Four planners for a whole settlement, plus thirteen quick tools: fields, food, fuel, spears, taxes, bees. Each shows its formula.
Enter your own town's numbers here. Every column to the right recalculates live as you type, no submit button needed. Eighteen boxes is a lot to face empty, so start from a size and edit down.
Enter your farmland and the harvest figure appears here.
Live. Every number recalculates as you type. Constants from patch 0.8.097 play + wiki data.
The planner is one model of your settlement, split across three columns that read left to right. Nothing needs submitting. Every figure on the right recalculates the moment you change a number on the left. Your entries are saved in this browser, so closing the tab and coming back mid-campaign picks up where you left off.
Your town as it stands today: burgage plots by tier, the production buildings you have actually placed, and what is currently in store. Count plots, not families. The planner derives families from them.
What those buildings produce, each figure over the period its own source states. Bread lands at harvest. Deposits pay by the year. Tax, growth and food demand are the three that really do work in months. A tile reading ▼ deficit means the stockpile is covering the gap.
The verdict. Months of food and fuel left, the balances, the militia you could arm, and whether you are ready for October. Green is fine, red is not.
October readiness. It goes green only when three things hold at once. Six months of food banked, six months of fuel banked at the winter burn rate, and total food production at least matching demand. Two out of three still reads NOT READY, because a settlement that is only nearly ready for winter is a settlement that starves in February.
If it is red, work backwards up the summary. A negative food balance means you need more production, not more storage. A short months left figure with a healthy balance means you started banking too late and just need time. A negative fuel balance is usually one charcoal kiln away from solving itself, since a kiln doubles the fuel you get per log.
Four simplifications, and they are where the planner and your real game will disagree. It counts one family per burgage plot, so a town leaning on accommodation extensions houses more families than it reports. It sizes fuel at the winter burn rate, which is pessimistic on purpose. Your summer burn is roughly half of it. Bread comes off farmland alone: a bakery switches baking on, and a second one does not double the loaves, because nobody has measured what one bakery gets through in a season. Gathering assumes a regular deposit, so a region scouted onto rich ground beats these figures by double.
The middle column used to be headed Monthly Forecast and half of it was wrong in the same way. Six figures were units per building per month: per oven, per kiln, per smithy, per logging camp, per sawpit. No patch note, wiki page or tip gives any of them. Three more took a deposit quoted by the year and divided it by twelve, which the game contradicts every winter, when ponds freeze over and berry gathering stops.
So each number now carries the period its source states, and where the source has no clock in it, neither does the tile. Fields pay once, at harvest, and are only worked March to November. Deposits pay by the year. A log becomes five planks and a firewood becomes two charcoal whenever the work happens, which is a ratio and not a rate. Tax, immigration and what a family eats are the three things measured in months, so those are the three the planner reports in months.
The cost is that the planner no longer tells you how many planks a sawpit turns out in March. Nobody knows, and the last version of this site that guessed at a figure like that was wrong by twenty times in public.
Constants come from patch 0.8.097 play plus wiki data. Perks, weather, difficulty and region fertility all bend them. The field book flags where. For a single question instead of the whole town, the thirteen quick tools below each answer one, and each has its own page explaining the mechanic underneath.
Both run on figures measured in game by another player and published with his own tools, credited in each one and on community tools. We did not measure them, and the pages say so rather than passing them off as ours.
Your two rich resources and your Origin, ranked into what is actually worth exporting after materials.
The variety a burgage level demands, against what your families eat. Two systems the game keeps apart.
The worker limit that keeps a pond, a herd or a berry deposit producing every year.
Who measured these figures, which of ours they corrected, and why we link to his site rather than copying it.
Each tool below also has its own page. There the same calculator sits under a full explanation of the mechanic it models: what the numbers mean, where they came from, and the cases that break them. Use the tools here when you already know what you're asking. Follow the link under a tool when the answer raises a question.
One farmhouse = 3 families + 2 oxen ≈ 3–3.5 morgen worked; ideal field 0.5–0.7 morgen.
One food per family per month; six months banked by October. 1 flour → 4 bread at a bakery extension, but only 2 at a communal oven — the oven is slower and half as efficient.
A 36-man regiment ≈ 18 tier-3 plots; 1 iron slab → 1 spear (flowchart 0.8.065+).
Quantity × base price at this patch; perks and demand shift real prices.
≥50% approval +1 family/month; ≥75% +2; below 50% none, and families may leave.
2 firewood per home per month in winter, 1 through the mild months. A kiln turns 1 firewood into 2 charcoal, so it doubles the fuel a tree gives you. Sizing a winter woodpile at the year-round rate leaves you short by half.
2 wool per sheep, sheared once yearly in summer; ~20 sheep per pasture.
Base wealth per plot per month: T1 0 · T2 1 · T3 2. Regensburg Guildsman adds +1 at every level. Scaled by your rate; above ~10% drains approval.
~350 influence per camp; claims cost 1,000 (neutral) / 2,000 (enemy). Milestones add 100 per level.
+2% region yield per apiary, capped at +10% — 5 hives reach the cap and further hives add honey but no yield. 50g each. Honey → mead 1:1 at a brewery. Meadow percentage sets both the per-hive yield and how many hives a region carries: a region supports about half its meadow figure in hives, community-tested.
Pig yield scales directly with forest coverage via Pannage and is no longer capped at +30%. Cycle length 73 days at no pannage, divided by forest cover; 2 pork a cycle, community-tested. The verdict bands are ours.
Winter feed 6 per cow and 3 per sheep, calf or lamb, for the whole season; oats convert 1→2. Milk 9/year at baseline meadow, ~13.5 around 50%. Butchery 6 beef per cow, 3 per calf, 3 mutton per sheep. Breeding ~37% per animal per year. No figure here is per month — each carries the period its source states.
Regular deposit ~150 food/year, rich 300–350. Wild animals pay under half that. One food feeds one family for one month, so the yearly figure ÷ 12 is the families it carries.
Each tool has matching chapters in the field book explaining when the math changes. Perks, weather and difficulty all bend these numbers.