
The numbers a lord memorizes
12 figures
Every figure is patch 0.8.097. The Settlement Planner applies them to your own village.

Opening & First Year
12 tips
Works even on the highest difficulty.

The free builder is what keeps the plot chain moving.
Six is what one starting logging camp can actually supply — push past it before the well and food chain exist and you're building housing faster than the timber (and soon the food) chain can support.

That completes the opening.
Difficulty settings are saved. You only re-pick character, map spot, and banner.
It only takes effect if you save it on that very first character-creation screen — every future new game and reload reuses it automatically, so you never touch the banner editor again.
Small time cost for a perfect region (rich soil, rich iron…).

Applies whenever the Baron, bandits, or other AI is active.
See #10 for the exact ore-to-spear ratio — the sooner ore starts flowing, the sooner your militia stops depending on imported iron.

A 100-iron deposit arms 100 spearmen. Ratio corrected for the current flowchart (0.8.065+).
Delaying it delays the whole campaign.
Mine or import extra stone separately if you want to upgrade the granary early; the initial stock is earmarked for those two builds.
Process map — Build order — works on max difficulty- 01
Hitching post - 02
Order an ox - 03
Logging camp - 04
Granary - 05
Storehouse - 06
First plot - 07
Up to 6 plots - 08
Firewood

Food & Population
15 tips
This is the ceiling case: two rich deposits worked before winter locks the food supply and population climbs every month instead of plateauing (contrast #13).
The cap isn't permanent — deposits refill the following spring — but until then, treasury and trade routes matter more than chasing more families.
Most food sources shrink then. That stockpile carries you to March, when collection restarts.
You do get pelts to sell — just don't plan population growth around it.
If the deposit hits max capacity, that year's overflow is lost forever.

Working a deposit at zero just parks a family producing nothing until it refills in spring — reassign them to a job that's actually output (see #16).
Use these as the baseline when scouting a region: a 'rich' tag on a deposit is worth roughly double a regular one.
Low-tier towns can spam 2 types. Advanced towns need pears AND apples, pigs AND goats, carrots AND cabbage, wheat AND rye bread.

10–12 families harvest 400+ bread. At 5g/loaf that's ~2,000 regional wealth per year if sold.

Plots make ~1 meat/month and workers can't batch-collect across houses — one house per trip. A single central granary either lets meat rot or drops other foods.

100+ fish can vanish in one bad season — drought hits the standing population, not just your harvest rate.
Treat a drought as a hit to your whole non-grain food chain, not just the fields.
A minimum-stock setting on fishing huts can hold back a reserve so the population recovers, instead of collapsing the way an over-hunted spot does.

Pushing it much below that slows regeneration more than it's worth — 100 balances yield now against recovery speed.
Fish ponds physically freeze over and berry/mushroom gathering pauses in the cold months, which is why those food sources flatline each winter.

Logistics & Placement
18 tips
Workers restock out the back door. Saves street frontage for industry.

Don't be cheap — carts ARE your logistics.
A single granary handling every food type gets choked by cart trips once the town's big enough — splitting by type keeps each run short and dedicated instead of one overloaded route.
Keeps wool and yarn out of the general storehouse queue entirely, so the tailor never waits behind unrelated goods for a cart.

Tiny angles often work where default placement reads red. Stays red? Move a bit, spin again.
Snapping forces buildings onto an invisible grid with gaps between them — free placement lets you push plots edge-to-edge and fit more into the same walled area.

Sometimes sneaking one corner sideways makes an extension appear that wouldn't otherwise. Fiddly but learnable.
Infinite iron region? Crank it up.

Work speed −50%, but many buildings don't need max speed — and tool savings are big.

One of the only buildings that turns a normally-useless byproduct — rubble stone — directly into influence. Worth running even in a region with no other use for the stone.

Kills the long trips for trade post workers entirely.
The game auto-assigns the closest family each time, so priority order does the optimizing. Huge late-game efficiency gain in minutes instead of hours.
Even ~90% keeps up with a full harvest's flour demand, so you don't need a perfect 100 — but a blocked or awkward site can cost you far more than that.

