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MANOR LORDSCOMMUNITY TOOLS

FISHING, HUNTING & FORAGING PLANNER

Plan sustainable use of your region's wild resources

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Of the Vogtland
Fishing Node
Carp
Each fishing spot can catch about 15.0 fish per month while actively worked. Larger harvest targets require workers to reach more—and usually farther—spots.
Suggested Hut Placement —
Fish reproduce only on March 1, April 1 and May 1. Each spawn adds 40% of the current stock, rounded up, up to the node's cap. The ideal reserve is cap ÷ 1.4 (about 71.4%), which maximizes each spring spawn.
Maximum Sustainable Yield
Buildings
—
fishing huts
Families
—
recommended
Best Setting
—
reserve
Expected Annual Yield
—
fish / year
Catch Capacity
—
fish / month
Fishing Spots
—
needed / available

After the May 1 Spawn

1 Family No further spawn deadline. Harvest the remaining surplus gradually to reduce Fish spoilage.
Seasonal assignment option: After the May 1 spawn, full staffing is no longer necessary. You can unassign the spring workforce and use 1–2 families in a later season to finish the remaining harvest gradually. This helps avoid catching a large surplus at once that will spoil before your peasants can consume it.
SpawnStartAfter +40%Target Catch
Methodology
Rabbit Node
Regular
50%
Teeming gives wild animals a chance equal to Woodland Environment to produce two offspring instead of one.
Recommended Hunting Setup
Buildings
1
hunting camp
Families
1
1 per camp
Best Setting
—
reserve

Estimated Annual Output

Active Hunting — Small Game
—
per year
Active Hunting — Pelts
—
per year
Trapping — Small Game
—
expected / year
Total Small Game
—
hunting + trapping
Expected Rabbit Supply
—
spawned / year
Origin Hunting Modifier
1.00×
none
Trapping is intentionally not optimized in this build.
Extra camps can be built for more traps, but that is treated as separate from normal hunting.
Ideal Conditions: Expected yields assume continuously assigned families, efficient camp placement, minimal travel time, and hunters returning the rabbit population to the recommended target quickly enough to avoid wasting spawns. Actual production may vary depending on settlement layout and workforce management.
Foraging Node
50%
Foraging growth: 1/9 of current capacity on March 1, then every 10 days for 180 days — 19 growth events total. Teeming adds a chance for +1 additional resource per growth event, equal to Woodland Environment.
Herb Garden Addition
Addition Cost
25 RW
+ 2 Planks
Harvests
3
19 Herbs each
Annual Herbs
57
per upgraded hut
Herbs reduce the duration of family sickness. Build the Forager Hut's Herb Garden addition to produce them. Based on current testing, each upgraded hut provides 3 harvests of 19 Herbs per year, or 57 Herbs annually.
Herb production is separate from Berry and Mushroom node growth and is not increased by node capacity or Teeming. Of the Vogtland causes the efficiency to drop by .25 but in testing it did not reduce Herb yields.
Expected Foraging Yield
Buildings
1
forager hut
Families
1
recommended
Annual Spawns
19
growth events
Annual Growth
—
— per 10-day spawn
Teeming Bonus
—
expected / year
Expected Annual Yield
—
resources / year

Recommended Staffing

Spring1family
Summer1family
Autumn1family
Winter0families
Growth SeasonGrowth IntervalTeeming Chance
180 days10 days—
Game Data Version: