Manor Lords GuideTHE COUNCIL COMPANION
The field book · patch 0.8.097

218 Tips & Tricks

Every hard-won lesson from hundreds of hours in the Beta, in fifteen chapters. Press / to search.

The numbers a lord memorizes

12 figures
0.5–0.7morgen per field
3 fam + 2 oxper farmhouse ≈ 3–3.5 morgen
5 apiaries= +10% crop/veg/fruit yield
1 flour → 4bread at bakery (oven: only 2)
2–5 fuelbuffer at every production bldg
6 mo foodstored by October
1 slab → 1spear (blacksmith, 0.8.065+)
18 T3 plotsper fully armored regiment (36)
1,000 / 2,000influence: neutral / enemy region
~350influence per bandit group
Sheep 20gsale price — never drops
Bread 5gper loaf, sell it everywhere

Every figure is patch 0.8.097. The Settlement Planner applies them to your own village.

Opening & First Year

12 tips
01Build order: hitching post → ox → logging camp → granary → storehouse → 1 burgage plot.

Works even on the highest difficulty.

02Staffing: 2 families logging, 1 granary, 1 storehouse — leave the last FREE to build housing.

The free builder is what keeps the plot chain moving.

03As logs arrive, place up to 6 burgage plots. After the 6th: build a well and start food collection.

Six is what one starting logging camp can actually supply — push past it before the well and food chain exist and you're building housing faster than the timber (and soon the food) chain can support.

04As new families move in: more plots, then eventually a firewood collector.

That completes the opening.

05Bad start? Just reroll — it takes under 10 seconds.

Difficulty settings are saved. You only re-pick character, map spot, and banner.

06Save your banner before your first run — it auto-populates on every reload.

It only takes effect if you save it on that very first character-creation screen — every future new game and reload reuses it automatically, so you never touch the banner editor again.

07Expect ~5 rerolls for one resource you want, 10–15 for an exact pair.

Small time cost for a perfect region (rich soil, rich iron…).

08Essentials done (housing, food, firewood, well, church)? → Militia ASAP.

Applies whenever the Baron, bandits, or other AI is active.

09Any iron in the region: mine it immediately → weapons. Logs → shields.

See #10 for the exact ore-to-spear ratio — the sooner ore starts flowing, the sooner your militia stops depending on imported iron.

10Spears are the cheapest militia: 1 iron ore → 1 slab → 1 spear.

A 100-iron deposit arms 100 spearmen. Ratio corrected for the current flowchart (0.8.065+).

11Early militia = early bandit kills = influence + free treasury.

Delaying it delays the whole campaign.

141Starting stone covers only the granary and the church — don't spend it upgrading anything else.

Mine or import extra stone separately if you want to upgrade the granary early; the initial stock is earmarked for those two builds.

Process map — Build order — works on max difficulty
  1. 01Hitching post
  2. 02Order an ox
  3. 03Logging camp
  4. 04Granary
  5. 05Storehouse
  6. 06First plot
  7. 07Up to 6 plots
  8. 08Firewood

Food & Population

15 tips
122× rich food sources + collecting before winter = +1 family EVERY month, all year.

This is the ceiling case: two rich deposits worked before winter locks the food supply and population climbs every month instead of plateauing (contrast #13).

13No rich sources? You'll cap around 10 families until next year.

The cap isn't permanent — deposits refill the following spring — but until then, treasury and trade routes matter more than chasing more families.

14Have 6 months of food stored by October.

Most food sources shrink then. That stockpile carries you to March, when collection restarts.

15Rich wild animals give LESS than half the food of rich fish/berries/mushrooms.

You do get pelts to sell — just don't plan population growth around it.

16Berries/mushrooms: forager hut CLOSE to deposit, worker on from March, keep deposit at ~0.

If the deposit hits max capacity, that year's overflow is lost forever.

17When the deposit says "shrinking" and sits at 0 — pull the worker off for the year.

Working a deposit at zero just parks a family producing nothing until it refills in spring — reassign them to a job that's actually output (see #16).

18Yields: regular deposit ~150/yr, rich deposit 300–350/yr.

Use these as the baseline when scouting a region: a 'rich' tag on a deposit is worth roughly double a regular one.

19Food variety scales with tier: T1 needs 2 types, T2 needs 4, T3 more.

Low-tier towns can spam 2 types. Advanced towns need pears AND apples, pigs AND goats, carrots AND cabbage, wheat AND rye bread.

20Produce bread in EVERY region, rich soil or not.

10–12 families harvest 400+ bread. At 5g/loaf that's ~2,000 regional wealth per year if sold.

21Big towns: build a granary whose ONLY job is collecting meat.

Plots make ~1 meat/month and workers can't batch-collect across houses — one house per trip. A single central granary either lets meat rot or drops other foods.

142A drought can wipe out a fish deposit's entire stock, even if you weren't fishing it.

100+ fish can vanish in one bad season — drought hits the standing population, not just your harvest rate.

143Drought also halts mushroom/berry regrowth and hurts veggie gardens.

Treat a drought as a hit to your whole non-grain food chain, not just the fields.

144Don't drain a fish deposit to zero — leave a breeding buffer.

