A fan-made companion · patch 0.8.100 notes
Manor Lords GuideTHE COUNCIL COMPANION Support
Reference · game patch 0.8.100

Town Needs

What a burgage plot checks before it upgrades, and what your families get through while it does. Food variety, drink, clothes, shoes, fuel, water and the spoilage that eats the difference.

FoodBeverages Clothing & footwearFuel Water & churchStorage & spoilage Food planner →
The needs, one at a time

Food is two separate systems

A family eats one food a month. Any food. Bread, berries, mutton, it makes no difference to the stomach.

A burgage plot asks a different question. It counts how many distinct food types a market stall can reach it with, and it counts them by group. Fill the granary with nothing but bread and every family eats. No plot upgrades.

Level one is loose: two different foods, any two. From level two the groups start to matter.

Plot levelForaged & vegetablesGrainsFruit & animal produceMeat & fishFoods in total
Level 1any 2 distinct foods2
Level 22114
Level 321227
Level 4223310

Cheese is the cheapest permanent answer. A cheesemonger turns milk and salt into food that keeps almost indefinitely, and it counts in the fruit and animal produce group. Backyard vegetables and a chicken coop cover two more pips without a field.

Reach, not supply

A food only counts once a stall carries it and the plot sits inside that stall's range. One stall serves about 40 families and costs one granary worker to run. A worker carries one item a trip. A hand cart carries 10.

When a plot shows an empty pip and your storehouse is full, the problem is distance or staffing. It is almost never production.

What fills each group

Foraged / Vegetables

Berries · Mushrooms · Carrots · Cabbages · Beetroots

Grains

Rye Bread · Wheat Bread · Oats

Fruit / Animal Produce

Apples · Pears · Quinces · Eggs · Milk · Cheese

Meat / Fish

Sausages · Pork · Beef · Small Game · Chicken · Mutton · Chevon · Carp · Eel · Smoked Fish

Beverages

Required from level 2. A family drinks 4 a year, roughly one every 3 months.

Ale, cider and mead all satisfy it. Ale needs barley, a malthouse and a brewery, which is three buildings and a field. Cider needs an orchard. Mead needs apiaries you probably built for the pollination anyway. A region with fruit or bees can skip the malting chain outright.

Then it becomes a coverage problem. A small tavern serves 15 families and a large one 50. Brewing enough and serving enough are different failures with the same symptom.

Clothing and footwear

Clothing is required from level 2, at 2 a family a year. Footwear waits until level 3, at 1 a year.

Both travel through a common goods stall, which also carries fuel and holds 20 of each. Linen clothes come from flax. Woollen clothes come from your flock. Shoes come from hides, which come from the animals you were butchering anyway.

Shoes sell at 7 gold, the highest of any clothing good. Sell the surplus, never the supply.

Fuel

Every occupied plot burns 1 fuel a month. So does every production building that needs heat, and there are more of those than people expect: Bloomery, Smithy, Malthouse, Clay Furnace, Lime Kiln and the manor.

Firewood covers it. So does charcoal, and a kiln turns one firewood into two charcoal, which doubles what a tree is worth in the fire. Kilns are the cheapest fuel upgrade in the game.

One caution on this figure. Our own fuel calculator assumes homes burn twice as much through winter. Nobody has measured that doubling, and the figure above carries no season at all. Two people have now looked at fuel and come back with different shapes. Watch your own woodpile through one winter before trusting either.

Water and the church

A small well covers 15 families, a large one 50. Each family fetches water about once a month, so a well shared too widely shows up as walking time rather than thirst.

Churches gate the upper levels. A wooden church serves level one. Level two wants stone or better. Levels three and four want the large stone church, which is a stone bill worth planning a quarry around.

Storage and spoilage

Food rots on a monthly check. Where it sits decides how much survives, and the difference between a pantry and a large granary is most of your winter.

Where it sitsTaken off the spoilage roll
Pantry (backyard)−5%
Granary−7%
Large granary−8%

Each food carries a spoilage band. The band sets the share of a stack lost per check.

Spoilage bandShare of the stack lost
Nonenothing
Very Low1–4% a month
Low5–8% a month
Medium9–12% a month
High13–16% a month
Very High17–27% a month

Two rules that catch people. Spoilage rolls per stack, so many small stacks rot faster than one large one. And food sitting in a market stall does not spoil at all, which makes a well-stocked stall a storage decision as much as a supply one.

Where each food keeps best

FoodPantryGranaryLarge granary
HoneyVery LowNoneNone
SpicesVery LowVery LowNone
CheeseVery LowVery LowNone
Animal FeedVery LowVery LowNone
MeadVery LowVery LowVery Low
Oats (grain)Very LowVery LowVery Low
Wheat (grain)Very LowVery LowVery Low
Rye (grain)Very LowVery LowVery Low
BarleyVery LowVery LowVery Low
MaltLowVery LowVery Low
Oat SheavesLowVery LowVery Low
Wheat SheavesLowVery LowVery Low
Rye SheavesLowVery LowVery Low
BeetrootLowVery LowVery Low
CarrotsLowLowVery Low
HerbsLowLowVery Low
CiderLowLowVery Low
Wheat FlourLowLowLow
Rye FlourLowLowLow
CabbagesLowLowLow
PastriesLowLowLow
QuincesMediumLowLow
SausageMediumLowLow
ApplesMediumLowLow
AleMediumMediumLow
PearsMediumMediumMedium
EggsMediumMediumMedium
Wheat BreadHighMediumMedium
Rye BreadHighMediumMedium
BeefHighMediumMedium
MuttonHighMediumMedium
EelHighHighMedium
PorkHighHighMedium
ChevonHighHighMedium
MilkHighHighHigh
MushroomsHighHighHigh
Small GameHighHighHigh
BerriesVery HighHighHigh
ChickenVery HighHighHigh
CarpVery HighHighHigh

Honey, cheese and salted goods barely move. Berries and mushrooms are the opposite, which is why a forager surplus is worth selling in the same season you gather it.

Where these figures come from

The requirement tables, consumption rates, coverage numbers and spoilage bands on this page were measured in game by Chuckw44 and published with his community tools. We did not measure them. Our own tips supply the strategy around them, and where his figures and ours disagree, both are on the page rather than one quietly replacing the other.

How we use his data, and why we link to his site rather than copy it.

Where this leads

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