It reveals where every family currently works — combine it with the reassignment icon to pull spare hands off slow jobs into storage or forestry work.
Tearing down something you no longer need — an empty bloomery once your ore runs out, say — gives back partial materials and returns its workers to the labor pool right away.
The cheapest way to start collecting surface rubble stone before investing in a full quarry — worth throwing up the moment you spot a deposit.
Repeatedly placing buildings or roads on top of it eventually pushes the animal population to migrate elsewhere on the map.
Treat low collapse odds as a real risk, not a rounding error, and avoid stacking a second mine's tunnels directly under or behind an existing one — it raises the chance further.

Wood & Fuel
9 tips
It halves the trees you fell.
Workers then make ONE trip (for charcoal) instead of two. Doubles firewood efficiency. Storehouse conversion works too but eats valuable space.

Regrowing a cut area takes years — start before you notice the shortage.
Herds need time to rebuild their numbers before they can sustain hunting again — cycling the worker off during that recovery keeps the animal population from crashing to zero.

Hit the cap fast, then that family is free for a year or more.
Deforestation isn't pure loss — balance it against your wood industry.
Without one, workers spend a long time ferrying logs there by hand — a dedicated ox noticeably speeds up plank output.
Setting aside a minimum keeps it fed even when other buildings are drawing from the same timber supply.
Add another family to the charcoal burner rather than cutting more wood.
Process map — The charcoal loop — 2x fuel per log- 01
Logging camp - 02
Woodcutter - 03
Charcoal kiln - 04
2x fuel

Production & Artisans
11 tips
One malt house with 2 families makes LESS malt than two malt houses with 1 each. Same for bloomery, tile maker, weaver. Build wide, not deep.

See #42 — every extra step between workshop and storage is a round trip lost, so this placement matters as much as staffing does.
Next to it, not near it.
Only 2 of 3 family members can craft; the 3rd fetches fuel instead of idling. Far from fuel with no buffer = −50% efficiency or worse.
Slower AND half as efficient. Only use it if you physically can't get a plot to T2 with a bakery. Otherwise you're throwing food away.

Reassigning the same families as the seasons turn keeps them employed year-round instead of idle.

Plan for a second brewery once you're rotating all three beverages — one building isn't enough throughput.

A sidearm costs about 2 iron slabs and sells near the same price as mail armor, which costs 4 — roughly twice the iron efficiency. Iron parts sell for barely anything and aren't worth the slabs.
Milk never appears as a tradeable good at the trading post; run it through a Cheesemonger first.
Like sausage production at the butcher, cheese needs both a strong milk supply and a rich salt deposit — a combination that won't exist in every region.
Beyond food variety, simply having enough workers to distribute goods is its own noticeable approval booster.


Farming & Fields
24 tips
Fallow fields also work but fell trees and waste logs. Roads look natural and cost less — toggle the fertility overlay while placing.

People can't work a field an ox is plowing, and sowing waits for 100% plowed — small parcels let labor and oxen run in parallel. Total yield is identical. Oxen also waste the most time turning at row ends on an oversized field, and harvesters have to carry crops all the way to the field's center — another reason a narrower field beats a wide one.
The bonus applies to every farm, orchard and veggie plot in the region at once, which makes it one of the highest region-wide returns available for the cost.

Combined with #47, a handful of apiaries lifts the whole region's food output and needs zero micromanagement afterward — plant them early and forget them.
Cuts the commute for the exact families who lose the most time to travel during planting and harvest — see #56 for why that commute is especially costly at harvest.
3.5–4 possible with a perfect setup (adjacent housing, tight work area, fields beside it). Give 3–3.5 to guarantee full harvest every year.
Unrestricted, everyone gathers in one corner and drifts — too many hands on one field, others miss the harvest. Restricted, they split and finish everything.
Fertility regenerates per crop group: 1 year growing, 2 recovering.
Fewer crop types mean fewer field switches for your farmhands, but you trade that labor savings for lower total yield, since fallow years produce nothing (compare #52).
Even wheat–rye–fallow craters the second crop's yield.
Barley and flax have their own separate fertility, so they mix in freely.
They'll do one job or the other, not both. Storehouse/granary work suits them (lots of downtime) — and keep it near home, since harvest-season commuting eats collection time.

Plan seasonal staffing per crop instead of assuming a uniform harvest cycle across your fields.
Rough annual output at a well-sized plot: beets ~105, carrots ~125, cabbage ~140. A sensible planting order: beets first for a fast food fix, cabbage for the best long-term yield per labor, carrots last for variety once you're stable.
Quince pays back fastest; apples and pears take longer to bear fruit but produce more once mature.