A minimum-stock setting on fishing huts can hold back a reserve so the population recovers, instead of collapsing the way an over-hunted spot does.

145Cap a rich fish deposit's worker limit around 100, not lower.

Pushing it much below that slows regeneration more than it's worth — 100 balances yield now against recovery speed.

146Ponds freeze and foraging goes dormant every winter — that's not a bug or bad placement.

Fish ponds physically freeze over and berry/mushroom gathering pauses in the cold months, which is why those food sources flatline each winter.

Logistics & Placement

18 tips
22Marketplaces don't need roads — attach them directly to the BACK of granary/storehouse.

Workers restock out the back door. Saves street frontage for industry.

23Upgrade granary + storehouse for the hand carts: 10 goods/trip vs 1 by hand.

Don't be cheap — carts ARE your logistics.

24Specialize granaries as you grow: one for bread, one veggies, one fruit, one meat.

A single granary handling every food type gets choked by cart trips once the town's big enough — splitting by type keeps each run short and dedicated instead of one overloaded route.

25Wool-yarn-only storehouse + tailor next door = fast clothing, unclogged main storehouse.

Keeps wool and yarn out of the general storehouse queue entirely, so the tailor never waits behind unrelated goods for a cart.

26"Spin to win": on steep hills, hold left-mouse and rotate the building — watch for a white flash.

Tiny angles often work where default placement reads red. Stays red? Move a bit, spin again.

27Turn snapping OFF to pack buildings and plots tighter — snapping wastes tons of space.

Snapping forces buildings onto an invisible grid with gaps between them — free placement lets you push plots edge-to-edge and fit more into the same walled area.

28Plot trick: snap ON for the first corner, then OFF; stretch just enough for the plot, then pull back until the extension shows.

Sometimes sneaking one corner sideways makes an extension appear that wouldn't otherwise. Fiddly but learnable.

29Maintenance is a dial: mining pit = 2 tools/yr @100% or 8 tools/yr @200%.

Infinite iron region? Crank it up.

30Importing iron? LOWER maintenance on buildings like the bloomery.

Work speed −50%, but many buildings don't need max speed — and tool savings are big.

31Small stone church on high maintenance converts rubble stone → influence.

One of the only buildings that turns a normally-useless byproduct — rubble stone — directly into influence. Worth running even in a region with no other use for the stone.

32Raw materials or King's Road far from town? Move production + storage + housing to the trade post.

Kills the long trips for trade post workers entirely.

33Mass re-optimize commutes: hold Tab, unassign EVERYONE, then assign critical jobs first.

The game auto-assigns the closest family each time, so priority order does the optimizing. Huge late-game efficiency gain in minutes instead of hours.

147Windmill placement can swing efficiency from ~40% to ~97% — check the number, don't just eyeball the spot.

Even ~90% keeps up with a full harvest's flour demand, so you don't need a perfect 100 — but a blocked or awkward site can cost you far more than that.

148Use the "show workplace" overlay to find and rebalance idle labor.

It reveals where every family currently works — combine it with the reassignment icon to pull spare hands off slow jobs into storage or forestry work.

149Demolishing an unneeded production building refunds some materials and frees its workforce instantly.

Tearing down something you no longer need — an empty bloomery once your ore runs out, say — gives back partial materials and returns its workers to the labor pool right away.

150A basic stone-gathering post costs just 1 log.

The cheapest way to start collecting surface rubble stone before investing in a full quarry — worth throwing up the moment you spot a deposit.

151You can force an inconveniently-placed wildlife spawn point to relocate by building over it.

Repeatedly placing buildings or roads on top of it eventually pushes the animal population to migrate elsewhere on the map.

152A mine cave-in is a real risk even at a shown "1%" chance — it can wipe out several families at once.

Treat low collapse odds as a real risk, not a rounding error, and avoid stacking a second mine's tunnels directly under or behind an existing one — it raises the chance further.

wood, fuel and the first snow

Wood & Fuel

9 tips
34ALWAYS build a charcoal kiln next to the woodcutter — even if you'll never sell charcoal.

It halves the trees you fell.

35Disallow firewood collection at the storehouse.

Workers then make ONE trip (for charcoal) instead of two. Doubles firewood efficiency. Storehouse conversion works too but eats valuable space.

36Forester huts: seed near your wood buildings, every season except winter, as early as possible.

Regrowing a cut area takes years — start before you notice the shortage.

37Hunting camp micro: set limit ~10 → hunt down → pull family off → let herd rebreed → reassign.

Herds need time to rebuild their numbers before they can sustain hunting again — cycling the worker off during that recovery keeps the animal population from crashing to zero.

38Saw pit micro: plank limit 30–50 early, 100+ late.

Hit the cap fast, then that family is free for a year or more.

39Felled forest becomes meadow → higher crop yields for the region.

Deforestation isn't pure loss — balance it against your wood industry.

153Assign a permanent ox to the saw pit.

Without one, workers spend a long time ferrying logs there by hand — a dedicated ox noticeably speeds up plank output.

154Reserve a small log stock specifically for the saw pit.

Setting aside a minimum keeps it fed even when other buildings are drawing from the same timber supply.

