Pick a good and a quantity — get every building, family and raw input the chain needs, down to the soil.
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, and it resolves every upstream building, how many of each you need, how many families that costs, and what raw resources (grain, ore, clay, wool) the chain ultimately consumes.
The number that actually 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 just slows that one good. A deep chain (mail armor: ore → slabs → tools/parts → armor) means a single understaffed link stalls everything above it, so the families count the calculator gives you isn't just a headcount — it's the minimum staffing to keep every stage in that chain fed at once. Building the top of a chain before the bottom is the single most common way new players end up with a bakery that never bakes.
Drag to pan, or enlarge for the full-resolution chart.


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