It takes about 2 years to yield anything — a fast vegetable like beets always wins when you're short on food right now.
Same trap as wheat and rye (#54): treat oats and barley as competing for the same soil, not independent crops.
The field needs at least one crop planted first; burning sacrifices that season's harvest but gives a bigger, faster boost than multi-year fallow.
That used to be a working trick for returning players — it's been removed. Fallow, rotation and field-burning are your only fertility tools now.
Useful baseline numbers for sizing a field before you scale up.
Forced to sow in spring instead of autumn the first time around? That field takes a one-time yield hit — once the rotation is established, later years run at full efficiency automatically.
Check it before placing any field, not just once at the start.
Rough community-tested figures (no official numbers exist): sheaves on the ground lose ~10%/month, dropping to ~3% once carried into the farmhouse and ~1-2% once threshed into a granary. Rain adds a random extra spoilage hit on anything left outdoors.
Rough community-tested figures: ~15%/month sitting uncollected, ~10% in a burgage plot, ~8% in a granary, ~7% in an upgraded one. Meat and berries spoil fastest; beets barely spoil at all.
Process map — The farmhouse cluster- 01
Farmland - 02
Farmhouse + 2 ox - 03
Threshed grain - 04
Flour - 05
Bread

Sheep & Pastures
9 tips
A slow, compounding curve — breeding does the heavy lifting after the initial import, so the year-2 spend is small next to the year-6 flock (see #65).

Lambs need to grow up before they can shear or breed — paying import price for stock that can't produce yet just wastes the trip.
Enough clothing to supply a sizeable share of your population from one staffed building — wool shortages are rarely a sheep-farm problem, they're a tailor-throughput problem.
The mechanics are fiddly pasture geometry, but the practical result holds up: subdivide instead of consolidating (see the pasture diagram below). Beta note: one source reports this subdivision advantage has since been patched out, with pasture capacity now scaling with total area regardless of subdivision — treat the 3× figure as pre-patch and worth re-testing in your own game before relying on it.

Set limits on the Advanced tab.
Set both on the Advanced tab (see #61) — a sheep limit near your true cap stops the game from auto-culling breeding stock you'd rather keep.
Without lowering it, surplus sheep just pile up at the cap doing nothing — dropping the limit pushes them into the butcher's queue instead.
Animal trading post: uncheck sheep + set import in the region with spares, uncheck + import in the receiving region. Workers cross the border and haul them back.
You still shear, still butcher lambs, still have stock to sell. Possibly the best trade item in the game — spam in every region.
Process map — Pasture geometry — same land, bigger flock- 01
Pasture - 02
Shear in summer - 03
Weaver - 04
Sell or clothe

Burgage Plots & Extensions
17 tips
Extensions lock in a food or goods type for the plot's whole life, so building for today's shortage instead of next year's means redoing the work later.

Large: 200 apples from 2 families beats 200 from 4 — spare families run their own extensions. Square: minimum walking to the back trees.
Bigger = trees that never get picked = wasted money and space.
Every other month the trees just stand there uncollected — the walking-distance rule from #67 matters even more here, since there's one shot per year to get it right.
Higher-tier plots demand the range even when one food is clearly "most efficient" for your map.
Match the animal to the region and the plot tier you're building toward, instead of defaulting to one meat source everywhere.
Ensure enough males in high-tier plots to qualify for the better armor.
Full chainmail regiment = 18 tier-3 plots (36 helmets + 36 chainmail).
Without Regensburg (#93) the approval hit is more noticeable, but the upgrade cost itself stays low regardless of origin — rarely a good reason to leave a plot at a lower tier once you can afford the jump.
Just 2 planks + 20 regional wealth for roughly 12 eggs + 3 meat (15 food) a year — a built-in surplus over a family's 12-food need, from day one.
A hitching pen plus enclosure runs modest wealth combined, for roughly 7 milk + 5 meat (12 food) a year plus hides — hides you can't get any other cheap way.
That leaves goats, sheep or cattle through a butcher as the only hide sources — which is why shoes (needing leather) are one of the harder goods to keep supplied.

