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Research · Economy

Logistics

Raises construction speed across the keep.

Entity ID
logistics
Branch
Economy
Stat buffed
build_speed — Build speed
Bonus per level
+2%
Maximum level
20
Bonus at maximum level
+40%
Power per level
60
Power at maximum level
1,200
Base study time
140 seconds
Study time at maximum level
21h 47m
Prerequisites
Agriculture at level 5

Cost, time and bonus at every level

Logistics runs to level 20, adding +2% to build_speed and 60 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 21h 47m for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.

Logistics: what each level costs and what it grants.
LevelTotal build speedPowerStudy timeEach resourceGems to finish instantly
1+2%608m 57s12,0009
2+4%12011m 38s15,60012
3+6%18015m 7s20,28016
4+8%24019m 39s26,36420
5+10%30025m 33s34,27326
10+20%6001h 34m127,25495
15+30%9005h 52m472,485353
20+40%1,20021h 47m1,754,3041,308

Taken from nothing to level 20 that is 3d 21h of raw study and 7,561,985 of each of food, wood, stone and iron — 30,247,940 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

Logistics belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Agriculture reaches level 5. Studying it opens 4 further techs.

Techs gated behind Logistics.
TechBranchRequires this tech at level
WainwrightsEconomy5
MasonryEconomy5
Trade RoadsEconomy8
StatecraftDominion5

The road here: Agriculture to level 5 → Logistics. That is 1 study standing between a fresh Academy and this one.

What Logistics costs before its own first level: the prerequisite chain, at the levels it demands.
PrerequisiteLevel requiredEach resourceStudy time
Agriculture5108,5171h 9m
Total before you may begin108,5171h 9m

What it eventually opens: 28 studies sit downstream of Logistics, counting every remove.

Everything gated behind Logistics, directly or at a remove.
StudySteps outBuffsAt its capStudy time at cap
Masonry1build_speed+18%1h 15m
Statecraft1march_speed+40%1d 4h
Trade Roads1build_speed+14.4%34m 21s
Wainwrights1gather_yield+14.4%34m 21s
Carpentry2build_speed+18%1h 15m
Diplomacy2gather_yield+14.4%34m 21s
Foraging Craft2gather_yield+14.4%34m 21s
Marketry2production_rate+12%34m 21s
Roadworks2march_speed+14.4%34m 21s
Stonecutting2build_speed+14.4%34m 21s
Taxation2production_rate+14.4%34m 21s
Cartography3march_speed+12%23m 43s
Court Administration3production_rate+12%23m 43s
Granary Networks3production_rate+6%11m 52s
Great Works3build_speed+7.2%13m 3s
Harbour Works3gather_yield+7.2%12m 20s
Heraldry3gather_yield+12%23m 43s
Post Riders3march_speed+12%23m 43s
Toll Roads3production_rate+12%23m 43s
Trade Charters3production_rate+12%23m 43s
Banking4gather_yield+12%23m 43s
Census Rolls4production_rate+9.6%14m 2s
Crown Charters4gather_yield+7.2%13m 46s
The Great Council4production_rate+7.2%13m 3s
Scouting Networks4march_speed+9.6%14m 2s
The Long Memory4production_rate+6%10m 57s
The Ravenries4march_speed+7.2%13m 3s
Royal Writs5gather_yield+12%23m 43s

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 · Irrigation · Crop Rotation · Granaries · 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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