⚠ 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: Difference between revisions

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<languages/>
<languages/>
[[File:Construction Menu.png|thumb|400px|<translate><!--T:1--> The construction menu</translate>]]
[[File:Construction Menu.png|thumb|400px|construction menu]]
<translate>
<translate>
<!--T:2-->
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.
Construction can only be done by unassigned families. In addition, at least one ox is required if the building requires [[{{tl}}Resources#Construction|timber]].


<!--T:3-->
== General ==
A few buildings have [[{{tl}}Flexible borders|flexible borders]], identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.
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.


<!--T:4-->
A few buildings have [[{{tl}}Flexible borders|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.
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.


<!--T:5-->
== Roads ==
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.
[[File:Road Construction.png|thumb|300px|road construction]]


<!--T:6-->
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.
All buildings can be demolished, which will refund all construction resources.


== Roads == <!--T:7-->
Each map starts with existing roads called 'The King's Road'. These roads cannot be removed and [[{{tl}}Trading post|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.
</translate>
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu using the check box 'snap to road'.
[[File:Road Construction.png|thumb|300px|<translate><!--T:8--> Road construction</translate>]]
<translate>
<!--T:9-->
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.


<!--T:10-->
== Homeless people's tent ==
Each map starts with an existing road called King's Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.


<!--T:11-->
Every region will start with a homeless people's tent. It will disappear once all families are housed.  
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 tents == <!--T:12-->
== Upgrades ==


<!--T:13-->
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.
Every region will start with a Homeless people's tents. They will disappear once all families are housed.  
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 == <!--T:14-->
== Gathering buildings ==
</translate>


{| class="wikitable"
{| class="wikitable"
! width=1% | <translate><!--T:37-->
! Building
Building
! Cost
! width=7% | Cost
! Description
! Effects
! Workplaces
! width=1% | Workplaces
! Storage
! width=9% | Storage
! Relocation
! width=1% | Development branch
! Requires Maintenance
! width=1% | Relocation</translate>
|-
|-
| <translate><!--T:38--> '''[[{{tl}}Logging camp|Logging camp]]''' || 2 timber || Turns trees into timber. || 3 || 28 timber || || </translate>{{Yes}}
| style="text-align:center" | '''[[{{tl}}Logging camp|Logging camp]]'''<br>[[File:logging_camp_icon_v2.png]]
| {{Icon|timber}} 2 timber
| Produces {{Icon|timber}} timber from trees.
| style="text-align:center"| 3  
| 28 timber
| {{Yes}}
| {{Yes}}
|-
|-
| <translate><!--T:39--> '''[[{{tl}}Woodcutter's lodge|Woodcutter's lodge]]''' || 1 timber || Turns trees into firewood. || 3 || 50 Generic || || </translate>{{Yes}}
| style="text-align:center" | '''[[{{tl}}Woodcutter's lodge|Woodcutter's lodge]]'''<br>[[File:woodcutters_lodge_icon.png]]
| {{Icon|timber}} 1 timber
| Produces firewood from trees.
| style="text-align:center"| 3
| 50 generic
| {{Yes}}
| {{No}}
|-
|-
| <translate><!--T:40--> '''Sawpit''' || 2 timber || Turns timber into planks.<br />Can set a ''construction reserve'' of timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks</br>5 Timber ||  || </translate>{{Yes}}
| style="text-align:center" | '''[[{{tl}}Sawpit|Sawpit]]'''<br>[[File:sawpit_icon.png]]
| {{Icon|timber}} 2 timber
| Produces planks from trees.
| style="text-align:center"| 2
| 50 generic<br>5 timber
| {{Yes}}
| {{Yes}}
|-
|-
| <translate><!--T:41--> '''[[{{tl}}Forester's hut|Forester's hut]]''' || 2 timber || Plants trees. || 2 || || || </translate>{{Yes}}
| style="text-align:center" | '''[[{{tl}}Forester's hut|Forester's hut]]'''<br>[[File:foresters_hut_icon.png]]
| {{Icon|timber}} 2 timber
| Plants trees.
| style="text-align:center"| 2
| style="text-align:center"| -
| {{Yes}}
| {{No}}
|-
|-
| <translate><!--T:42--> '''[[{{tl}}Charcoal kiln|Charcoal kiln]]''' || 2 timber || Turns 1 firewood into 2 charcoal. || 3 || 50 generic || Charcoal burning || </translate>{{No}}
| style="text-align:center" | '''[[{{tl}}Forager hut|Forager hut]]'''<br>[[File:forager_hut_icon.png]]
| {{Icon|timber}} 1 timber
| Gathers berries and mushrooms from nearby deposits.<br>Can be upgraded.
| style="text-align:center"| 4
| 50 pantry
| {{Yes}}
| {{No}}
|-
|-
| <translate><!--T:43--> '''[[{{tl}}Hunting camp|Hunting camp]]''' || || Turns wild animals into meat and hides.<br />Can set a ''hunting limit'', meaning the building will only work if the animal number is greater. || 2 || 12 Generic<br />36 Pantry || || </translate>{{Yes}}
| style="text-align:center" | '''[[{{tl}}Hunting camp|Hunting camp]]'''<br>[[File:hunting_camp_icon.png]]
| style="text-align:center"| -
| Produces small game and pelts from wild animals.<br>Can be upgraded.
| style="text-align:center"| 2
| 12 generic<br>36 pantry
| {{Yes}}
| {{No}}
|-
|-
| <translate><!--T:44--> '''[[{{tl}}Forager hut|Forager hut]]''' || 1 timber || Gathers berries from nearby berry deposits.<br />Can be upgraded with a ''herb garden'' for 2 planks and 25 regional wealth, allowing it to produce herbs. || 4 || 50 Pantry || || </translate>{{Yes}}
| style="text-align:center" | '''[[{{tl}}Fisherman's hut|Fisherman's hut]]'''<br>[[File:fishermans_hut_icon.png]]
| {{Icon|timber}} 2 timber
| Gathers carp and eel from shoal of fish in ponds and rivers respectively.
| style="text-align:center"| 3
| 50 pantry
| {{No}}
| {{No}}
|-
|-
| <translate><!--T:45--> '''Apiary''' || 4 planks || Produces honey.<br>Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Pantry</br>5 Generic || Beekeeping || </translate>{{No}}
| style="text-align:center" | '''[[{{tl}}Stone gatherer camp|Stone gatherer camp]]'''<br>[[File:stone_gatherer_camp_icon.png]]
|}
| {{Icon|timber}} 1 timber
 
