Population Growth
The answer
Formula
≥50% approval +1 family/month; ≥75% +2; below 50% none, and families may leave.
Population in Manor Lords does not grow on a curve. It grows in steps, and the steps are cut at approval thresholds. A settlement sitting at 74% approval grows at exactly half the rate of one at 75%. A settlement at 49% grows not at all.
The three bands
The whole model fits in three lines. At 50% approval or above you gain one family per month. At 75% or above you gain two. Below 50% you gain none, and families may start leaving, which turns a slow problem into a shrinking one.
Approval starts at 50%, right on the edge of the first threshold, and homeless families drag it down every month they stay homeless. The opening build order puts burgage plots early for that reason. An unhoused arrival is not neutral. It costs you the growth rate that brought them.
The levers that actually move approval
Food variety is the one most players find first and the one with the most headroom. After that, the most underrated lever is staffing your distribution. Fully manning the granary, storehouse and marketplace gives a direct approval boost. Having enough hands to physically move goods to market is its own bonus, separate from having the goods.
Fuel, water and church access are the baseline requirements underneath that; a plot without them will not upgrade and its family will not be happy. Then avoid the large penalties instead of chasing small bonuses. Mass starvation applies an explicit approval hit on top of the normal drift. Land tax above roughly 10% drains approval continuously for as long as you leave it there.
Growth is a resource, not a score
The reason to care about the difference between +1 and +2 families a month is compounding. Two families a month is twenty-four a year, which is the difference between fielding a real militia in year three and fielding one in year six. Militia strength is gated by tier-3 housing, which is gated by the food variety that was also holding your approval down. The systems are the same system.
Read the calculator this way. If it reports +1, you are one lever from doubling your growth rate, and that lever is almost always a food type or a staffed market stall, not anything expensive.
A family is a housing unit, not a person
Manor Lords has no abstract population counter. It has families, and a family is the unit everything else is denominated in. One family lives in one burgage plot, eats one food a month, burns fuel, works exactly one job, and supplies the men who fill your militia. Its level equals its house's tier.
Growth and military strength are therefore the same problem. Lose men in a battle and their jobs sit empty until the family replaces them, so a costly victory shows up months later as a production shortfall. The same fact makes an accommodation extension, two families in one plot, the cheapest housing in the game. A plot big enough to earn one is worth drawing carefully.
Where the new families actually go
Growth only helps if there is somewhere to put it. A family that arrives with no plot available is homeless, and homeless families drag approval down every month, which lowers the growth rate that produced them. The one feedback loop in the system, and it runs the wrong way.
The practical rule is to keep housing slightly ahead of arrivals rather than exactly matched, and to always keep at least one family unassigned. Unassigned families are the only ones who construct buildings and guide oxen. A village where everyone has a job can no longer build the housing its growth needs. Placing the plot is the cheap half. Someone still has to build it.