Everything a lord needs on the second screen: 243 field-tested tips, a live settlement planner, and the building atlas. Drawn from the game's own data, verified against Beta 0.8.097, updated for 0.8.100.
Six of them here. Ten more in the FAQ, each answered in a paragraph.
First winter. First regiment. First trade route. Every tip sits under the choice you're actually facing, in sixteen chapters from the opening build order to the traps that end runs. Search, read one line, get back to the game.


How much food before October? How many tier-3 plots for a full regiment? What does a 10% tax actually raise? The Settlement Planner answers all of it at once, and thirteen quick tools answer one question each.
Costs, workplaces and production, pulled from the official wiki and refreshed each patch, with the game's own icons.
Construction costs, workplaces and output for every catalogued building.
Pick a good, get the full chain of stages, buildings and raw inputs.
The fundamentals: families, the interface, plots and your first year.
Cows, cheese, oats, Construction Yard, Active Recipes.
The whole field book is searchable in one place. Sometimes you are solving one problem: a failing harvest, an empty treasury, a militia that keeps losing. Each guide below pulls the essentials for that system into one short read.
Field size, crop rotation, fertility pools and farmhouse staffing.
The six-month stockpile deadline and why variety gates your upgrades.
Wool income, cows, winter feed and the Beta pasture changes.
What to sell, why route costs climb, and when to barter instead.
The cheap spear army, armour tiers and winning without losses.
Six months of food and fuel banked by October. Everything else is negotiable. The guide exists so you never learn this the hard way twice.