Home · Database · Buildings · Farm
Buildings
Farm
Wheat and barley against the long summer — and the longer winter.
- Entity ID
farm- Base build time (level 1)
- 18s — base 18 seconds
- Level 10 build time
- 11m 32s
- Level 45 build time
- 8d 11h
- Unlocks at
- Available from your first minute — no Keep-level gate
- Second plot
- Farm II, at Keep level 15 — doubles this resource's ceiling
- Produces
- Food — 1.2 per second per level
- Raw time, level 1 → 19
- 22h 9m
- Raw time, level 1 → 45
- 69d 3h
Build time and upgrade cost by level
Every upgrade to Farm 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 18 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.
| Level | Build time | Food | Wood | Stone | Iron |
|---|---|---|---|---|---|
| 1 | 18s | 120 | 96 | 60 | 48 |
| 2 | 27s | 180 | 144 | 90 | 72 |
| 3 | 41s | 270 | 216 | 135 | 108 |
| 5 | 1m 31s | 608 | 486 | 304 | 243 |
| 10 | 11m 32s | 4,613 | 3,690 | 2,307 | 1,845 |
| 15 | 1h 27m | 35,032 | 28,026 | 17,516 | 14,013 |
| 19 | 7h 23m | 177,347 | 141,878 | 88,674 | 70,939 |
| 25 | 15h 52m | 779,980 | 623,984 | 389,990 | 311,992 |
| 30 | 1d 6h | 2,679,992 | 2,143,994 | 1,339,996 | 1,071,997 |
| 35 | 2d 8h | 9,208,384 | 7,366,707 | 4,604,192 | 3,683,354 |
| 40 | 4d 11h | 31,639,767 | 25,311,814 | 15,819,884 | 12,655,907 |
| 45 | 8d 11h | 108,713,410 | 86,970,728 | 54,356,705 | 43,485,364 |
Food output by level
Output is strictly linear in the plot's level: 1.2 food 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.
| Level | Per second | Per hour | Per day |
|---|---|---|---|
| 1 | 1.2 | 4,320 | 103,680 |
| 5 | 6 | 21,600 | 518,400 |
| 10 | 12 | 43,200 | 1,036,800 |
| 15 | 18 | 64,800 | 1,555,200 |
| 19 | 22.8 | 82,080 | 1,969,920 |
| 25 | 30 | 108,000 | 2,592,000 |
| 30 | 36 | 129,600 | 3,110,400 |
| 35 | 42 | 151,200 | 3,628,800 |
| 40 | 48 | 172,800 | 4,147,200 |
| 45 | 54 | 194,400 | 4,665,600 |
What food is spent on
Food pays for troop training and the healing of the wounded, on top of every construction order — and it is the only resource an army eats simply by existing, at a rate winter raises by a third and a Long Night by three fifths. Every building upgrade in the game bills the four resources in a fixed ratio, and food is charged at 1× the headline figure — the highest share of the four, so it is the resource that gates a build order first.
| Level (of plot and of the upgrade) | Food demanded | This plot's output per hour | Hours of output to cover it |
|---|---|---|---|
| 5 | 608 | 21,600 | 0.03 |
| 10 | 4,613 | 43,200 | 0.11 |
| 15 | 35,032 | 64,800 | 0.54 |
| 19 | 177,347 | 82,080 | 2.16 |
| 25 | 779,980 | 108,000 | 7.22 |
| 30 | 2,679,992 | 129,600 | 20.68 |
| 35 | 9,208,384 | 151,200 | 60.9 |
| 40 | 31,639,767 | 172,800 | 183.1 |
| 45 | 108,713,410 | 194,400 | 559.23 |
| Season | Multiplier | Per hour at level 19 | Per hour at level 45 |
|---|---|---|---|
| Summer | 1.3× | 106,704 | 252,720 |
| Autumn | 1× | 82,080 | 194,400 |
| Winter | 0.45× | 36,936 | 87,480 |
| Spring | 1.1× | 90,288 | 213,840 |
| The Long Night | 0.25× | 20,520 | 48,600 |
The second plot — Farm II
At Keep 15 a second plot of this kind opens — Farm II. A second farm plot — more mouths fed, more troops fielded. It is the same building in every respect that matters: the same 18-second base, the same cost curve, and the same 1.2 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.
| Level of each plot | One plot per hour | Both plots per hour | Both plots per day |
|---|---|---|---|
| 15 | 64,800 | 129,600 | 3,110,400 |
| 19 | 82,080 | 164,160 | 3,939,840 |
| 25 | 108,000 | 216,000 | 5,184,000 |
| 30 | 129,600 | 259,200 | 6,220,800 |
| 35 | 151,200 | 302,400 | 7,257,600 |
| 40 | 172,800 | 345,600 | 8,294,400 |
| 45 | 194,400 | 388,800 | 9,331,200 |
Related
Guide: Maximizing Resources. Index: all 16 buildings · the whole database.
Other plots: The Keep · Sawmill · Quarry · 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.