

The road here: Agriculture to level 5 → Logistics. That is 1 study standing between a fresh Academy and this one.

What Logistics costs before its own first level: the prerequisite chain, at the levels it demands.
PrerequisiteLevel requiredEach resourceStudy time
Agriculture532,82026m 23s
Total before you may begin32,82026m 23s

What it eventually opens: 21 studies sit downstream of Logistics, counting every remove.

Everything gated behind Logistics, directly or at a remove.
StudySteps outBuffsAt its capStudy time at cap
Masonry1build_speed+18%2h 25m
Statecraft1march_speed+40%4d 14h
Trade Roads1build_speed+14.4%43m 15s
Wainwrights1gather_yield+14.4%43m 15s
Carpentry2build_speed+18%2h 25m
Diplomacy2gather_yield+14.4%43m 15s
Foraging Craft2gather_yield+14.4%43m 15s
Marketry2production_rate+12%43m 15s
Roadworks2march_speed+14.4%43m 15s
Stonecutting2build_speed+14.4%43m 15s
Taxation2production_rate+14.4%43m 15s
Cartography3march_speed+12%22m 26s
Court Administration3production_rate+12%22m 26s
Heraldry3gather_yield+12%22m 26s
Post Riders3march_speed+12%22m 26s
Toll Roads3production_rate+12%22m 26s
Trade Charters3production_rate+12%22m 26s
Banking4gather_yield+12%22m 26s
Census Rolls4production_rate+9.6%9m 58s
Scouting Networks4march_speed+9.6%9m 58s
Royal Writs5gather_yield+12%22m 26s

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 · Irrigation · Crop Rotation · Granaries · 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.

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