Table of Contents


In the game, food is very important. One unit of food is the amount of food necessary to feed one family (peasant, knight, or townspeople) for one year (1 game turn). Food is necessary to feed your knights and your peasants, but since you can sell it to your townspeople and on the free market, food becomes a valuable source of income. The market price is dependent on the average harvest as noted on your annual report. The better the harvest has been, the lower the price. The worse the harvest has been, the higher the price. An average harvest will lead to a market price of 10 gold pieces for one food unit.

Because food is so important, you should invest in agricultural research (order Agricultural Research). Each time research is completed successfully, the amount of food a peasant harvests each year increases by 0.1. Agricultural research is expensive, but worthwhile.

If you do not use up all of your food in a given year, you can store it for the next year. Unfortunately, about one quarter will spoil. Storage is automatic; you do not have to give an order for this.

Orders related to food are calculated in the following order:

  1. Slaughter livestock
  2. Feed knights
  3. Export food into other fiefdoms
  4. Import food
  5. Buy and sell food on the free market
  6. Sell food to townspeople
  7. Feed your peasants
  8. Buy livestock

That means that food you import can be sold on the free market or to townspeople or fed to your peasants in the same year it is imported. But it cannot be fed to your knights.


You can purchase and raise livestock. You can slaughter livestock when the harvest is bad. You can do this to feed your population, or to sell it on the free market at a high price. The purchase price for livestock is five gold pieces and one unit of food. Livestock has an average increase rate of about 30%, which means that a small initial purchase will turn into a large herd fairly quickly. There is no maintenance cost associated with livestock, but but it does need grazing area. The space livestock uses reduces the maximum amount of space available to peasants for cultivation. If a number equal to the total your peasants plus two times the number of your livestock is greater than the amount of arable land in your fiefdom (between 5,000 and 6,000 units), you food production will decline because some of your peasants will not have land to cultivate. If this is the case, you urgently need to slaughter livestock! If you do so, it becomes one food unit and can be used in any manner a normal unit of food could be.

Arable Land

Your fiefdom has enough arable land for 5,000 to 6,000 peasant families to cultivate. Geographical areas such as mountains, forests, and fens will reduce that number. The smallest fiefdom will have enough arable land for at least 5,000 peasant families. If you have more peasant families than arable land, you will receive a message that not all of your peasants were able to produce a harvest.

Livestock need land on which to graze. Each unit of livestock reduces the amount of arable land by 2 units. That means that if you your fiefdom supports a maximum of 5,400 peasant families, but you have 500 livestock, only 4,400 of your peasants will be able to harvest food unless you slaughter some livestock. It is possible to have so many livestock none of your peasants are able to harvest food!

Fishing villages

Fishing villages produce food. One fishing village generates an average of 25 units of food per year. A fishing village costs 300 gold pieces to build and 10 peasant families that become fishermen. These fishermen earn their food from the sea and are not fed from your food stores. Coastal fiefdoms can support up to 8 fishing villages. River fiefdoms can support up to 5 fishing villages. All other fiefdoms can support up to 2 fishing villages. Fishing villages generally improve the food production of the peasants living in them (increasing their average food production from 1.5 units per person, not counting agricultural improvements, to 2.5 units per person).

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