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Research · Economy

Granaries

Nothing spoils, nothing is wasted — raises production.

Entity ID
granaries
Branch
Economy
Stat buffed
production_rate — Production rate
Bonus per level
+1.2%
Maximum level
15
Bonus at maximum level
+18%
Power per level
55
Power at maximum level
825
Base study time
25 seconds
Study time at maximum level
1h 2m
Prerequisites
Agriculture at level 10

Cost, time and bonus at every level

Granaries runs to level 15, adding +1.2% to production_rate and 55 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 1h 2m for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.

Granaries: what each level costs and what it grants.
LevelTotal production ratePowerStudy timeEach resourceGems to finish instantly
1+1.2%551m 36s12,0002
2+2.4%1102m 5s15,6003
3+3.6%1652m 42s20,2803
4+4.8%2203m 31s26,3644
5+6%2754m 34s34,2735
10+12%55016m 56s127,25417
15+18%8251h 2m472,48563

Taken from nothing to level 15 that is 4h 27m of raw study and 2,007,435 of each of food, wood, stone and iron — 8,029,740 resources in total. Levels above 10 additionally consume an advanced forging material, one more unit per level past the threshold, so the last 5 levels also need the forge working.

Where it sits in the tree

Granaries belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Agriculture reaches level 10. Studying it opens 2 further techs.

Techs gated behind Granaries.
TechBranchRequires this tech at level
MillworkEconomy5
Animal HusbandryEconomy5

The road here: Agriculture to level 10 → Granaries. That is 1 study standing between a fresh Academy and this one.

What Granaries costs before its own first level: the prerequisite chain, at the levels it demands.
PrerequisiteLevel requiredEach resourceStudy time
Agriculture10511,4345h 26m
Total before you may begin511,4345h 26m

What it eventually opens: 3 studies sit downstream of Granaries, counting every remove.

Everything gated behind Granaries, directly or at a remove.
StudySteps outBuffsAt its capStudy time at cap
Animal Husbandry1production_rate+12%34m 21s
Millwork1production_rate+14.4%34m 21s
Granary Networks2production_rate+6%11m 52s

Numerically twinned with Irrigation. Same cap, same rate per level, same study time, same power — the figures on those pages match these exactly. What separates them is the flavour and, more usefully, what each one gates: this one opens Millwork and Animal Husbandry, while Irrigation opens Crop Rotation. If you only want the bonus, take whichever is cheaper to reach; if you are building toward something, take the one that gates it.

Guide: Research & the Academy · Research Priorities. Studied at the Maester's Academy. Index: all 81 studies · the whole database.

Rest of the Economy branch: Agriculture · Logistics · Irrigation · Crop Rotation · Millwork · Quarrying · Smelting · Deep Mining · Woodcraft · Animal Husbandry · Wainwrights · Foraging Craft · Masonry · Carpentry · Stonecutting · Trade Roads · Marketry · Granary Networks · Harbour Works · Great Works

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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