Type the meal, Equipment item or product you want to make. The planner lists every building in its chain and sorts them into settlements. Each settlement card tells you its level, where to found it, what goes in each class’s slots and which mayor bonuses cover the most of its buildings. Add more targets to plan several needs at once, such as all three meals you feed a Village.

    How the Planner Works

    Slots. Each settlement has three building slots per social class, and you unlock them by supplying its Equipment needs. Set Unlocked slots per class to what you actually have open. The planner fills a settlement’s spare lower-class slots before it founds another one, because a Village’s Peasant slots work as well as a Hamlet’s and higher-level settlements are scarce. A City-level region holds three Villages, two Towns and one City. Charters can raise a region’s settlement capacity.

    Site. Fishery, Water Mill and Paper Mill can only be built where the settlement’s range reaches water. Pits, quarries, mines and the Saltworks need their deposit, and the Apiary, Logging Camp and Potashworks need forest nearby, because only a few trees means low efficiency. Each card’s Site line sums up what that settlement needs. The planner keeps these buildings apart when it can, so you aren’t hunting for one spot with water, forest and an Iron Ore deposit at the same time.

    Mayor bonuses. Every building belongs to one production bonus group, such as Cereal production for Wheat and Rye Farms, and a mayor only boosts buildings in their groups. The card lists the groups that cover the most buildings first. Set Mayor bonuses per settlement to how many groups your mayors have, and the planner only puts buildings together that one mayor can boost. Education Points add another group to a mayor.

    Counts. One of each shows the shape of the chain. Balanced supply sizes it so the buildings at the end of the chain run at full speed. For Bread, that’s one Bakery, one Water Mill and two Wheat or Rye Farms. For a meal, the counts follow the recipe, so a meal that uses more Bread than Beans gets more Bakeries than Bean Farms. The number in brackets is the exact ratio. Counts assume monthly output from a fully staffed building at 100% efficiency. Food, your mayor and the land all move real output up or down, so treat the counts as the ratio to aim for.

    Celadonite. Paint and Fine Pigments need Celadonite, which every pit, quarry and mine turns up as a byproduct. If the chain already has one, the planner counts on it. Otherwise it adds one more, and balanced counts assume a Limestone Quarry because it turns up the most.

    Moving goods. Goods reach your other settlements over roads, so one chain can spread across a whole region. Connect every settlement on the plan by road. Between regions, heavy goods only travel by water, so a plan that needs a second region works best along a river.

    For every building’s numbers side by side, see the production chains guide. For what each class eats and uses, see the settlement levels and needs guide.