Pick a good and a quantity. Get every stage, every building and every raw input the chain needs, down to the soil.
How many of each building? This tool will not guess. Nobody has published per-building output rates and we have not measured them, so the numbers above tell you what each stage must carry, not how many workshops carry it. Watch for the stall. Whichever stage runs dry first is the one to duplicate.
Ratios from patch 0.8.097 recipes. Raw resources (grain, ore, clay, wool) assume adequate land and deposits.
Almost nothing in Manor Lords comes from one building. Bread needs a farmhouse to grow grain, a windmill to mill flour, and a bakery to bake it. Three separate buildings, each staffed by its own families, each capped at its own output rate. Ale needs barley grown, malted, then brewed. Even a single spear traces back through a mining pit, a bloomery and a smithy before it reaches a militiaman's hands. The Craftsman's Calculator above walks that whole tree for you. Pick a good and a target quantity. It resolves every upstream building, the monthly throughput each stage has to carry, and what raw resources (grain, ore, clay, wool) the chain consumes.
The number that matters is chain depth: how many production stages sit between your raw resource and the finished good. A shallow chain (firewood, planks) is forgiving. One bottlenecked building slows that one good and nothing else. A deep chain (mail armor: ore → slabs → tools/parts → armor) means one understaffed link stalls everything above it. Building the top of a chain before the bottom is the most common way new players end up with a bakery that never bakes.
Drag to pan, or enlarge for the full-resolution chart.


Hover or tab to a building name for its cost, worker slots and inputs. Rows marked no atlas entry yet are buildings the game has and the wiki has never catalogued, so they carry staffing and recipe but no build cost.
No producer matches.
Every stage above is families you are not spending elsewhere. Before you commit a workshop, check what the building itself costs, whether the good is worth exporting, and what the workers were doing instead.
Construction cost, workplaces and output for every catalogued building.
Which goods are worth selling processed, and why route costs climb.
Weigh the chain against your own food, fuel and families.
The artisan traps: conversions you can't undo, and workshops that never pay back.