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Research Priorities
Quick answers
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download and no account required. Every building, troop tier and Seat of Power is reachable without spending money — purchases buy speed and cosmetics, never a higher ceiling.
- Does spending money make you stronger in Iron Realms?
- No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. Spending compresses time: the summit takes about 24 months free, or 18 months with the $9.99 monthly Charter held throughout.
- How long does it take to max a keep in Iron Realms?
- About 24 months of free play at roughly half an hour a day, or 18 months with the $9.99 Warden's Charter. Keeps cap at level 45 and troops at tier 13 — the same summit for everyone.

Research compounds. A study finished early pays its bonus for the rest of the season. Getting the order right is one of the highest-leverage decisions you make.
The five disciplines
The Academy is not one list. It is five branches with different shapes, and knowing the shape tells you where to spend:
| Discipline | Studies | What it moves |
|---|---|---|
| Economy | 18 | Production, gathering, build speed |
| Military | 19 | Attack, defense, training speed |
| Defense | 15 | Keep defense, and siege attack |
| Dominion | 14 | March speed, production, gathering |
| Dragon Lore | 13 | Dragon-gated attack, march, gathering |
The rule that decides the whole order
Every discipline opens with a small number of root studies that pay 2–3% per level over 20 levels, and then broadens into a long tail of specialisations that pay 1.2% per level over 8–15 levels. The roots are worth roughly double per level and go twice as deep.
So the priority is not "economy then military" — it is every root first, every tail second:
- Agriculture — +3%/level to production over 20 levels. The single best study in the game, and it has no prerequisites. Start here on day one.
- Drilling — +2.5%/level to training speed over 20.
- Dragon Fire — +2.5%/level to attack over 10.
- Weaponry / Armor / Logistics / Statecraft / Fortification — +2%/level, 10–20 levels each.
Agriculture alone is +60% production at max. Every 1.2% specialisation in the economy branch put together does not change your realm as much as finishing that one study early does.
Economy before war — for a reason
Economy studies accelerate everything else, including your military research. A build-speed point compounds; an attack point does not. Front-load the economy roots, and the military roots will finish sooner than if you had rushed them.
Where the tails are still worth it
The 1.2% specialisations are not filler — they are simply later. Two exceptions worth pulling forward:
- Siege Craft (+1.5%/level attack) — you cannot take a Seat of Power without siege, and trap losses are permanent.
- Dracarys Doctrine and Fire and Blood Doctrine (+1.5% and +2%/level) — the deepest dragon studies pay root-tier rates despite being tail studies. If you have a grown dragon, they are underrated.
Advanced research
The advanced tier unlocks at level 10. Until then the tree is deliberately shallow — do not stall your keep trying to force studies you cannot reach yet.
Use both study slots
Unlock and keep both research queues busy. A second slot doubles your research throughput and is one of the best mid-game investments in the game. Never leave the Academy idle — and remember the Maesters' Conclave world event pays +30% research speed, the largest single event multiplier there is. Bank a long study and start it when the Conclave opens.
- Roots before tails — 2–3%/level over 20 beats 1.2%/level over 10
- Agriculture first, always. +60% production at max, no prerequisites
- Economy roots before military roots — build speed compounds, attack does not
- Pull Siege Craft forward if you want seats
- Two slots, never idle — and start long studies during the Maesters' Conclave (+30%)