⚠ 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

From Manor Lords Official Wiki
This page contains changes which are not marked for translation.
construction menu

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

road construction

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:

  1. You can upgrade the granary to a large granary to increases its storage capacity and number of possible handcarts.
  2. 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
2 timber Produces timber from trees. 3 28 timber
Woodcutter's lodge
1 timber Produces firewood from trees. 3 50 generic
Sawpit
2 timber Produces planks from trees. 2 50 generic
5 timber
Forester's hut
2 timber Plants trees. 2 -
Forager hut
1 timber 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
2 timber Gathers carp and eel from shoal of fish in ponds and rivers respectively. 3 50 pantry
Stone gatherer camp
1 timber Gathers rubble stone from the surface of nearby stone deposits. 4 50 generic
Quarry
2 timber
6 planks
Produces rough stone and rubble stone from the underground of rich stone deposits. 6 200 generic
Mining pit
4 planks Produces iron ore, clay or salt from their respective deposits.
Can be upgraded.
4 50 generic
  • Stone gatherer camps need to be placed next to the deposit. Otherwise they will destroy the surface stones.
  • Quarries and mining pits need to be placed ontop of the deposit.

Logistics buildings

Building Cost Description Workplaces Storage Relocation
Hitching post
- Provides 1 stable space.
Can order oxen or horses.
Can be upgraded.
2 -
Granary
2 timber
10 rubble stone
Stores mainly food and crops, but also some crafting materials and commodities.
Reduces food spoilage.
Can be upgraded.
3 500 pantry
Storehouse
2 timber 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
4 timber 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
1 timber Can setup a barter connection between two of your regions.
Provides 2 stable space.
Can order mules.
1 -
Livestock trading post
2 timber Allows for the import and export of animals with tradepoints and your other regions.
Provides 4 pasture space.
Provides 2 stable space.
3 -
  • Food stored in the granary benefit from lower spoilage rates
  • All items stored in granary or storehouse are protected from weather effects

Residential buildings

Building Cost Description Workplaces Storage Flexible Plot
Burgage plot
2 timber 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
1 timber 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
3 timber
4 planks
Provides ale for burgage plots.
Can be upgraded.
1 15 pantry
Wooden church
5 timber
20 planks
10 rubble stone
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

burgage plot construction
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
3 timber 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
2 timber Collects wool from sheeps.
Provides 5 pasture space.
3 50 generic
Windmill
2 timber
8 planks
Turns grain into flour. 3 250 pantry
Communal oven
2 timber
4 planks
10 rubble Stone
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
2 timber Turns firewood into charcoal. 3 60 generic
Bloomery
1 timber
6 planks
1 tool
Turns iron ore into iron slabs. 2 50 generic
Smithy
1 timber
4 planks
6 rubble stone
Turns iron slabs into tools. 2 50 generic
Clay furnace
1 timber
6 planks
8 rubble stone
Turns clay into rooftiles. 5 250 generic
Stonemason's station
8 planks
1 tool
Turns rough stone into dressed stone. 2 50 generic
Lime kiln
1 timber
6 planks
8 rubble stone
Turns rubble stone into mortar. 3 250 generic
Malthouse
2 timber
6 planks
12 rubble stone
Turns barley into malt. 2 12 generic
100 pantry
Tannery
2 timber
6 planks
Turns hides into leather. 3 50 generic
Weaver's workshop
4 timber Turns wool into yarn or flax into linen. 3 50 generic
  • The stonemason's station is the only industry building with free relocation.

Administration & Military buildings

Building Cost Description
Settlers camp
at least 250 treasury Starts a new settlement in claimed regions.
Manor
5 timber
20 planks
15 rubble stone
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:

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.