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Research · Economy

Agriculture

Raises food, wood, stone and iron production.

Entity ID
agriculture
Branch
Economy
Stat buffed
production_rate — Production rate
Bonus per level
+3%
Maximum level
20
Bonus at maximum level
+60%
Power per level
60
Power at maximum level
1,200
Base study time
120 seconds
Study time at maximum level
3d 1h
Prerequisites
None — this is a root tech, researchable the moment the Academy opens

Cost, time and bonus at every level

Agriculture runs to level 20, adding +3% to production_rate and 60 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 3d 1h for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.

Agriculture: what each level costs and what it grants.
LevelTotal production ratePowerStudy timeEach resourceGems to finish
1+3%602m3,00050
2+6%1203m4,20070
3+9%1804m 30s5,88098
4+12%2406m 45s8,220137
5+15%30010m 8s11,520192
10+30%6001h 16m61,9801,033
15+45%9009h 43m333,3605,556
20+60%1,2003d 1h1,792,92029,882

Taken from nothing to level 20 that is 9d 5h of raw study and 6,267,660 of each of food, wood, stone and iron — 25,070,640 resources in total. Levels above 10 additionally consume an advanced forging material, one more unit per level past the threshold, so the last 10 levels also need the forge working.

Where it sits in the tree

Agriculture belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It has no prerequisites at all, so it is one of the first studies available to a new Academy. Studying it opens 5 further techs.

Techs gated behind Agriculture.
TechBranchRequires this tech at level
LogisticsEconomy5
IrrigationEconomy8
GranariesEconomy10
QuarryingEconomy5
WoodcraftEconomy5

What it eventually opens: 31 studies sit downstream of Agriculture, counting every remove.

Everything gated behind Agriculture, directly or at a remove.
StudySteps outBuffsAt its capStudy time at cap
Granaries1production_rate+18%2h 1m
Irrigation1production_rate+18%2h 1m
Logistics1build_speed+40%3d 14h
Quarrying1gather_yield+18%2h 1m
Woodcraft1gather_yield+18%2h 1m
Animal Husbandry2production_rate+12%43m 15s
Crop Rotation2production_rate+18%2h 25m
Masonry2build_speed+18%2h 25m
Millwork2production_rate+14.4%43m 15s
Smelting2gather_yield+18%2h 25m
Statecraft2march_speed+40%4d 14h
Trade Roads2build_speed+14.4%43m 15s
Wainwrights2gather_yield+14.4%43m 15s
Carpentry3build_speed+18%2h 25m
Deep Mining3gather_yield+14.4%43m 15s
Diplomacy3gather_yield+14.4%43m 15s
Foraging Craft3gather_yield+14.4%43m 15s
Marketry3production_rate+12%43m 15s
Roadworks3march_speed+14.4%43m 15s
Stonecutting3build_speed+14.4%43m 15s
Taxation3production_rate+14.4%43m 15s
Cartography4march_speed+12%22m 26s
Court Administration4production_rate+12%22m 26s
Heraldry4gather_yield+12%22m 26s
Post Riders4march_speed+12%22m 26s
Toll Roads4production_rate+12%22m 26s
Trade Charters4production_rate+12%22m 26s
Banking5gather_yield+12%22m 26s
Census Rolls5production_rate+9.6%9m 58s
Scouting Networks5march_speed+9.6%9m 58s
Royal Writs6gather_yield+12%22m 26s

Guide: Research & the Academy · Research Priorities. Studied at the Maester's Academy. Index: all 66 studies · the whole database.

Rest of the Economy branch: Logistics · Irrigation · Crop Rotation · Granaries · Millwork · Quarrying · Smelting · Deep Mining · Woodcraft · Animal Husbandry · Wainwrights · Foraging Craft · Masonry · Carpentry · Stonecutting · Trade Roads · 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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