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Research · Economy

Trade Roads

Supply wagons roll straight to the keep — raises construction speed.

Entity ID
trade_roads
Branch
Economy
Stat buffed
build_speed — Build speed
Bonus per level
+1.2%
Maximum level
12
Bonus at maximum level
+14.4%
Power per level
60
Power at maximum level
720
Base study time
30 seconds
Study time at maximum level
43m 15s
Prerequisites
Logistics at level 8

Cost, time and bonus at every level

Trade Roads runs to level 12, adding +1.2% to build_speed and 60 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.

Trade Roads: what each level costs and what it grants.
LevelTotal build speedPowerStudy timeEach resourceGems to finish
1+1.2%6030s3,00050
2+2.4%12045s4,20070
3+3.6%1801m 8s5,88098
4+4.8%2401m 41s8,220137
5+6%3002m 32s11,520192
10+12%60019m 13s61,9801,033
12+14.4%72043m 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

Trade Roads belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Logistics reaches level 8. Studying it opens 1 further tech.

Techs gated behind Trade Roads.
TechBranchRequires this tech at level
MarketryEconomy5

The road here: Agriculture to level 5 → Logistics to level 8 → Trade Roads. That is 2 studies standing between a fresh Academy and this one.

What Trade Roads costs before its own first level: the prerequisite chain, at the levels it demands.
PrerequisiteLevel requiredEach resourceStudy time
Agriculture532,82026m 23s
Logistics8103,1401h 54m
Total before you may begin135,9602h 21m

What it eventually opens: 1 study sits downstream of Trade Roads, counting every remove.

Everything gated behind Trade Roads, directly or at a remove.
StudySteps outBuffsAt its capStudy time at cap
Marketry1production_rate+12%43m 15s

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 · 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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