Chickens solve early food; goats solve the hide bottleneck. Keep the coops anyway — they add food variety and any egg surplus just sells.
No milk, no hides, and less total food than chickens or goats — unless you're leaning on the forest-mastery bonus below.

Only pays off once you already have a salt mine and butcher running for other reasons.

Previously capped at +30%, a heavily forested region now pushes a pig pen's output noticeably higher — and it keeps climbing with forest %.

Your capital's meadow is worth more under fields, pastures and apiaries — build a mostly-reforested secondary region for pigs instead and trade the meat home.


Trade & Wealth
12 tips
Trade post gets hopelessly inefficient, and route-opening costs tank your treasury early.
Build stables nearby; assign horses on the livestock tab. A horse carries up to 50 goods per trip, roughly 5× a basic hand-cart — that volume is why the 60g pays for itself so fast.

They fund extensions and expensive trade routes early — and remain real revenue late.

They move the needle fastest per unit, but building an entire trade economy around a couple of premium goods leaves you exposed if price or demand shifts — pair them with the steady small trades from #77.
Example: one region sells clay, the other sells tiles. Prevents flooding your own market.
Import at 12g, bake it, sell bread at 5g each. Fruits or meats on constant import will bankrupt you.
Not monthly survival goods.

Same math as #20 — easy to overlook bread as a trade good because it's also your food supply, but the numbers work whether you're feeding the town or selling the surplus.


Observed trading-post values scale roughly 1:2:3 from ore to slab to finished tools — selling raw ore is barely worth the trip.
Once it's fully staffed and horsed, buying more horses adds nothing — build a second trading post to keep scaling trade volume.
Early routes can unlock for well under 50 coin; later ones can run several hundred — budget for it rather than assuming trade routes are free to open.

Bartering (Pack Stations)
8 tips
It's powerful (doesn't tie up trade posts), but a food that hits zero = starvation.
None of them feed, clothe or arm anyone directly, so draining them to zero costs you nothing but the goods themselves — the opposite of the food risk in #84.
Trading pears: over-plant pear orchards AND keep apples + quinces as backup so an empty pear stock doesn't crater approval.
Barters clogging your trade post? Build a storehouse closer to the pack route.

Do it at the livestock trading post — export and lower the limit.

You still bake it, but you won't strip the other region to zero.

Barley-for-pears left one region with rotting fruit while home ran dry; ale-for-barley ran out for months yearly. Until send limits exist, don't build your food economy on it.

Save barter for non-consumables: stone for castles, iron for armories.


Origins & Perks
12 tips
High ground kills crops and sheep; two origins exist specifically to counter it.

+1 regional wealth per plot from level 1, scaling: T2 pays 2/family/month, T3 pays 3. Cheap plot upgrades, negligible tax approval hit. (Its salt/iron import perk is worthless — see #100.) Note: only the base occupied plot counts toward the per-plot wealth — side extensions on that plot don't add their own share.

+30% mining, +20% farm yields at altitude, animals import 20% cheaper (incl. plot-extension animals). Cost: −20% artisan speed — rarely the bottleneck.
Also: more from hunting camps (minor), clothing consumption −50% (default: 1 clothing/2mo, 1 shoes/yr). Cost: pricier trade routes — negligible unless you spam routes, which you shouldn't.

Combined with #99's golden rule, this is close to an auto-skip unless the map's fertility is already so poor that agriculture wasn't going to carry the town anyway.
Less crippling than Volksland since it spares crops, but it still taxes several of the best trade animals in the game (#65, #71).
It slows bakeries, but bakeries run so fast it barely registers.
This is the filter to run every origin choice through first — see #96 and #97 for the two worst offenders.
Iron @ 1g + 10g tariff, −30% → 11 becomes 10.7… and rounding erases even that. Applies to Regensburg AND Nuremberg Prospectors.

The import discount barely survives rounding (#100) — the route itself is what actually makes the origin worth picking.
Converting a plot into a smallholder farm locks that entire family onto only that one extension — for something like a chicken coop, +20% is a few extra food a year, nowhere near worth an entire family's labor.
Even without converting any plot, it gives better food-variety satisfaction and a higher reforestation success chance — a reasonable default pick if nothing stronger is available.

Warfare & Militia
14 tips
Stand still, defensive stance, face the charge. Once every bandit reaches the line, flip aggressive.

