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Research · Economy

Trade Roads

Supply wagons roll straight to the keep — raises construction speed.

Entity ID
trade_roads
Branch
Economy
Stat buffed
build_speed — Build speed
Bonus per level
+1.2%
Maximum level
12
Bonus at maximum level
+14.4%
Power per level
60
Power at maximum level
720
Base study time
30 seconds
Study time at maximum level
34m 21s
Prerequisites
Logistics at level 8

Cost, time and bonus at every level

Trade Roads runs to level 12, adding +1.2% to build_speed and 60 power each time. Studying it out costs the four soft resources — the same amount of each — and takes 34m 21s for the final level alone. Gems are only ever the optional instant finish; the study itself is bought with what your fields already make.

Trade Roads: what each level costs and what it grants.
LevelTotal build speedPowerStudy timeEach resourceGems to finish instantly
1+1.2%601m 55s12,0002
2+2.4%1202m 30s15,6003
3+3.6%1803m 14s20,2804
4+4.8%2404m 13s26,3645
5+6%3005m 28s34,2736
10+12%60020m 20s127,25421
12+14.4%72034m 21s215,05935

Taken from nothing to level 12 that is 2h 22m of raw study and 891,923 of each of food, wood, stone and iron — 3,567,692 resources in total. Levels above 10 additionally consume an advanced forging material, one more unit per level past the threshold, so the last 2 levels also need the forge working.

Where it sits in the tree

Trade Roads belongs to the Economy branch — the production, construction and gathering line — everything that fills the stores. It stays locked until Logistics reaches level 8. Studying it opens 1 further tech.

Techs gated behind Trade Roads.
TechBranchRequires this tech at level
MarketryEconomy5

The road here: Agriculture to level 5 → Logistics to level 8 → Trade Roads. That is 2 studies standing between a fresh Academy and this one.

What Trade Roads costs before its own first level: the prerequisite chain, at the levels it demands.
PrerequisiteLevel requiredEach resourceStudy time
Agriculture5108,5171h 9m
Logistics8286,2923h 33m
Total before you may begin394,8094h 42m

What it eventually opens: 2 studies sit downstream of Trade Roads, counting every remove.

Everything gated behind Trade Roads, directly or at a remove.
StudySteps outBuffsAt its capStudy time at cap
Marketry1production_rate+12%34m 21s
Granary Networks2production_rate+6%11m 52s

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 · Granaries · Millwork · Quarrying · Smelting · Deep Mining · Woodcraft · Animal Husbandry · Wainwrights · Foraging Craft · Masonry · Carpentry · Stonecutting · 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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