| Gathers rubble stone from the surface of nearby stone deposits.
<translate>
| style="text-align:center"| 4
 
| 50 generic
== Mining buildings == <!--T:16-->
| {{Yes}}
 
| {{Yes}}
<!--T:17-->
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.
 
<!--T:18-->
With the Deep mining development branch the [[{{tl}}Mining pit|Mining pit]] can be upgraded to a Deep mine if it is placed over a Rich deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.
{| class="wikitable"
! Building
! Cost
! Produces
! Required deposit
! Relocation
|-
|-
| '''Stonecutter camp''' || 1 Timber 4 Planks || Stone || Fieldstone deposit || {{Yes}}
| style="text-align:center" | '''[[{{tl}}Quarry|Quarry]]'''<br>[[File:quarry_icon.png]]
| {{Icon|timber}} 2 timber<br>{{Icon|planks}} 6 planks
| Produces rough stone and rubble stone from the underground of rich stone deposits.
| style="text-align:center"| 6
| 200 generic
| {{No}}
| {{Yes}}
|-
|-
| rowspan=2 | '''Mining pit''' || rowspan=2 | 4 Planks || Iron Ore || Iron deposit || rowspan=2 | {{No}}
| style="text-align:center" | '''[[{{tl}}Mining pit|Mining pit]]'''<br>[[File:mining_pit_icon.png]]
| {{Icon|planks}} 4 planks
| Produces iron ore, clay or salt from their respective deposits.<br>Can be upgraded.
| style="text-align:center"| 4
| 50 generic
| {{No}}
| {{Yes}}
|-
|-
| Clay || Clay deposit
| colspan="7" |
* 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 == <!--T:19-->
== Logistics buildings ==


