Home · Database · Research · Granaries

⚠️ 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.

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
2h 1m
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 2h 1m 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
1+1.2%5525s3,00050
2+2.4%11038s4,20070
3+3.6%16556s5,88098
4+4.8%2201m 24s8,220137
5+6%2752m 7s11,520192
10+12%55016m 1s61,9801,033
15+18%8252h 1m333,3605,556

Taken from nothing to level 15 that is 6h 4m of raw study and 1,159,260 of each of food, wood, stone and iron — 4,637,040 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
Agriculture10209,4003h 46m
Total before you may begin209,4003h 46m

What it eventually opens: 2 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%43m 15s
Millwork1production_rate+14.4%43m 15s

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 66 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

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.

Iron Realms is an original work of fantasy strategy. “Iron Realms” is a working project name, not necessarily the game’s final title. It is not affiliated with, endorsed by, or connected to any other game or franchise. The game's own lore, names, and artwork are original or used under CC0/CC-BY/OFL licences (see the in-game Credits). The community section also hosts unofficial fan tributes — quizzes and diversions made for fun, not part of the game — which reference other fictional worlds under their own labels; those are not affiliated with, endorsed by, or connected to their respective rights holders. Pre-alpha, and built in public. Nothing is for sale. No purchases are available, no payment is accepted, and no money is taken. Any prices named anywhere on this site describe the intended model only, and the game will not accept payment until it is out of pre-alpha. Iron Realms is an early build under active development: features, balance, prices and the game's holdings and systems are conceptual, and may change, move or disappear between visits. Progress may be reset while the realm is being built. Treat anything you read here as a work in progress rather than a promise.