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Manor Lords GuideTHE COUNCIL COMPANION Support
Field guide · patch 0.8.097

Orchards & Fruit

One harvest a year, three fruits with different payback times, and an extension size that decides whether the back rows ever get picked.

An orchard is the slowest food source in Manor Lords and one of the few that can be planted badly in a way you cannot fix. Trees take years to mature and are harvested in a single month. The size of the plot you drew at the start decides forever how much of that harvest reaches a granary. Getting it right the first time is the entire skill.

Which fruit, and when it pays back

Three fruits, and they trade maturity against yield in a straight line. Quince matures in roughly two years, apples in about three, pears in about four. The order reverses on output: pears out-yield apples, which out-yield quince.

So there is no ranking here, only a choice. Quince is right when you want the orchard producing sooner and can accept a smaller harvest. Pears are right when the settlement is stable and you are planting for year five. Apples sit in the middle and are the safe default if you have no strong view.

The one clear wrong answer is planting quince during a food crisis. Two years is an eternity when you are short right now, and a fast vegetable like beets solves the immediate problem while the orchard is still saplings. Plant orchards from surplus, never from scarcity. Nothing else on this page matters as much.

September is the whole year

Orchards collect only in September. Every other month the trees just stand there. One fact drives every layout decision below: a harvest that does not get picked in its month is not delayed. It is gone, and you wait another year.

It also means orchard families are idle for eleven months, which is fine and is exactly why they should be given storehouse or granary work in the meantime. What they must not be given is a farmhouse job. Fields and orchards share the same harvest season, so those families would compete with themselves at the only moment either job matters.

Draw it large, draw it square

Two rules, and they are not the same rule. Large, because a fixed number of families works an orchard more efficiently the more trees they cover. 200 apples from two families beats 200 from four, and the families you free up can run their own extensions elsewhere. Target roughly 400–500% of the duplex footprint for fruit, against 250–300% for vegetables.

Square, because harvesters walk. A long thin orchard spends its single September on transit, and the back rows are never reached. The failure is silent: the trees are there, the fruit is there, and none of it is collected. Past the point where walking eats the window, bigger stops being better. An oversized orchard wastes money and land at once.

What the fruit is actually for

Beyond being a food type in its own right, fruit does two jobs that make an orchard worth more than its calorie count. It counts toward the food variety that gates burgage plot tiers, and tier gates armour tier. An orchard is military infrastructure at one remove.

And in the current Beta it feeds a beverage chain: the brewery makes cider from apples at 4:1 and mead from honey at 1:1. A region with orchards and apiaries can therefore satisfy its tavern demand without growing barley at all, which frees the fields for food and the malthouse for export. If you were already planting apiaries for the pollination bonus, the mead line costs you nothing extra.

Choosing and sizing the orchard

164Orchard maturity and yield both scale by fruit: quince ~2 years, apples ~3, pears ~4 — and pears out-yield apples, which out-yield quince.

Quince pays back fastest; apples and pears take longer to bear fruit but produce more once mature.

malt house in Manor Lords
165Don't plant quince during a food crisis.

It takes about 2 years to yield anything. A fast vegetable like beets always wins when you're short right now.

67Veggie/fruit extensions: LARGE and SQUARE.

Large: 200 apples from 2 families beats 200 from 4, and the spare families run their own extensions. Square: minimum walking to the back trees.

68Sizing: duplex ~400–500% for fruit orchards, ~250–300% for veggies

Bigger = trees that never get picked = wasted money and space.

69Orchards collect ONLY in September. Excess walking = unpicked back rows.

Every other month the trees just stand there uncollected. The walking-distance rule from #67 matters more here; there's one shot a year.

All Burgage Plots & Extensions tips in the field book →

Raising the yield

475 apiaries = +10% farm yields (+2% each). 50g each, payback within year 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.

lvl2 house in Manor Lords
48Pollination also boosts veggie gardens and orchards — apiaries belong in EVERY region.

A handful of apiaries lifts the whole region's food with no micromanagement (#47)

215Meadow % boosts apiaries, orchards, gardens and fields — but does nothing for breeding.

Use high-meadow regions for honey and crop yields, not for growing a herd faster.

harvesting field in Manor Lords
136Vegetable yields dropped ~30%

Fruit fell ~10% too. Backyard veg is no longer a free food engine, so diversify into cheese, fish and bread earlier.

The farming guide covers meadow and fertility in depth →

Staffing, regions and what fruit becomes

56Never assign veggie/orchard plot families to a farmhouse — identical harvest season.

They'll do one job or the other, not both. Storehouse or granary work near home suits them

granary in Manor Lords
129Two new beverages: cider and mead

Brewery makes Cider from Apples 4:1 and Mead from Honey 1:1. Regions with orchards or apiaries can meet beverage demand without barley.

malt house in Manor Lords
24Specialize granaries as you grow: one for bread, one veggies, one fruit, one meat.

Split by type and each cart run stays short

91Every region self-supplies: veggies, meat, fruit, barley, wool, hides.

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

sheep farm in Manor Lords
96Of the Volksland — avoid. −25% agriculture (wheat, rye, veggies, fruit all suffer).

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.

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