<!--T:20-->
<!--T:20-->
Line 94: Line 131:
! Building
! Building
! Cost
! Cost
! Effects
! Description
! Workplaces
! Workplaces
! Storage
! Relocation
! Relocation
|-
|-
| '''[[{{tl}}Granary|Granary]]''' || 2 Timber<br>10 Stone || Stores up to 500 food resources, crops or Ale.<br>Workers collect, store and distribute goods using the Pantry.<br>If enabled, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.<br>Can be upgraded to Large granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 3 || {{No}}
| style="text-align:center" | '''[[{{tl}}Hitching post|Hitching post]]'''<br>[[File:hitching_post_icon.png]]
| style="text-align:center"| -
| Provides 1 stable space.<br>Can order oxen or horses.<br>Can be upgraded.
| style="text-align:center"| 2
| style="text-align:center"| -
| {{Yes}}
|-
|-
| '''[[{{tl}}Storehouse|Storehouse]]''' || 2 Timber || Stores up to 250 non-food resources.<br>Workers collect, store and distribute goods using Generic storage.<br>If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.<br>Can manually restrict what resources are stored inside.<br>Protects resources from weather if weather events are enabled.<br>Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 3 || {{No}}
| style="text-align:center" | '''[[{{tl}}Granary|Granary]]'''<br>[[File:granary_icon.png]]
| {{Icon|timber}} 2 timber<br>{{Icon|rubble stone}} 10 rubble stone
| Stores mainly food and crops, but also some crafting materials and commodities.<br>Reduces food spoilage.<br>Can be upgraded.
| style="text-align:center"| 3
| 500 pantry
| {{No}}
|-
|-
| '''Pack station''' || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.<br>Employ Mules to transport up to 20 goods per trip.<br>Provides 2 Stable Space.<br>Can order mules. || 1 || {{No}}
| style="text-align:center" | '''[[{{tl}}Storehouse|Storehouse]]'''<br>[[File:storehouse_icon.png]]
| {{Icon|timber}} 2 timber
| Stores mainly construction and crafting materials, commodities, military equipment and fuel, but also some crops and food.<br>Can be upgraded.
| style="text-align:center"| 3
| 250 generic
| {{No}}
|-
|-
| '''[[{{tl}}Hitching post|Hitching post]]''' || || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.<br>Can order horses or oxen.<br>Can be upgraded to Small stable for 2 Planks to increase Stable space by 1. || 2 ||{{Yes}}|}
| style="text-align:center" | '''[[{{tl}}Trading post|Trading post]]'''<br>[[File:trading_post_icon.png]]
| {{Icon|timber}} 4 timber
| Allows for the import and export of goods with travelling merchants, tradepoints and your other regions.<br>Can order horses.
| style="text-align:center"| 4
| 500 generic<br>500 pantry
| {{No}}
|-
| style="text-align:center" | '''[[{{tl}}Pack station|Pack station]]'''<br>[[File:pack_station_icon.png]]
| {{Icon|timber}} 1 timber
| Can setup a barter connection between two of your regions.<br>Provides 2 stable space.<br>Can order mules.
| style="text-align:center"| 1
| style="text-align:center"| -
| {{No}}
|-
| style="text-align:center" | '''[[{{tl}}Livestock trading post|Livestock trading post]]'''<br>[[File:livestock_trading_post_icon.png]]
| {{Icon|timber}} 2 timber
| Allows for the import and export of animals with tradepoints and your other regions.<br>Provides 4 pasture space.<br>Provides 2 stable space.
| style="text-align:center"| 3
| style="text-align:center"| -
| {{No}}
|-
| colspan="6" |
* Food stored in the granary benefit from lower spoilage rates
* All items stored in granary or storehouse are protected from weather effects
|}