155Firewood piling up while coal keeps shrinking means your charcoal burner is understaffed.

Add another family to the charcoal burner rather than cutting more wood.

Process map — The charcoal loop — 2x fuel per log
  1. 01Logging camp
  2. 02Woodcutter
  3. 03Charcoal kiln
  4. 042x fuel

Production & Artisans

11 tips
402 buildings × 1 family beats 1 building × 2 families.

One malt house with 2 families makes LESS malt than two malt houses with 1 each. Same for bloomery, tile maker, weaver. Build wide, not deep.

41Artisans carry ONE good per person per trip — build them adjacent to their storage.

See #42 — every extra step between workshop and storage is a round trip lost, so this placement matters as much as staffing does.

42"Directly across the street" vs "2–3 blocks away" is a staggering output difference.

Next to it, not near it.

43Keep 2–5 fuel stocked at every production building.

Only 2 of 3 family members can craft; the 3rd fetches fuel instead of idling. Far from fuel with no buffer = −50% efficiency or worse.

44NEVER use the communal oven: 1 flour → 2 bread there, but → 4 at a bakery extension. Rye: 1 vs 2.

Slower AND half as efficient. Only use it if you physically can't get a plot to T2 with a bakery. Otherwise you're throwing food away.

156Chain grain processing seasonally: farmhouse crew through the growing season, then malt house and windmill once winter arrives.

Reassigning the same families as the seasons turn keeps them employed year-round instead of idle.

157Running all three brewery recipes (ale, cider, mead) at once outgrows a single brewery.

Plan for a second brewery once you're rotating all three beverages — one building isn't enough throughput.

158Sidearms export far more iron value than mail armor or iron parts.

A sidearm costs about 2 iron slabs and sells near the same price as mail armor, which costs 4 — roughly twice the iron efficiency. Iron parts sell for barely anything and aren't worth the slabs.

159Raw milk can't be exported — only cheese can.

Milk never appears as a tradeable good at the trading post; run it through a Cheesemonger first.

160A steady cheese chain needs a rich salt deposit, not just any salt source.

Like sausage production at the butcher, cheese needs both a strong milk supply and a rich salt deposit — a combination that won't exist in every region.

161Fully staffing your granary, storehouse and marketplace workers boosts approval directly.

Beyond food variety, simply having enough workers to distribute goods is its own noticeable approval booster.

Farming & Fields

24 tips
45Before building ANYTHING: find the fertile spots and trace their outline with roads.

Fallow fields also work but fell trees and waste logs. Roads look natural and cost less — toggle the fertility overlay while placing.

46Fields: 0.5–0.7 morgen each. Several small fields > a couple of massive ones.

People can't work a field an ox is plowing, and sowing waits for 100% plowed — small parcels let labor and oxen run in parallel. Total yield is identical. Oxen also waste the most time turning at row ends on an oversized field, and harvesters have to carry crops all the way to the field's center — another reason a narrower field beats a wide one.

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.

48Pollination also boosts veggie gardens and orchards — apiaries belong in EVERY region.

Combined with #47, a handful of apiaries lifts the whole region's food output and needs zero micromanagement afterward — plant them early and forget them.

49House farm workers right next to the farmhouse. Use the "reassign work" button to staff from those plots.

Cuts the commute for the exact families who lose the most time to travel during planting and harvest — see #56 for why that commute is especially costly at harvest.

501 farmhouse = 2 oxen + 3 families ≈ 3 morgen comfortably.

3.5–4 possible with a perfect setup (adjacent housing, tight work area, fields beside it). Give 3–3.5 to guarantee full harvest every year.

51Multiple farmhouses? RESTRICT each work area to its own 3–4 morgen.

Unrestricted, everyone gathers in one corner and drifts — too many hands on one field, others miss the harvest. Restricted, they split and finish everything.

523 different crops = zero fallow needed.

Fertility regenerates per crop group: 1 year growing, 2 recovering.

532 crop types = less labor needed. 1 crop type = 2 fallow years, even less labor.

Fewer crop types mean fewer field switches for your farmhands, but you trade that labor savings for lower total yield, since fallow years produce nothing (compare #52).

54NEVER put wheat and rye in the same rotation — they share one fertility pool.

Even wheat–rye–fallow craters the second crop's yield.

55Correct rotations: wheat–barley–fallow on one field set, rye–flax–fallow on another.

Barley and flax have their own separate fertility, so they mix in freely.

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

They'll do one job or the other, not both. Storehouse/granary work suits them (lots of downtime) — and keep it near home, since harvest-season commuting eats collection time.

162Crops take very different times to mature: beets ~10 weeks, carrots ~14, cabbage ~18.

Plan seasonal staffing per crop instead of assuming a uniform harvest cycle across your fields.

163Cabbage gives the most yield for the least labor; beets the least yield despite the most frequent harvest.

Rough annual output at a well-sized plot: beets ~105, carrots ~125, cabbage ~140. A sensible planting order: beets first for a fast food fix, cabbage for the best long-term yield per labor, carrots last for variety once you're stable.

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.

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 on food right now.

166Oats and barley share one fertility pool — don't rotate them together.

