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Research · Economy

Marketry

A canny steward's ledger — raises production.

Entity ID
marketry
Branch
Economy
Stat buffed
production_rate — Production rate
Bonus per level
+1%
Maximum level
12
Bonus at maximum level
+12%
Power per level
62
Power at maximum level
744
Base study time
30 seconds
Study time at maximum level
43m 15s
Prerequisites
Trade Roads at level 5

Cost, time and bonus at every level

Marketry runs to level 12, adding +1% to production_rate and 62 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 43m 15s for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.

Marketry: what each level costs and what it grants.
LevelTotal production ratePowerStudy timeEach resourceGems to finish
1+1%6230s3,00050
2+2%12445s4,20070
3+3%1861m 8s5,88098
4+4%2481m 41s8,220137
5+5%3102m 32s11,520192
10+10%62019m 13s61,9801,033
12+12%74443m 15s121,5002,025

Taken from nothing to level 12 that is 2h 8m of raw study and 417,660 of each of food, wood, stone and iron — 1,670,640 resources in total. Levels above 10 additionally consume an advanced forging material, one more unit per level past the threshold, so the last 2 levels also need the forge working.

Where it sits in the tree

Marketry belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Trade Roads reaches level 5. Nothing further in the tree depends on it, so it is a leaf: worth taking for its own bonus, never as a stepping stone.

The road here: Agriculture to level 5 → Logistics to level 8 → Trade Roads to level 5 → Marketry. That is 3 studies standing between a fresh Academy and this one.

What Marketry costs before its own first level: the prerequisite chain, at the levels it demands.
PrerequisiteLevel requiredEach resourceStudy time
Agriculture532,82026m 23s
Logistics8103,1401h 54m
Trade Roads532,8206m 36s
Total before you may begin168,7802h 27m

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 · Granaries · Millwork · Quarrying · Smelting · Deep Mining · Woodcraft · Animal Husbandry · Wainwrights · Foraging Craft · Masonry · Carpentry · Stonecutting · Trade Roads

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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