== Residential buildings == <!--T:21-->
== Residential buildings ==


<!--T:22-->
Marketplaces should be placed close to Burgage plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region. You can set a small surplus on the marketplaces to keep supply ready for new villagers as they move in.
{| class="wikitable"
{| class="wikitable"
! width=1% | Building
! Building
! width=7% | Cost
! Cost
! Effects
! Description
! width=1% | Relocation
! Workplaces
! width=1% | Development branch
! Storage
|-
! Flexible Plot
| '''[[{{tl}}Well]]''' || 1 Timber || Provides Drinking water to Burgage plots. Enables Firefighting.<br>If well placement in game settings was set to ''unconstrained'' it can be built anywhere.<br>If well placement in game settings was set to ''underground water'' it requires underground water. Can upgrade to a stone well. || {{No}} ||
|-
|-
| '''[[{{tl}}Marketplace|Marketplace]]''' || || Provides space for families to set up stalls and distribute their produce to the Burgage plots.<br>A healthy supply and demand ratio of goods is needed to fulfill Residential requirements and keep Approval high.<br>Each stall can store 20 resources. || {{No}} ||
| style="text-align:center" | '''[[{{tl}}Burgage plot|Burgage plot]]''' <br>[[File:burgage_plot_icon.png]]
| {{Icon|timber}} 2 timber
| Provides living space for one family.<br>Can be upgraded and/or expanded, denpending on plot size.
| depending on [[burgage plot#Backyard_Extensions|backyard&nbsp;extension]]
| depending on level and extra living house
| {{Yes}}
|-
|-
| '''Firewood cart''' || || Turns 1 Regional wealth into 1 Firewood.<br>Can store 15 Firewood.<br>Region does not pay the Transport fee.<br>Must be placed in the Marketplace. || {{Yes}} || Foreign suppliers
| style="text-align:center" | '''[[{{tl}}Well|Well]]'''<br>[[File:well_icon.png]]
| {{Icon|timber}} 1 timber
| Provides drinking water for burgage plots.<br>Enables firefighting.<br>Can be upgraded.
| style="text-align:center"| -
| style="text-align:center"| -
| {{No}}
|-
|-
| '''Food cart''' || || Turns 4 Regional wealth into 1 Bread.<br>Can store 15 Bread.<br>Region does not pay the Transport fee.<br>Must be placed in the Marketplace. || {{Yes}} || Foreign Suppliers
| style="text-align:center" | '''[[{{tl}}Marketplace|Marketplace]]'''<br>[[File:marketplace_icon.png]]
| style="text-align:center"| -
| Provides space to set up food- and common goods stalls.
| style="text-align:center"| -
| Food stall: 40 pantry<br>Common goods stall: 20 generic
| {{Yes}}
|-
|-
| '''Small Tavern''' || 3 Timber 4 Planks || Fulfills 1 level of Entertainment requirement for the Burgage plots.<br>Needs Ale to function.<br>Can store 15 Ale. || {{No}} ||
| style="text-align:center" | '''[[{{tl}}Small tavern|Small tavern]]'''<br>[[File:small_tavern_icon.png]]
| {{Icon|timber}} 3 timber<br>{{Icon|planks}} 4 planks
| Provides ale for burgage plots.<br>Can be upgraded.
| style="text-align:center"| 1
| 15 pantry
| {{No}}
|-
|-
| '''[[{{tl}}Wooden church|Wooden church]]''' || 5 Timber<br>20 planks<br>10 Stone || Fulfills the Faith requirement equal to its level for the Burgage plots.<br>Provides Hallowed ground for Burial of the dead villagers.<br>Workers become Gravediggers.<br>Church bell sound effect can be changed at any point.<br>Can be upgraded to Small stone church for 5 Timber, 20 Stone, 10 Planks and 10 Roof tiles to satisfy level 2 needs. || {{No}} ||
| style="text-align:center" | '''[[{{tl}}Wooden church|Wooden church]]'''<br>[[File:wooden_church_icon.png]]
| {{Icon|timber}} 5 timber<br>{{Icon|planks}} 20 planks<br>{{Icon|rubble stone}} 10 rubble stone
| Provides church acces for burgage plots.<br>Provides hallowed ground to bury your deceased villagers.<br>Can be upgraded.
| style="text-align:center"| 1
| style="text-align:center"| -
| {{No}}
|-
|-
| '''Corpse pit''' || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.<br>Workers become Gravediggers. || {{No}} ||
| style="text-align:center" | '''[[{{tl}}Corpse pit|Corpse pit]]'''<br>[[File:corpsepit_icon.png]]
| style="text-align:center"| -
| Provides space to bury deceased people.
| style="text-align:center"| 4
| style="text-align:center"| -
| {{No}}
|}
|}
=== Burgage plots ===