Same trap as wheat and rye (#54): treat oats and barley as competing for the same soil, not independent crops.

167You can burn a field to spike its fertility instead of waiting out fallow years.

The field needs at least one crop planted first; burning sacrifices that season's harvest but gives a bigger, faster boost than multi-year fallow.

168Grazing sheep on a fenced field no longer restores its fertility.

That used to be a working trick for returning players — it's been removed. Fallow, rotation and field-burning are your only fertility tools now.

169Reference yields per 0.5 morgen at full fertility: rye ~24.5, wheat ~21, barley ~42, flax ~52.5, oats ~38.5.

Useful baseline numbers for sizing a field before you scale up.

170A late first planting only costs you one bad harvest.

Forced to sow in spring instead of autumn the first time around? That field takes a one-time yield hit — once the rotation is established, later years run at full efficiency automatically.

171Fertility overlay colors: dark/light green is good, yellow still fine, orange and beyond actively hurts yield.

Check it before placing any field, not just once at the start.

172Harvested grain spoils fast left on the field — get it inside quickly.

Rough community-tested figures (no official numbers exist): sheaves on the ground lose ~10%/month, dropping to ~3% once carried into the farmhouse and ~1-2% once threshed into a granary. Rain adds a random extra spoilage hit on anything left outdoors.

173Food spoilage scales with where it's stored.

Rough community-tested figures: ~15%/month sitting uncollected, ~10% in a burgage plot, ~8% in a granary, ~7% in an upgraded one. Meat and berries spoil fastest; beets barely spoil at all.

Process map — The farmhouse cluster
  1. 01Farmland
  2. 02Farmhouse + 2 ox
  3. 03Threshed grain
  4. 04Flour
  5. 05Bread

Sheep & Pastures

9 tips
57Sheep cost 30g. Import ~10 by year 2 → hit regional capacity (160–180) by year 6.

A slow, compounding curve — breeding does the heavy lifting after the initial import, so the year-2 spend is small next to the year-6 flock (see #65).

58Import SHEEP, not lambs — adults shear for wool and breed from day one.

Lambs need to grow up before they can shear or breed — paying import price for stock that can't produce yet just wastes the trip.

59One worker at a sheep farm = 700+ wool/year = 700 clothing at the tailor.

Enough clothing to supply a sizeable share of your population from one staffed building — wool shortages are rarely a sheep-farm problem, they're a tailor-throughput problem.

60Several SMALL pastures beat one big one — up to ~3× the sheep on the same land.

The mechanics are fiddly pasture geometry, but the practical result holds up: subdivide instead of consolidating (see the pasture diagram below). Beta note: one source reports this subdivision advantage has since been patched out, with pasture capacity now scaling with total area regardless of subdivision — treat the 3× figure as pre-patch and worth re-testing in your own game before relying on it.

61Butcher LAMBS, never adults: same meat and hides, but only adults shear + reproduce.

Set limits on the Advanced tab.

62Limits: sheep ~200 (no accidental culls), lambs 10–20 depending how fast you want capacity.

Set both on the Advanced tab (see #61) — a sheep limit near your true cap stops the game from auto-culling breeding stock you'd rather keep.

63At capacity, lower the sheep limit too — converts surplus to meat and hides.

Without lowering it, surplus sheep just pile up at the cap doing nothing — dropping the limit pushes them into the butcher's queue instead.

64Skip the 10g/head tariff: import only in your starting region, then trade sheep INTERNALLY.

Animal trading post: uncheck sheep + set import in the region with spares, uncheck + import in the receiving region. Workers cross the border and haul them back.

65Sheep sell at 20g and the price never seems to drop. Breed to 120+, sell down to 50–80.

You still shear, still butcher lambs, still have stock to sell. Possibly the best trade item in the game — spam in every region.

Process map — Pasture geometry — same land, bigger flock
  1. 01Pasture
  2. 02Shear in summer
  3. 03Weaver
  4. 04Sell or clothe
the town that taxes built

Burgage Plots & Extensions

17 tips
66Pick extensions based on what the MAP feeds you (table above) and what the town needs in 2 years.

Extensions lock in a food or goods type for the plot's whole life, so building for today's shortage instead of next year's means redoing the work later.

67Veggie/fruit extensions: LARGE and SQUARE.

Large: 200 apples from 2 families beats 200 from 4 — 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 even more here, since there's one shot per year to get it right.

70Variety feels wasteful; it's not optional.

Higher-tier plots demand the range even when one food is clearly "most efficient" for your map.

71Meat, ranked: pigs in forest regions (bonus), goats for T3 prep, chickens for value.

Match the animal to the region and the plot tier you're building toward, instead of defaulting to one meat source everywhere.

72Armor is tier-gated: T1 = helmet, T2 = +gambeson, T3 = +chainmail.

Ensure enough males in high-tier plots to qualify for the better armor.

7318 burgage plots supply one full 36-troop regiment.

Full chainmail regiment = 18 tier-3 plots (36 helmets + 36 chainmail).

74Upgrading plots is cheap and the taxation approval hit is negligible (with Regensburg).

