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

Trade & Economy Planner

Pick the two rich resources your region rolled and the Origin you took. The planner ranks what is worth exporting, what to keep at home, and which Origin suits the ground you settled on.

← All calculatorsTrade & EconomyFood SupplyFarmWinter FoodMilitiaTradePopulationFuelSheep & WoolTaxInfluenceLivestock PlannerApiaryPig Region CheckGathering & Deposit Planner

Your region

Rich resources — pick two

0 of 2 chosen. A region rolls exactly two. Picking a third replaces the one you chose first.

Choose two rich resources above and the rest of this page fills in.

Regional strength

This Origin, on this ground

Which Origin fits this region

What this region is for

Your Origin’s own effects

Best exports, by net value

Net value is what a finished batch sells for minus what its materials would have sold for. A good that fetches 7 out of inputs worth 6 is a worse export than a raw resource that fetches 2 out of nothing.

Read the net column, not the price

Plate armour sells for sixteen gold and is nobody’s best export. It eats six iron slabs, and six slabs sell for twelve on their own, so the armourer added four gold of value and a great deal of labour. The ranking above does that subtraction for every good in the game.

Three things it deliberately leaves out. Labour, because a family working a bloomery is a family not working a field. Fuel, which most processing buildings burn. And town demand, which is the reason the highest-net good is often the one you should not sell at all.

What never leaves the region

Beverages gate your burgage upgrades from level two. Clothing and footwear do the same. Fuel keeps homes warm and half your production buildings running. Every one of them looks like a fine export in the ranking, and selling them is how a town stalls at level two with a full treasury.

Sell the clear surplus and nothing else. Food is the exception worth knowing: early on, a surplus that would spoil is better sold than stored, and bread bought cheap and sold on remains the one import that turns a profit.

Origins that change what trade pays

Of the Vogtland pays half again on Minor-class trades, which is most raw resources. Smiths of Passau pays a third more on spears, sidearms and polearms, on top of a faster blacksmith. Both are applied to the ranking when you select them, and both apply to materials as well as products, since a slab you sell is a slab you did not forge.

The synergy scores rank Origins against the two resources you picked, and nothing else. An Origin scoring zero is not weak. Regensburg Guildsmen raise burgage wealth and cut upgrade costs, which no resource pairing can express.

Where these prices come from

The price table, the trade classes and the recipe costs were measured in game by Chuckw44 and published with his community tools. We did not measure them. Our own tips back exactly two of the figures, wheat bread at five and sheep at twenty, and his table agrees with both. It is also coherent across the chain in a way our old guesses were not: ore at one becomes a slab at two becomes parts at three.

His tools carry no reuse licence, so none of his code or writing appears here. Numbers are measurements rather than authorship. The full story, and a link to his site.

Where this leads

Read these next