=== Burgage plots === <!--T:23-->
[[File:Burgage Plot Construction.jpg|thumb|400px| burgage plot construction]]
{{Main|{{tl}}Burgage plot|Burgage plot}}


</translate>
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.
[[File:Burgage Plot Construction.jpg|thumb|400px|<translate><!--T:24--> Burgage plot construction</translate>]]
{{Main|{{tl}}Burgage plot|<translate><!--T:36--> Burgage plot</translate>}}
<translate>
<!--T:25-->
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 but not sufficient for another Burgage plots then 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 them to level 2 requires the Small village settlement level, costs 2 Timber and 8 Planks and will generate 1 Regional wealth per family per month.
* Upgrading them to level 3 requires the Medium village settlement level, costs 3 Timber, 12 Planks, 4 Roof tiles and 25 Regional wealth and will generate 2 Regional wealth per family per month. It also increases Living space by 1, or 2 for expanded buildings.


====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 == <!--T:27-->
== Farming buildings ==


<!--T:28-->
{| class="wikitable" style="width:100%;"
Farming buildings cannot be relocated.
! Building
{| class="wikitable"
! Cost
! width=1% | Building
! Description
! width=7% | Cost
! Workplaces
! Effects
! Storage
! width=1% | Workplaces
! Flexible Plot
! width=8% | Storage
|-
|-
| '''Field''' || || Space to grow Wheat, Barley, Flax, or Fallow.<br>To employ peasants on the fields, you need to build a Farmhouse.<br>Larger fields are more effective but also take longer to plow by hand.<br>All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.<br>Resources are collected in September.<br>All fields can be given a priority, which determines they order they are worked on.<br>With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || ||  
| style="text-align:center" | '''[[{{tl}}Field|Field]]'''<br>[[File:field_icon.png]]
| style="text-align:center"| -
| Space to grow various crops.
| style="text-align:center"| -
| style="text-align:center"| -
| {{Yes}}
|-
|-
| '''Farmhouse''' || 3 Timber || Used to employ families on the Field.<br>Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.<br>Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.<br>Can store up to 1200 resources.<br>With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops
| style="text-align:center" | '''[[{{tl}}Farmhouse|Farmhouse]]'''<br>[[File:farmhouse_icon.png]]
| {{Icon|timber}} 3 timber
| Employs families on the fields.<br>Provides a place to thresh the crops after harvest.<br>Can be upgraded.
| style="text-align:center"| 8
| 1200 generic<br>1200 pantry
| {{No}}
|-
|-
| '''Pasture''' || || Provides Pasture space. || ||  
| style="text-align:center" | '''[[{{tl}}Pasture|Pasture]]'''<br>[[File:pasture_icon.png]]
| style="text-align:center"| -
| Provides pasture space.
| style="text-align:center"| -
| style="text-align:center"| -
| {{Yes}}
|-
|-
| '''Sheep farm''' || 1 Timber || Collects Wool from grazing Sheep.<br>Sheep must first be imported via the Livestock trader.<br>Provides 5 Pasture space. || 3 || 50 Generic
| style="text-align:center" | '''[[{{tl}}Sheep farm|Sheep farm]]'''<br>[[File:sheep_farm_icon.png]]
| {{Icon|timber}} 2 timber
| Collects wool from sheeps.<br>Provides 5 pasture space.
| style="text-align:center"| 3
| 50 generic
| {{No}}
|-
|-
| '''Windmill''' || 2 Timber 8 Planks || Turns Grain into Flour.<br>Efficiency increases with distance from trees and buildings. || 3 || 250 Pantry
| style="text-align:center" | '''[[{{tl}}Windmill|Windmill]]'''<br>[[File:windmill_icon.png]]
| {{Icon|timber}} 2 timber<br>{{Icon|planks}} 8 planks
| Turns grain into flour.
| style="text-align:center"| 3
| 250 pantry
| {{No}}
|-
|-
| '''Communal oven''' || 2 Timber 4 Planks 10 Stone || Turns Flour into Bread. || 3 || 50 Pantry</br>12 Generic
| style="text-align:center" | '''[[{{tl}}Communal oven|Communal oven]]'''<br>[[File:communal_oven_icon.png]]
| {{Icon|timber}} 2 timber<br>{{Icon|planks}} 4 planks<br>{{Icon|rubble stone}} 10 rubble Stone
| Turns flour into bread.<br>Needs fuel to operate.
| style="text-align:center"| 3
| 12 generic<br>50 pantry
| {{No}}
|}
|}