Without Regensburg (#93) the approval hit is more noticeable, but the upgrade cost itself stays low regardless of origin — rarely a good reason to leave a plot at a lower tier once you can afford the jump.

174Chicken coop is the cheapest early food source.

Just 2 planks + 20 regional wealth for roughly 12 eggs + 3 meat (15 food) a year — a built-in surplus over a family's 12-food need, from day one.

175Goat pens cost more but are the only early source of hides.

A hitching pen plus enclosure runs modest wealth combined, for roughly 7 milk + 5 meat (12 food) a year plus hides — hides you can't get any other cheap way.

176Hunting camps no longer yield hides, only pelts.

That leaves goats, sheep or cattle through a butcher as the only hide sources — which is why shoes (needing leather) are one of the harder goods to keep supplied.

177Shift from chicken coops to goat pens around year 2, but don't demolish the chickens.

Chickens solve early food; goats solve the hide bottleneck. Keep the coops anyway — they add food variety and any egg surplus just sells.

178Pigs alone are the weakest livestock extension in a normal region.

No milk, no hides, and less total food than chickens or goats — unless you're leaning on the forest-mastery bonus below.

179Sausages need salt, and it's rarely worth importing salt just to make them.

Only pays off once you already have a salt mine and butcher running for other reasons.

180The forest-mastery pig bonus now scales directly and uncapped with a region's forest coverage.

Previously capped at +30%, a heavily forested region now pushes a pig pen's output noticeably higher — and it keeps climbing with forest %.

181Pig-meat farming only pays off as a dedicated secondary forest region, not your capital.

Your capital's meadow is worth more under fields, pastures and apiaries — build a mostly-reforested secondary region for pigs instead and trade the meat home.

Trade & Wealth

12 tips
75Sell 2–3 items BIG per region — never 6+ small ones.

Trade post gets hopelessly inefficient, and route-opening costs tank your treasury early.

76Horses (60g) pay for themselves in ONE trip on high-volume routes.

Build stables nearby; assign horses on the livestock tab. A horse carries up to 50 goods per trip, roughly 5× a basic hand-cart — that volume is why the 60g pays for itself so fast.

77Small trades add up: rubble/mortar (rich stone), flax/malt (rich soil), firewood (anywhere).

They fund extensions and expensive trade routes early — and remain real revenue late.

78High-value items (ale, shoes, salt) first — but don't fixate on them.

They move the needle fastest per unit, but building an entire trade economy around a couple of premium goods leaves you exposed if price or demand shifts — pair them with the steady small trades from #77.

79Same rich resource in 2 regions? Sell RAW in one, FINISHED in the other.

Example: one region sells clay, the other sells tiles. Prevents flooding your own market.

80Importing food = going broke. Exception: wheat.

Import at 12g, bake it, sell bread at 5g each. Fruits or meats on constant import will bankrupt you.

81Imports are for ONE-OFFS: stone for the church, iron for weapons/armor.

Not monthly survival goods.

82Bread is the quiet gold mine: 5g/loaf, 400+/harvest from 10–12 families ≈ 2,000/yr.

Same math as #20 — easy to overlook bread as a trade good because it's also your food supply, but the numbers work whether you're feeding the town or selling the surplus.

83Sheep may be the best trade item, period. See #65.
182Raw iron sells for far less than its processed forms — always process before exporting.

Observed trading-post values scale roughly 1:2:3 from ore to slab to finished tools — selling raw ore is barely worth the trip.

183A single trading post caps out around 4 horses and 4 trading families.

Once it's fully staffed and horsed, buying more horses adds nothing — build a second trading post to keep scaling trade volume.

184Opening a new export route costs coin upfront, and the unlock cost climbs the more routes you've already opened.

Early routes can unlock for well under 50 coin; later ones can run several hundred — budget for it rather than assuming trade routes are free to open.

Bartering (Pack Stations)

8 tips
84Bartering has NO send limits — never barter critical resources like food.

It's powerful (doesn't tie up trade posts), but a food that hits zero = starvation.

85Safe barter goods: honey, wax, pelts, hides — zero stock in these hurts nothing.

None of them feed, clothe or arm anyone directly, so draining them to zero costs you nothing but the goods themselves — the opposite of the food risk in #84.

86Must barter food anyway? Mass-produce + build redundancy.

Trading pears: over-plant pear orchards AND keep apples + quinces as backup so an empty pear stock doesn't crater approval.

87Return goods drop at the NEAREST reachable storage (trade post, granary, or storehouse).

Barters clogging your trade post? Build a storehouse closer to the pack route.

88Throttle barter speed with mules: sell a mule to slow it, buy one to speed it.

Do it at the livestock trading post — export and lower the limit.

89Throttle with ratios: bread:iron trades 1:5 (fast drain). Swap to wheat or flour → 2:1 or 3:1.

You still bake it, but you won't strip the other region to zero.

90Empire-wide barter networks fail in practice — one side floods while the other starves.

Barley-for-pears left one region with rotting fruit while home ran dry; ale-for-barley ran out for months yearly. Until send limits exist, don't build your food economy on it.

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

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

Origins & Perks

12 tips
92FIRST: check elevation. Overlays tab → elevation button → look for the white jagged line.

