Fief Governance (Bannerlord)/Food

Type Source Details Bonuses Inside Production: +15 for towns and +10 for castles as long as the settlement is not under siege. Bound Villages: +6*HearthTier for each non-raided bound village as long as the fief is not under siege (i.e. up to +18 max per village) Food All 9 types of food that the town buys from its market daily are added as bonuses to its Food (e.g. if the town buy 100 Grain, it's +100 Food). Having all types of food on the market in large amounts helps accelerate this process, increasing both Food gain and Prosperity gain via "Food Surplus" mechanic. Projects Orchards (+18, building, towns) - up to +23.4 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Gardens (+9, building, castles) - up to +11.7 with Contractors (Steward 200) and Master of Planning (Steward 250) Perks Kingdom Policies Hunting Rights (+2) Governor's Perks Dirthy Fighting (Roguery 225, +2 when the fief is under siege) Maluses Prosperity: -2.5% of fief's current Prosperity is subtracted from Food reserves daily (so e.g. 10 000 Prosperity => -250 Food) Master of Warcraft (Steward 250) Governor perk decreases this number by 5% (so e.g. -250 Food penalty becomes -237.5) Triage Tent (Medicine 50) Governor perk decreases this number by another 5% while the fief is under siege Garrison: -5% of fief's Garrison (not including militia) is subtracted from Food reserves daily (so e.g. 200-men Garrison => -10 Food) Master of Warcraft (Steward 250) Governor perk decreases this number by 5% Triage Tent (Medicine 50, 5%) and Gourmet (Steward 175, 10%) decrease it further when the fief is under siege Maximum Food Storage size: 100 (Town) / 250 (Castle) Base (Towns) +600 for Tier 3 Granary building and another +210 with Contractors (Steward 200, +70) and Master of Planning (Steward 250) Perks (Castles) +200 for Tier 3 Granary building and another +70 with Contractors (Steward 200, +70) and Master of Planning (Steward 250) Perks +100 for Governor with Battlements (Engineering 175) perk Bear in mind that increasing the size of food storage delays the point where it becomes full and therefore makes it harder to get the Prosperity bonus from Food Surplus. Daily food demand of a town is calculated according to the following formula = 0.001 * (BaseDemand * Prosperity + LuxuryDemand * Max(Prosperity - 3000)). Base and Luxury demand of different types of food is the following: Grain: 140 and 0 (for 10k Prosperity town daily demand = 1400) Fish: 15 and 15 (for 10k Prosperity town daily demand = 255) Meat: 19 and 50 (for 10k Prosperity town daily demand = 540) Cheese: 10 and 20 (for 10k Prosperity town daily demand = 240) Butter: 10 and 25 (for 10k Prosperity town daily demand = 275) Grape: 5 and 20 (for 10k Prosperity town daily demand = 190) Olives: 5 and 20 (for 10k Prosperity town daily demand = 190) Dates: 7 and 32 (for 10k Prosperity town daily demand = 294) Beer: 23 and 20 (for 10k Prosperity town daily demand = 370) Those numbers are not absolute values but rather a general indication of what goods are the most popular. The actual amount of consumed goods also depends on the price of those goods in the current town (each type of goods has its own "budget" to be spent). Grain is the cheapest and the most popular by far and is consumed in large amounts, resulting in it being the main source of Food & Prosperity growth. Fish is also dirt cheap in most towns and despite having low popularity is consumed in large amounts because of low price. Meat and Beer are generally moderately or highly expensive which reduces their consumption despite high demand and they're overshadowed by, say, cheese and butter. But if in a certain town prices of meat, beer, cheese and butter happen to be the same, then meat will be consumed in larger amounts than butter and cheese.