== Industry buildings == <!--T:29-->
== Industry buildings ==


<!--T:30-->
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay furnace which can store 250. Industry buildings cannot be relocated.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Cost
! Cost
! Requires
! Description
! Produces
! Workplaces
! Workplaces
! Needs fuel
! Storage
! Needs Fuel
! Requires Maintenance
|-
|-
| '''Bloomery''' || 1 Timber<br>6 Planks || Iron ore || Iron slabs || 2 ||{{Yes}}
| style="text-align:center" | '''[[{{tl}}Charcoal kiln|Charcoal kiln]]'''<br>[[File:charcoal_kiln_icon.png]]
| {{Icon|timber}} 2 timber
| Turns firewood into charcoal.
| style="text-align:center"| 3
| 60 generic
| {{No}}
| {{No}}
|-
|-
| '''Smithy''' || 1 Timber<br>4 Planks<br>6 Stone || Iron slabs || Tools || 2 ||{{Yes}}
| style="text-align:center" | '''[[{{tl}}Bloomery|Bloomery]]'''<br>[[File:bloomery_icon.png]]
| {{Icon|timber}} 1 timber<br>{{Icon|planks}} 6 planks<br>{{Icon|tools}} 1 tool
| Turns iron ore into iron slabs.
| style="text-align:center"| 2
| 50 generic
| {{Yes}}
| {{Yes}}
|-
|-
| '''Clay furnace''' || 1 Timber<br>6 Planks<br>8 Stone || Clay || Roof tiles || 5 ||{{Yes}}
| style="text-align:center" | '''[[{{tl}}Smithy|Smithy]]'''<br>[[File:smithy_icon.png]]
| {{Icon|timber}} 1 timber<br>{{Icon|planks}} 4 planks<br>{{Icon|rubble stone}}6 rubble stone
| Turns iron slabs into tools.
| style="text-align:center"| 2
| 50 generic
| {{Yes}}
| {{No}}
|-
|-
| '''Malthouse''' || 2 Timber<br>6 Planks<br>12 Stone || Barley || Malt || 2 ||{{Yes}}
| style="text-align:center" | '''[[{{tl}}Clay furnace|Clay furnace]]'''<br>[[File:clay_furnace_icon.png]]
| {{Icon|timber}} 1 timber<br>{{Icon|planks}} 6 planks<br>{{Icon|rubble stone}} 8 rubble stone
| Turns clay into rooftiles.
| style="text-align:center"| 5
| 250 generic
| {{Yes}}
| {{No}}
|-
|-
| '''Tannery''' || 2 Timber<br>6 Stone || Hides || Leather || 3 || {{No}}
| style="text-align:center" | '''[[{{tl}}Stonemason's station|Stonemason's station]]'''<br>[[File:stonemasons_station_icon.png]]
| {{Icon|planks}} 8 planks<br>{{Icon|tools}} 1 tool
| Turns rough stone into dressed stone.
| style="text-align:center"| 2
| 50 generic
| {{No}}
| {{Yes}}
|-
|-
| rowspan=2 | '''Weaver workshop''' || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | {{No}}
| style="text-align:center" | '''[[{{tl}}Lime kiln|Lime kiln]]'''<br>[[File:lime_kiln_icon.png]]
| {{Icon|timber}} 1 timber<br>{{Icon|planks}} 6 planks<br>{{Icon|rubble stone}} 8 rubble stone
| Turns rubble stone into mortar.
| style="text-align:center"| 3
| 250 generic
| {{Yes}}
| {{No}}
|-
|-
| Flax || Linen
| style="text-align:center" | '''[[{{tl}}Malthouse|Malthouse]]'''<br>[[File:malthouse_icon.png]]
| {{Icon|timber}} 2 timber<br>{{Icon|planks}} 6 planks<br>{{Icon|rubble stone}} 12 rubble stone
| Turns barley into malt.
| style="text-align:center"| 2
| 12 generic<br>100 pantry
| {{Yes}}
| {{No}}
|-
|-
| '''Dyer's workshop''' || 2 Timber || Berries || Dyes || 4 || {{No}}
| style="text-align:center" | '''[[{{tl}}Tannery|Tannery]]'''<br>[[File:tannery_icon.png]]
| {{Icon|timber}} 2 timber<br>{{Icon|planks}} 6 planks
| Turns hides into leather.
| style="text-align:center"| 3
| 50 generic
| {{No}}
| {{No}}
|-
| style="text-align:center" | '''[[{{tl}}Weaver's workshop|Weaver's workshop]]'''<br>[[File:weavers_workshop_icon.png]]
| {{Icon|timber}} 4 timber
| Turns wool into yarn or flax into linen.
| style="text-align:center"| 3
| 50 generic
| {{No}}
| {{No}}
|-
| colspan="7" |
* The stonemason's station is the only industry building with free relocation.
|}
|}