High ground kills crops and sheep; two origins exist specifically to counter it.

93Regensburg Guildsman — recommended on ANY region.

+1 regional wealth per plot from level 1, scaling: T2 pays 2/family/month, T3 pays 3. Cheap plot upgrades, negligible tax approval hit. (Its salt/iron import perk is worthless — see #100.) Note: only the base occupied plot counts toward the per-plot wealth — side extensions on that plot don't add their own share.

94Badenland Hinterlanders — rich iron/clay + altitude farming. Save for secondary regions.

+30% mining, +20% farm yields at altitude, animals import 20% cheaper (incl. plot-extension animals). Cost: −20% artisan speed — rarely the bottleneck.

95Born of the Alps — MANDATORY for sheep at altitude (they die in winter otherwise).

Also: more from hunting camps (minor), clothing consumption −50% (default: 1 clothing/2mo, 1 shoes/yr). Cost: pricier trade routes — negligible unless you spam routes, which you shouldn't.

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.

97Smiths of Passau — avoid. −20% on sheep farms, pigs, goats, chickens.

Less crippling than Volksland since it spares crops, but it still taxes several of the best trade animals in the game (#65, #71).

98Wieden Hinterlanders (−20% artisan) is acceptable.

It slows bakeries, but bakeries run so fast it barely registers.

99Golden rule: food bottlenecks 99% of towns — never pick an origin that cuts food production.

This is the filter to run every origin choice through first — see #96 and #97 for the two worst offenders.

100Import-discount trap: discounts hit the GOODS cost, not the tariff.

Iron @ 1g + 10g tariff, −30% → 11 becomes 10.7… and rounding erases even that. Applies to Regensburg AND Nuremberg Prospectors.

101Nuremberg Prospectors' real value is the FREE iron + salt trade route, not the discount.

The import discount barely survives rounding (#100) — the route itself is what actually makes the origin worth picking.

185Bamberg Smallholders' +20% yield perk is a trap for most plots.

Converting a plot into a smallholder farm locks that entire family onto only that one extension — for something like a chicken coop, +20% is a few extra food a year, nowhere near worth an entire family's labor.

186Bamberg Smallholders is still worth taking for its passive perks alone.

Even without converting any plot, it gives better food-variety satisfaction and a higher reforestation success chance — a reasonable default pick if nothing stronger is available.

when the banners are raised

Warfare & Militia

14 tips
102Spear militia clears raiders and bandit camps with ZERO losses — defensive → aggressive switch.

Stand still, defensive stance, face the charge. Once every bandit reaches the line, flip aggressive.

103Charge reflex needs: standing still + facing the enemy. Moving troops lose it.

Losing the charge bonus mid-fight is what turns an easy bandit clear (#102) into a costly one — hold position and let them come to you.

104Never fight tired — fatigued militia performs far worse. Rest before contact.

A tired regiment can lose a fight an identical fresh one would win comfortably — factor march time into when you engage, not just where.

105Beat the 6-unit cap: create ALL SIX militia groups BEFORE building your first manor house.

The manor spawns a retinue that eats a slot. Pre-created groups let you exceed the cap — you only need to CREATE them, not fill them.

106Militia groups fill EVENLY — don't create more than your population/gear can equip.

Otherwise every group sits half-strength.

107Spread: 3 regiments in the home region, 1–2 per expansion region.

Fill the first three fast; pull population from the others without crippling the army.

108Play defensive with 3–4 ranged units — the AI mistimes its flanks.

Rout the frontal push fast, then turn the front line to intercept the flankers. The ranged firepower is what makes the rout fast enough.

109Always take fights on friendly territory (morale bonus). A castle is better still: choke point + ranged fire.

Combine both where you can — a castle inside your own territory stacks the morale bonus with the chokepoint-and-ranged-fire advantage from #110.

110Anti-raid kit: one tiny castle + one fully upgraded retinue = all 4 brigands dead, zero losses.

Also works with bow/crossbow behind any melee front-liner.

111Armor wins fights. Tiers: T1 helmet · T2 +gambeson · T3 +chainmail. 18 T3 plots per mailed 36-man regiment.

Same figure as #73 — armor tier is usually the biggest lever you have over fight outcomes, bigger than troop count in most bandit and raider engagements.

112Hire dangerous mercenaries BEFORE contesting a region — pause at each month start to check the pool.

If you don't hire them, the AI will, and you can end up facing 10–15 regiments in a single battle.

187Hiring a mercenary company also locks it away from the enemy.

Signing a contract removes that unit from the shared pool, so grabbing the dangerous ones denies them to the AI even if you don't plan to use them yourself.

188Mercenaries keep billing monthly upkeep until you disband them.

The contract fee isn't one-time — disband a company right after the fight to stop the drain.

189Don't let your home region's iron mine run dry before a second territory can cover tool production.

Running out of local ore stalls all tool production until a new territory picks up the slack — line up capacity there first.

Process map — Lossless bandit clearing
  1. 01Iron ore
  2. 02Spears
  3. 03Militia
  4. 04Camp cleared

Expansion & Influence

9 tips
113Influence: 1,000 claims a neutral region, 2,000 an enemy one. ~350 per bandit group killed.