Losing the charge bonus mid-fight is what turns an easy bandit clear (#102) into a costly one — hold position and let them come to you.
A tired regiment can lose a fight an identical fresh one would win comfortably — factor march time into when you engage, not just where.
The manor spawns a retinue that eats a slot. Pre-created groups let you exceed the cap — you only need to CREATE them, not fill them.

Otherwise every group sits half-strength.
Fill the first three fast; pull population from the others without crippling the army.
Rout the frontal push fast, then turn the front line to intercept the flankers. The ranged firepower is what makes the rout fast enough.
Combine both where you can — a castle inside your own territory stacks the morale bonus with the chokepoint-and-ranged-fire advantage from #110.

Also works with bow/crossbow behind any melee front-liner.
Same figure as #73 — armor tier is usually the biggest lever you have over fight outcomes, bigger than troop count in most bandit and raider engagements.

If you don't hire them, the AI will, and you can end up facing 10–15 regiments in a single battle.
Signing a contract removes that unit from the shared pool, so grabbing the dangerous ones denies them to the AI even if you don't plan to use them yourself.
The contract fee isn't one-time — disband a company right after the fight to stop the drain.
Running out of local ore stalls all tool production until a new territory picks up the slack — line up capacity there first.

Process map — Lossless bandit clearing- 01
Iron ore - 02
Spears - 03
Militia - 04
Camp cleared

Expansion & Influence
9 tips
Raiders escalate 2 → 3 → 4 per group. Three camps, a couple of early raids, or one late raid = a neutral claim.
When the AI clears camps it gets the money and influence and expands faster. Deny it and you're the one expanding. (Example: Město Litz to wall off the Baron instead of grabbing rich-iron Himmelreich first.)

September = nothing left to collect; the starting stash lasts only a month or two.
Extra bread jump-starts population, extra logs build faster, and you're collecting seasonal food the moment March hits. Adjust the build-order priorities per settlement too.
A resource-perfect spot that raiders can reach easily may not be worth the risk.
There is currently no way to send new settlers. Total loss.
Its citizens' approval doesn't touch your capital, so there's little downside to setting a steep rate right away and draining its treasury into yours.
The old owner will often try to retake it within the same season — keep your retinue or militia stationed there instead of marching straight home.
Reported in one playthrough: fighting and winning over a region an AI lord was actively claiming took it without spending influence, unlike a normal claim. Worth testing before you bank on it.

Traps & Hard Lessons
5 tips
Real example: a manor house build at the top of Devil's Hill, supplied from the town below. Delay long-haul projects to spring/summer.

A whole town was once built around a rich node whose animals had quietly relocated three regions away, making it 100% useless. Give hunting grounds a wider margin than you think you need.

Build extra buffer in a region that's already had one drought — a second one back-to-back can drop a settlement to about a month of food left.
A defeated garrison doesn't just lose troops — storage gets drained and buildings get torched, setting the economy back hard for the rest of the campaign.
One case saw 7-10 families starving at once and an extra -11% satisfaction penalty stack on — a bad winter can spiral into an approval crisis that lingers after food recovers.

New in the Beta (0.8.097)
43 tips
Pasture animals (cows, calves, sheep, lambs) eat Animal Feed every winter month or die. Oats → Animal Feed at the Livestock Farm at a 1:2 ratio.

Passive monthly Milk (except winter), plus Beef and Hides at the butcher. Calves yield half of adults — let them grow.
Cheesemonger (unlocks at burgage Lv3) turns Milk + Salt into Cheese at 1,1:2 — a food type from a renewable source that never depletes.

Oats share fertility with barley but tolerate poor soil far better — and threshed oats can be eaten directly. Ideal for feed regions.
Rye yield was cut 12.5%: check the fertility overlay — below ~30% wheat fertility, rye still out-yields it.
Pasture fences have a dynamic plank cost scaling with size, and the same pasture space needs about 2.2× the area. Budget planks before expanding herds.

Cows breed in summer, sheep in autumn, offspring arrive in spring — and sheep are sheared once per year, in summer only. Plan wool contracts around it.

They accumulate yield through spring/summer and harvest in autumn; the Meadow environment (Wilding affinity) sets both yield and how many apiaries the land supports.

