Home · Database · Buildings · Farm

⚠️ Pre-alpha — built in public. Every figure on this page is read straight out of the shipped game code at build time, so it is exactly what the current build does — and the current build is early. Balance moves; when it does, this page moves with it.

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.

Farm: cost and raw build time at each sampled level (before alliance help, speed-ups or build-speed research).
LevelBuild timeFoodWoodStoneIron
11s80644032
22s120966048
33s1801449072
57s405324203162
1051s3,0752,4601,5381,230
156m 29s23,35418,68311,6779,342
1932m 51s118,23194,58559,11647,292
256h 14m1,346,7291,077,383673,365538,692
269h 21m2,020,0931,616,0741,010,047808,037
3010h 56m3,178,6562,542,9251,589,3281,271,462
3513h 18m5,601,8784,481,5022,800,9392,240,751
4016h 11m9,872,4247,897,9394,936,2123,948,970
4519h 42m17,398,58413,918,8678,699,2926,959,434

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.

Farm: base food output, before seasonal and research modifiers.
LevelPer secondPer hourPer day
1621,600518,400
530108,0002,592,000
1060216,0005,184,000
1590324,0007,776,000
19114410,4009,849,600
25150540,00012,960,000
30180648,00015,552,000
35210756,00018,144,000
40240864,00020,736,000
45270972,00023,328,000

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.

How long this plot alone takes to pay for one building upgrade in food.
Level (of plot and of the upgrade)Food demandedThis plot's output per hourHours of output to cover it
5405108,0000
103,075216,0000.01
1523,354324,0000.07
19118,231410,4000.29
251,346,729540,0002.49
303,178,656648,0004.91
355,601,878756,0007.41
409,872,424864,00011.43
4517,398,584972,00017.9
Farm: output through the year, once the season is applied. Food is governed by the season's food-production multiplier.
SeasonMultiplierPer hour at level 19Per hour at level 45
Summer1.3×533,5201,263,600
Autumn410,400972,000
Winter0.45×184,680437,400
Spring1.1×451,4401,069,200
The Long Night0.25×102,600243,000

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.

Both farm plots held at the same level, against one plot alone.
Level of each plotOne plot per hourBoth plots per hourBoth plots per day
15324,000648,00015,552,000
19410,400820,80019,699,200
25540,0001,080,00025,920,000
30648,0001,296,00031,104,000
35756,0001,512,00036,288,000
40864,0001,728,00041,472,000
45972,0001,944,00046,656,000

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.

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