Raiders escalate 2 → 3 → 4 per group. Three camps, a couple of early raids, or one late raid = a neutral claim.

114Sometimes the right move is taking the region that BLOCKS the AI from bandit camps — not the richest one.

When the AI clears camps it gets the money and influence and expands faster. Deny it and you're the one expanding. (Example: Město Litz to wall off the Baron instead of grabbing rich-iron Himmelreich first.)

115Settle new regions in Feb–March, never September.

September = nothing left to collect; the starting stash lasts only a month or two.

116Got treasury? Pay 500–750 for extra starting resources and settle in January.

Extra bread jump-starts population, extra logs build faster, and you're collecting seasonal food the moment March hits. Adjust the build-order priorities per settlement too.

117Site new settlements for DEFENSE and reinforcement routes, not just resources.

A resource-perfect spot that raiders can reach easily may not be worth the risk.

118A region that loses ALL its population is gone for the rest of the campaign.

There is currently no way to send new settlers. Total loss.

190Tax a freshly conquered region hard, immediately.

Its citizens' approval doesn't touch your capital, so there's little downside to setting a steep rate right away and draining its treasury into yours.

191Garrison a region right after you capture it.

The old owner will often try to retake it within the same season — keep your retinue or militia stationed there instead of marching straight home.

192Winning a contested battle for a region can seize it without the usual influence cost.

Reported in one playthrough: fighting and winning over a region an AI lord was actively claiming took it without spending influence, unlike a normal claim. Worth testing before you bank on it.

Traps & Hard Lessons

5 tips
119Winter freezes long-distance workers TO DEATH — they can't get home to warm up in time.

Real example: a manor house build at the top of Devil's Hill, supplied from the town below. Delay long-haul projects to spring/summer.

120Hunts can migrate off silently — the map icon doesn't move.

A whole town was once built around a rich node whose animals had quietly relocated three regions away, making it 100% useless. Give hunting grounds a wider margin than you think you need.

193Two droughts in consecutive years can wreck a food economy.

Build extra buffer in a region that's already had one drought — a second one back-to-back can drop a settlement to about a month of food left.

194Losing a defensive battle gets your settlement looted and burned, even if the region itself survives.

A defeated garrison doesn't just lose troops — storage gets drained and buildings get torched, setting the economy back hard for the rest of the campaign.

195Mass starvation hits approval with its own explicit penalty, on top of the normal drift.

One case saw 7-10 families starving at once and an extra -11% satisfaction penalty stack on — a bad winter can spiral into an approval crisis that lingers after food recovers.

the new herds

New in the Beta (0.8.097)

43 tips
121Cows need winter feed — plant oats BEFORE importing cattle.

Pasture animals (cows, calves, sheep, lambs) eat Animal Feed every winter month or die. Oats → Animal Feed at the Livestock Farm at a 1:2 ratio.

122Cows come only from the Livestock Trader and pay you twice.

Passive monthly Milk (except winter), plus Beef and Hides at the butcher. Calves yield half of adults — let them grow.

123Cheese is the new food powerhouse.

Cheesemonger (unlocks at burgage Lv3) turns Milk + Salt into Cheese at 1,1:2 — a food type from a renewable source that never depletes.

124Oats are the resilient grain.

Oats share fertility with barley but tolerate poor soil far better — and threshed oats can be eaten directly. Ideal for feed regions.

125Wheat beats rye only above ~30% wheat fertility.

Rye yield was cut 12.5%: check the fertility overlay — below ~30% wheat fertility, rye still out-yields it.

126Pastures now cost planks and need 2.2× the land.

Pasture fences have a dynamic plank cost scaling with size, and the same pasture space needs about 2.2× the area. Budget planks before expanding herds.

127Breeding is seasonal now.

Cows breed in summer, sheep in autumn, offspring arrive in spring — and sheep are sheared once per year, in summer only. Plan wool contracts around it.

128Apiaries are seasonal too.

They accumulate yield through spring/summer and harvest in autumn; the Meadow environment (Wilding affinity) sets both yield and how many apiaries the land supports.

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 the beverage need without barley.

130Set Active Recipes or your artisans do NOTHING.

Production Focus is gone. Artisans start with no active recipe — you must set the crafting queue priority manually for every workshop.

131The Construction Yard is the biggest logistics upgrade in the patch.

Workers pre-stage materials with handcarts and build 50% faster when it's maintained; oxen assigned there haul timber in bulk with the new Ox Cart.

132Advanced buildings need professional builders.

Some structures only complete with builders assigned at the Construction Yard — unassigned families just haul and flatten ground. Staff it before starting a Large Stone Church.

133Seasonal Assignment automates your workforce.

Buildings can auto-cycle assigned families per season — farms staffed in autumn, kilns in winter, without manual shuffling every year.

134Influence got cheaper to farm.

Settlement-level milestones now grant 100 influence (scaling per level) and a Wooden Church grants 100 on build; the Manor now gives 100 (down from 250).

135Trading Post storage filters stop import chaos.

Filter which good types each Trading Post stocks and imports — one post for food imports, another for military goods.

136Vegetable yields dropped ~30%.