== Trade buildings == <!--T:31-->
== Administration & Military buildings ==


<!--T:32-->
Trade buildings can be set to export and import with other regions in exchange for Regional wealth. They cannot be relocated.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Cost
! Cost
! Trades
! Description
! Notes
|-
! Workplaces
| style="text-align:center" | '''[[{{tl}}Settlers camp|Settlers camp]]'''<br>[[File:settlers_camp_icon.png]]
| at least 250 treasury
| Starts a new settlement in claimed regions.
|-
|-
| '''Trading post''' || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory<br>If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.<br>Can store 500 resources<br>Can order horses || 4
| style="text-align:center" | '''[[{{tl}}Manor|Manor]]'''<br>[[File:manor_icon.png]]
| {{Icon|timber}} 5 timber<br>{{Icon|planks}} 20 planks<br>{{Icon|rubble stone}} 15 rubble stone
| Provides acces to your retinue and various forms of taxation.<br>Grants 250 influence on first construction.<br>Gives acces to the castle planner.
|-
|-
| '''Livestock trading post''' || 2 Timber || Animals || Provides 4 Pasture space<br>Provides 2 Stable space || 3
| style="text-align:center" | '''[[{{tl}}Siege camp|Siege camp]]'''<br>[[File:siege_camp_icon.png]]
| Work in Progress
| Work in Progress
|}
|}
Administration buildings cannot be relocated and fulfill special gameplay needs.<br>The Manor for example gives acces to the castle planner:


== Administration buildings == <!--T:33-->
[[File:Castle Planner Screen.jpg|thumb|none|400px|castle planner]]


</translate>
== Cosmetic ==
[[File:Castle Planner Screen.jpg|thumb|400px|<translate><!--T:34--> The castle planner</translate>]]
 
<translate>
{| class="wikitable"
<!--T:35-->
! Building/Option
Administration buildings cannot be relocated and fulfills special gameplay needs.
! Description
* '''Settlers camp''' can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless people's tents.
|-
* '''Manor''' costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:
| style="text-align:center" |'''Shrine'''<br>[[File:shrine_icon.png]]
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.
| Purely cosmetic content.
** Outer towers cost 10 Timber and 5 Stone each and provides 10 Garrison space.
|-
** The garrison tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.
| style="text-align:center" |'''Remove bushes'''<br>[[File:remove_bushes_icon.png]]
** Tax offices cost 4 Timber. At present, this building is purely cosmetic; it is undergoing a rework.
| Clears an area of small bushes and rocks that are not relevant to gameplay.
|}


</translate>
</translate>
{{NavboxBuildings}}

Latest revision as of 22:50, 23 December 2025

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.