⚠ NOTICE
The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.
Buildings

Buildings and construction in general are important elements in Manor Lords. Without buildings your town will not produce anything, no new villagers will arrive and in general you will not progress in any form in the game.
General
Before placing down a new building you need to have all necessary construction materials in storage. After placing down the building, unassigned people will level the construction site. After that unassigned oxen will bring the needed timber to the construction site. All other materials will be brought by your people. Once placed, each building can be given a different construction priority.
A few buildings have flexible borders, identified with a borders square in the construction menu. For those buildings you have 4 plot points, with which you can build any form you like. Some more advanced forms require roads to guide the borders along them. Many buildings can be upgraded to increase their functionality. Some upgrades require a certain origin card. All buildings can be demolished, which will refund all construction resources.
Roads

Roads are used to give your people clear pathways to move through your settlements. They can be used to connect your buildings. However, a road connection is not needed for a building to function. Roads enhance the speed of workers with handcarts. Roads don't cost any ressources and are build instantly. You can build roads by placing two or more road points. While placing the points you can adjust the curvature of the road.
Each map starts with existing roads called 'The King's Road'. These roads cannot be removed and trading posts need to be connected to them to attract traveling merchants. However, it is not necessary to build the trading post directly at the Kings Road. You can link your trading post via roads to it. Buildings will automatically snap to roads. This behavior can be disabled in the construction menu using the check box 'snap to road'.
Homeless people's tent
Every region will start with a homeless people's tent. It will disappear once all families are housed.
Upgrades
Many buildings can be upgraded, to either increase their functionality or to provide additional functions. Some upgrades create new buildings, while others expand the existing ones. Two examples:
- You can upgrade the granary to a large granary to increases its storage capacity and number of possible handcarts.
- You can upgrade the forager hut with an herb garden, to let it produce herbs in addition to berries/mushrooms.
Gathering buildings
| Building | Cost | Description | Workplaces | Storage | Relocation | Requires Maintenance |
|---|---|---|---|---|---|---|
| Logging camp |
Produces |
3 | 28 timber | |||
| Woodcutter's lodge |
Produces firewood from trees. | 3 | 50 generic |
| ||
| Sawpit |
Produces planks from trees. | 2 | 50 generic 5 timber |
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| Forester's hut |
Plants trees. | 2 | - |
| ||
| Forager hut |
Gathers berries and mushrooms from nearby deposits. Can be upgraded. |
4 | 50 pantry |
| ||
| Hunting camp |
- | Produces small game and pelts from wild animals. Can be upgraded. |
2 | 12 generic 36 pantry |
| |
| Fisherman's hut |
Gathers carp and eel from shoal of fish in ponds and rivers respectively. | 3 | 50 pantry |
|
| |
| Stone gatherer camp |
Gathers rubble stone from the surface of nearby stone deposits. | 4 | 50 generic | |||
| Quarry |
Produces rough stone and rubble stone from the underground of rich stone deposits. | 6 | 200 generic |
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| Mining pit |
Produces iron ore, clay or salt from their respective deposits. Can be upgraded. |
4 | 50 generic |
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Logistics buildings
| Building | Cost | Description | Workplaces | Storage | Relocation |
|---|---|---|---|---|---|
| Hitching post |
- | Provides 1 stable space. Can order oxen or horses. Can be upgraded. |
2 | - | |
| Granary |
Stores mainly food and crops, but also some crafting materials and commodities. Reduces food spoilage. Can be upgraded. |
3 | 500 pantry |
| |
| Storehouse |
Stores mainly construction and crafting materials, commodities, military equipment and fuel, but also some crops and food. Can be upgraded. |
3 | 250 generic |
| |
| Trading post |
Allows for the import and export of goods with travelling merchants, tradepoints and your other regions. Can order horses. |
4 | 500 generic 500 pantry |
| |
| Pack station |
Can setup a barter connection between two of your regions. Provides 2 stable space. Can order mules. |
1 | - |
| |
| Livestock trading post |
Allows for the import and export of animals with tradepoints and your other regions. Provides 4 pasture space. Provides 2 stable space. |
3 | - |
| |
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Residential buildings
| Building | Cost | Description | Workplaces | Storage | Flexible Plot |
|---|---|---|---|---|---|
| Burgage plot |
Provides living space for one family. Can be upgraded and/or expanded, denpending on plot size. |
depending on backyard extension | depending on level and extra living house | ||
| Well |
Provides drinking water for burgage plots. Enables firefighting. Can be upgraded. |
- | - |
| |
| Marketplace |
- | Provides space to set up food- and common goods stalls. | - | Food stall: 40 pantry Common goods stall: 20 generic |
|
| Small tavern |
Provides ale for burgage plots. Can be upgraded. |
1 | 15 pantry |
| |
| Wooden church |
Provides church acces for burgage plots. Provides hallowed ground to bury your deceased villagers. Can be upgraded. |
1 | - |
| |
| Corpse pit |
- | Provides space to bury deceased people. | 4 | - |
|
Burgage plots