Brewery makes Cider from Apples 4:1 and Mead from Honey 1:1 — regions with orchards or apiaries can meet the beverage need without barley.

Production Focus is gone. Artisans start with no active recipe — you must set the crafting queue priority manually for every workshop.
Workers pre-stage materials with handcarts and build 50% faster when it's maintained; oxen assigned there haul timber in bulk with the new Ox Cart.
Some structures only complete with builders assigned at the Construction Yard — unassigned families just haul and flatten ground. Staff it before starting a Large Stone Church.

Buildings can auto-cycle assigned families per season — farms staffed in autumn, kilns in winter, without manual shuffling every year.
Settlement-level milestones now grant 100 influence (scaling per level) and a Wooden Church grants 100 on build; the Manor now gives 100 (down from 250).
Filter which good types each Trading Post stocks and imports — one post for food imports, another for military goods.
Fruit fell ~10% too. Backyard veg is no longer a free food engine — diversify into cheese, fish, and bread earlier.
Pig yield now scales with Woodland environment via Pannage — pigs belong in forest regions, chickens anywhere.

Reforestation is stronger but pricier in labor; the AI now builds two foresters per logging camp — copy it for sustainable wood.
Beta password on Steam: veryNiceBasket (Properties → BETAS → pre_release). Mods will most likely crash it.
Buildings no longer reserve their own products for maintenance — produced tools can be sold or distributed even if maintenance is due later.
Reselling loses money (adults resell for less than the ~60g import cost) — the real profit is bred offspring and milk, not flipping bought stock.
Roughly 9/year at baseline, climbing to about 13.5/year around 50% meadow — still only a modest step up from a goat, which throws in hides a cow doesn't.
During the breeding season, every animal gets a small pregnancy check every 10 days that compounds to about 37%. Total offspring per herd is capped around 150/year — a ceiling that needs a genuinely large herd (400+) to hit reliably, so treat 150 as aspirational, not a target.
Since feed converts from oats at 1:2 (#121), that's about 3 oats per cow and 1.5 per calf or sheep — size your oat fields against your target herd before importing animals.
Reports vary from the two sharing one enclosure outright to offspring simply spilling into a neighboring pasture of the other species — either way, don't assume separate pastures fully separate the herds.
Oxen now purchase through the livestock trading post like any other animal, with no wait between orders — bulk-buy several at once if you need them.
Citizens and animals have to route through the entrance/exit points — they can no longer walk straight through the fence.
Previously you could order animals before your pasture was ready and they'd wait. That's gone — if there's no free pasture space when they arrive, they simply leave and you've lost the money. Build the pasture first.
Sickness is a new drag on productivity, which makes the herb garden a direct fix for lost labor time rather than a low-value building.
Expect less wool per shearing than before — budget a bigger flock or lean on flax-based linen clothing to compensate.
No windmill, communal oven or bakery needed — harvested oats go straight from threshing to the table (or to animal feed), unlike wheat/rye bread.
The Construction Yard crew (up to 5 families) only handles the advanced structures; regular construction still needs at least one free family to guide the ox cart.
The yard needs them to go up — get a tier-two joiner producing wooden parts first rather than discovering the requirement mid-build.
Unlike almost every other building, keep wooden parts stocked or the yard's maintenance will lapse.
Reports vary — some builds haul timber in bulk as advertised, others still trickle in one log at a time despite full staffing. Verify it's actually speeding things up before planning around it.
The build menu's "not enough materials" warning only reads your main storehouse — goods sitting in the yard's own stock don't count toward it, but the build will still go through if the material is actually there.

Combined with cider (apples) and mead (honey) already covering casual tavern demand, you can run a full beverage economy without ever building a malt house.
Lock a stone-region post to sell only dressed stone and roof tiles, for example, so traders stop wasting trips exporting cheap goods like rubble stone.
The seasonal-work system pulls berry pickers off automatically once their season ends, with no in-game option yet to shift them to another task during the off months.
Use high-meadow regions for honey and crop yields, not for growing a herd faster.
Leaving it unlimited lets the livestock farm turn every harvested oat into feed, leaving your human population with none to eat.
That's well above earlier tiers — line up a dedicated import or production run before starting the upgrade.
Cost scales with the span, so budget lumber heavily for any multi-landmass layout.
Nothing in the field book matches — try a shorter word.