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)
- 1s — base 4 seconds
- Level 10 build time
- 51s
- Level 45 build time
- 19h 42m
- 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 — 2 per second per level
- Raw time, level 1 → 26
- 1d 4h
- Raw time, level 1 → 45
- 12d 9h
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 4 seconds. The curve has two phases: it climbs gently to level 26 — the end of the opening ramp, which the whole early game 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 | 1s | 80 | 64 | 40 | 32 |
| 2 | 2s | 120 | 96 | 60 | 48 |
| 3 | 3s | 180 | 144 | 90 | 72 |
| 5 | 7s | 405 | 324 | 203 | 162 |
| 10 | 51s | 3,075 | 2,460 | 1,538 | 1,230 |
| 15 | 6m 29s | 23,354 | 18,683 | 11,677 | 9,342 |
| 19 | 32m 51s | 118,231 | 94,585 | 59,116 | 47,292 |
| 25 | 6h 14m | 1,346,729 | 1,077,383 | 673,365 | 538,692 |
| 26 | 9h 21m | 2,020,093 | 1,616,074 | 1,010,047 | 808,037 |
| 30 | 10h 56m | 3,178,656 | 2,542,925 | 1,589,328 | 1,271,462 |
| 35 | 13h 18m | 5,601,878 | 4,481,502 | 2,800,939 | 2,240,751 |
| 40 | 16h 11m | 9,872,424 | 7,897,939 | 4,936,212 | 3,948,970 |
| 45 | 19h 42m | 17,398,584 | 13,918,867 | 8,699,292 | 6,959,434 |
Food output by level
Output is strictly linear in the plot's level: 6 food per second for each level standing — the realm runs at 3× speed, so the plot's own base figure of 2 a second is multiplied by that, the same factor every build timer on this page is divided by. 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. The Intro Era — the pre-alpha's standing acceleration, applied to every producer in the realm — multiplies the whole stack by 2.5× on top of that, so a level of this plot is really worth 15 a second while it lasts.
| Level | Per second | Per hour | Per day |
|---|---|---|---|
| 1 | 6 | 21,600 | 518,400 |
| 5 | 30 | 108,000 | 2,592,000 |
| 10 | 60 | 216,000 | 5,184,000 |
| 15 | 90 | 324,000 | 7,776,000 |
| 19 | 114 | 410,400 | 9,849,600 |
| 25 | 150 | 540,000 | 12,960,000 |
| 30 | 180 | 648,000 | 15,552,000 |
| 35 | 210 | 756,000 | 18,144,000 |
| 40 | 240 | 864,000 | 20,736,000 |
| 45 | 270 | 972,000 | 23,328,000 |
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 | 405 | 108,000 | 0 |
| 10 | 3,075 | 216,000 | 0.01 |
| 15 | 23,354 | 324,000 | 0.07 |
| 19 | 118,231 | 410,400 | 0.29 |
| 25 | 1,346,729 | 540,000 | 2.49 |
| 30 | 3,178,656 | 648,000 | 4.91 |
| 35 | 5,601,878 | 756,000 | 7.41 |
| 40 | 9,872,424 | 864,000 | 11.43 |
| 45 | 17,398,584 | 972,000 | 17.9 |
| Season | Multiplier | Per hour at level 19 | Per hour at level 45 |
|---|---|---|---|
| Summer | 1.3× | 533,520 | 1,263,600 |
| Autumn | 1× | 410,400 | 972,000 |
| Winter | 0.45× | 184,680 | 437,400 |
| Spring | 1.1× | 451,440 | 1,069,200 |
| The Long Night | 0.25× | 102,600 | 243,000 |
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 4-second base, the same cost curve, and the same 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 | 324,000 | 648,000 | 15,552,000 |
| 19 | 410,400 | 820,800 | 19,699,200 |
| 25 | 540,000 | 1,080,000 | 25,920,000 |
| 30 | 648,000 | 1,296,000 | 31,104,000 |
| 35 | 756,000 | 1,512,000 | 36,288,000 |
| 40 | 864,000 | 1,728,000 | 41,472,000 |
| 45 | 972,000 | 1,944,000 | 46,656,000 |
Related
Guide: Maximizing Resources. Index: all 17 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 · Harbour
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.