- Main article: Burgage plot.
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 timber for each building that fits on the plot. Each burgage plot provides 1 Living space. If they have some space sideways they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused living space and approval is high enough. Burgage plots cannot be moved. Burgage plots start at level 1.
Upgrading
To upgrade a burgage plot you need to fulfill all residential requirements. Burgage plots at Lvl 2 and higher generate regional wealth.
- Upgrading them to level 2 costs 2 timber and 8 planks and will generate 1 regional wealth per family per month.
- Upgrading them to level 3 costs 3 timber, 12 planks, 4 rooftiles and 25 regional wealth and will generate 2 regional wealth per family per month. It also doubles the living space.
Farming buildings
| Building | Cost | Description | Workplaces | Storage | Flexible Plot |
|---|---|---|---|---|---|
| Field |
- | Space to grow various crops. | - | - | |
| Farmhouse |
Employs families on the fields. Provides a place to thresh the crops after harvest. Can be upgraded. |
8 | 1200 generic 1200 pantry |
| |
| Pasture |
- | Provides pasture space. | - | - | |
| Sheep farm |
Collects wool from sheeps. Provides 5 pasture space. |
3 | 50 generic |
| |
| Windmill |
Turns grain into flour. | 3 | 250 pantry |
| |
| Communal oven |
Turns flour into bread. Needs fuel to operate. |
3 | 12 generic 50 pantry |
|
Industry buildings
| Building | Cost | Description | Workplaces | Storage | Needs Fuel | Requires Maintenance |
|---|---|---|---|---|---|---|
| Charcoal kiln |
Turns firewood into charcoal. | 3 | 60 generic |
|
| |
| Bloomery |
Turns iron ore into iron slabs. | 2 | 50 generic | |||
| Smithy |
Turns iron slabs into tools. | 2 | 50 generic |
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| Clay furnace |
Turns clay into rooftiles. | 5 | 250 generic |
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| Stonemason's station |
Turns rough stone into dressed stone. | 2 | 50 generic |
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| Lime kiln |
Turns rubble stone into mortar. | 3 | 250 generic |
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| Malthouse |
Turns barley into malt. | 2 | 12 generic 100 pantry |
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| Tannery |
Turns hides into leather. | 3 | 50 generic |
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| Weaver's workshop |
Turns wool into yarn or flax into linen. | 3 | 50 generic |
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Administration & Military buildings
| Building | Cost | Description |
|---|---|---|
| Settlers camp |
at least 250 treasury | Starts a new settlement in claimed regions. |
| Manor |
Provides acces to your retinue and various forms of taxation. Grants 250 influence on first construction. Gives acces to the castle planner. | |
| Siege camp |
Work in Progress | Work in Progress |
Administration buildings cannot be relocated and fulfill special gameplay needs.
The Manor for example gives acces to the castle planner:

Cosmetic
| Building/Option | Description |
|---|---|
| Shrine |
Purely cosmetic content. |
| Remove bushes |
Clears an area of small bushes and rocks that are not relevant to gameplay. |