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

137Chicken coops got 15% faster; pigs slower but forest-scaling.

Pig yield now scales with Woodland environment via Pannage — pigs belong in forest regions, chickens anywhere.

138Forester's Hut now takes 3 families and a bigger work area.

Reforestation is stronger but pricier in labor; the AI now builds two foresters per logging camp — copy it for sustainable wood.

139Back up saves and remove mods before the Beta.

Beta password on Steam: veryNiceBasket (Properties → BETAS → pre_release). Mods will most likely crash it.

140Blacksmith tools now always count as surplus.

Buildings no longer reserve their own products for maintenance — produced tools can be sold or distributed even if maintenance is due later.

196Cows cost roughly 60g each to import — about double a sheep's price.

Reselling loses money (adults resell for less than the ~60g import cost) — the real profit is bred offspring and milk, not flipping bought stock.

197Cow milk output scales with regional meadow value.

Roughly 9/year at baseline, climbing to about 13.5/year around 50% meadow — still only a modest step up from a goat, which throws in hides a cow doesn't.

198Breeding is a seasonal dice roll: expect roughly a 1-in-3 chance of offspring per animal per year.

During the breeding season, every animal gets a small pregnancy check every 10 days that compounds to about 37%. Total offspring per herd is capped around 150/year — a ceiling that needs a genuinely large herd (400+) to hit reliably, so treat 150 as aspirational, not a target.

199Budget winter feed per head: roughly 6 feed for a full-grown cow, ~3 for a calf or sheep, for the whole winter.

Since feed converts from oats at 1:2 (#121), that's about 3 oats per cow and 1.5 per calf or sheep — size your oat fields against your target herd before importing animals.

200Cows and sheep may currently share pasture capacity — don't expect a clean species split.

Reports vary from the two sharing one enclosure outright to offspring simply spilling into a neighboring pasture of the other species — either way, don't assume separate pastures fully separate the herds.

201The old 30-day cooldown on buying oxen is gone.

Oxen now purchase through the livestock trading post like any other animal, with no wait between orders — bulk-buy several at once if you need them.

202Pastures now have fenced gates with real collision.

Citizens and animals have to route through the entrance/exit points — they can no longer walk straight through the fence.

203The livestock trading post can no longer hold bought animals as a buffer.

Previously you could order animals before your pasture was ready and they'd wait. That's gone — if there's no free pasture space when they arrive, they simply leave and you've lost the money. Build the pasture first.

204Villagers can now get sick and stop working — a herb garden speeds their recovery.

Sickness is a new drag on productivity, which makes the herb garden a direct fix for lost labor time rather than a low-value building.

205Wool yield per sheep dropped noticeably this patch.

Expect less wool per shearing than before — budget a bigger flock or lean on flax-based linen clothing to compensate.

206Oats skip the entire milling and baking chain.

No windmill, communal oven or bakery needed — harvested oats go straight from threshing to the table (or to animal feed), unlike wheat/rye bread.

207Advanced builds like stone church tiers require a Construction Yard — basic plots and extensions still just need an idle unassigned family.

The Construction Yard crew (up to 5 families) only handles the advanced structures; regular construction still needs at least one free family to guide the ox cart.

208Stock 6 wooden parts before building a Construction Yard.

The yard needs them to go up — get a tier-two joiner producing wooden parts first rather than discovering the requirement mid-build.

209Construction Yard upkeep draws wooden parts, not tools.

Unlike almost every other building, keep wooden parts stocked or the yard's maintenance will lapse.

210Construction Yard's ox cart is inconsistent at beta launch.

Reports vary — some builds haul timber in bulk as advertised, others still trickle in one log at a time despite full staffing. Verify it's actually speeding things up before planning around it.

211The Construction Yard keeps its own on-site material stock, separate from your main storehouse.

The build menu's "not enough materials" warning only reads your main storehouse — goods sitting in the yard's own stock don't count toward it, but the build will still go through if the material is actually there.

212No barley or rye for ale? Import malt directly and skip the malting chain.

Combined with cider (apples) and mead (honey) already covering casual tavern demand, you can run a full beverage economy without ever building a malt house.

213Trading Post filters can now restrict what a post sells, not just what it imports.

Lock a stone-region post to sell only dressed stone and roof tiles, for example, so traders stop wasting trips exporting cheap goods like rubble stone.

214Berry gatherers auto-idle every winter with no manual reassign option yet.

The seasonal-work system pulls berry pickers off automatically once their season ends, with no in-game option yet to shift them to another task during the off months.

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.

216Cap animal feed production, or it converts your entire oat stockpile.

Leaving it unlimited lets the livestock farm turn every harvested oat into feed, leaving your human population with none to eat.

217Tier-3 church upgrade costs roughly 50 dressed stone, 25 mortar and 25 roof tiles — sometimes cloth too.

That's well above earlier tiers — line up a dedicated import or production run before starting the upgrade.

218Bridges are now buildable — the key to island and peninsula towns.

Cost scales with the span, so budget lumber heavily for any multi-landmass layout.

Nothing in the field book matches — try a shorter word.

Go deeper

Turn the numbers into plans

Open the Settlement Planner