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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.

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Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.
<languages/>
[[File:Construction Menu.png|thumb|400px|construction menu]]
<translate>
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.


Some buildings have 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.
== 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.


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.
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.
== Roads ==
[[File:Road Construction.png|thumb|300px|road construction]]


All buildings can be demolished, which will refund all construction resources.
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 [[{{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.
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 ==
== Gathering buildings ==
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Cost
! Cost
! Effects
! Description
! Workplaces
! Storage
! Relocation
! Relocation
! Development branch
! Requires Maintenance
|-
| 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}}
|-
| 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}}
|-
| 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}}
|-
|-
| '''Logging Camp''' || 2 Timber || Workers fell nearby trees to produce Timber.<br>Can store 28 Timber. || <span style="color:green;">'''Yes'''</span> ||  
| 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}}
|-
|-
| '''Woodcutter's Lodge''' || 1 Timber || Workers fell nearby trees to produce Firewood. || <span style="color:green;">'''Yes'''</span> ||  
| 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}}
|-
|-
| '''Sawpit''' || 2 Timber || Workers transform Timber into Planks. || <span style="color:green;">'''Yes'''</span> ||  
| 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}}
|-
|-
| '''Forester's Hut''' || 2 Timber || Workers plant new trees in the specified zones. || <span style="color:green;">'''Yes'''</span> ||  
| 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}}
|-
|-
| '''Charcoal Kiln''' || 2 Timber || Charcoal kilns convert 1 Firewood into 2 Charcoal, making refueling twice as efficient. || <span style="color:red;">'''No'''</span> || Charcoal Burning
| 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.
| style="text-align:center"| 4
| 50 generic
| {{Yes}}
| {{Yes}}
|-
|-
| '''Hunting Camp''' || || Workers hunt Wild Animals and produce Meat and Hides. || <span style="color:green;">'''Yes'''</span> ||  
| 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}}
|-
|-
| '''Forager Hut''' || 1 Timber || Workers gather Berries from nearby Berry Deposits. || <span style="color:green;">'''Yes'''</span> ||  
| 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}}
|-
|-
| '''Apiary''' || 2 Planks || Workers collect Honey.<br>Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || <span style="color:red;">'''No'''</span> || Beekeeping
| 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.
|}
|}


== Mining buildings ==
== Logistics buildings ==
Mining buildings must be constructed near resource deposits.
 
<!--T:20-->
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Cost
! Cost
! Produces
! Description
! Required deposit
! Workplaces
! Storage
! Relocation
! Relocation
|-
|-
| '''Stonecutter Camp''' || 2 Timber || Stone || Fieldstone deposit || <span style="color:green;">'''Yes'''</span>
| 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}}
|-
|-
| rowspan=2 | '''Mining Pit''' || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | <span style="color:red;">'''No'''</span>
| 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}}
|-
|-
| Clay || Clay deposit
| 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.
== Logistics buildings ==
| style="text-align:center"| 3
{| class="wikitable"
| 250 generic
! width=1% | Building
| {{No}}
! width=7% | Cost
! Effects
! width=1% | Relocation
|-
|-
| '''Granary''' || 2 Timber<br>10 Stone || Stores up to 500 food resources or Ale.<br>Workers collect, store and distribute goods using the Pantry.<br>If needed, 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.<br>Up to 5 families can work here. || <span style="color:red;">'''No'''</span>
| 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}}
|-
|-
| '''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.<br>Up to 2 families can work here. || <span style="color:red;">'''No'''</span>
| 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}}
|-
|-
| '''Pack Station''' || 1 Timber || Use this building to set up a Barter Connection, allowing you to send and receive goods between this and another Region in your command.<br>Employ Mules to transport up to 20 goods per trip. || <span style="color:red;">'''No'''</span>
| 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}}
|-
|-
| '''Hitching Post''' || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. || <span style="color:green;">'''Yes'''</span>
| 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 ==
== Residential buildings ==
{| 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
|-
|-
| '''Burgage Plot (level 1)''' || Timber (flexible) || Provides living space for a single family, or 2 families when expanded.<br>New families will join the region if Approval is high enough and there is sufficient space for them.<br>Can be upgraded to level 2 for 4 Timber, which will generate 1 Regional Wealth per family per month. || <span style="color:red;">'''No'''</span> ||  
| 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}}
|-
|-
| '''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. || <span style="color:red;">'''No'''</span> ||  
| 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}}
|-
|-
| '''Marketplace''' || || Provides space for the assigned families to set up their 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. || <span style="color:red;">'''No'''</span> ||
| 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}}
|-
|-
| '''Firewood Cart''' || || A permanent market stall, which provides a passive income of Firewood, as long as the region has enough Regional Wealth. <br>Region does not pay the Transport Fee.<br>Must be placed on the Marketplace. || <span style="color:green;">'''Yes'''</span> || Foreign Suppliers
| 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}}
|-
|-
| '''Food Cart''' || || A permanent market stall, which provides a passive income of Bread, as long as the region has enough Regional Wealth. <br>Region does not pay the Transport Fee.<br>Must be placed on the Marketplace. || <span style="color:green;">'''Yes'''</span> || Foreign Suppliers
| 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}}
|-
|-
| '''Tavern''' || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.<br>Needs Ale to function. || <span style="color:red;">'''No'''</span> ||
| style="text-align:center" | '''[[{{tl}}Corpse pit|Corpse pit]]'''<br>[[File:corpsepit_icon.png]]
|-
| style="text-align:center"| -
| '''Wooden Church''' || 5 Timber<br>20 Planks<br>10 Stone || Fulfills 1 level of Faith requirement for the Burgage Plots.<br>Provides Hallowed Ground for Burial of the dead villagers.<br>Workers become Gravediggers. || <span style="color:red;">'''No'''</span> ||  
| Provides space to bury deceased people.
|-
| style="text-align:center"| 4
| '''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. || <span style="color:red;">'''No'''</span> ||  
| style="text-align:center"| -
| {{No}}
|}
|}
=== Burgage plots ===
[[File:Burgage Plot Construction.jpg|thumb|400px| burgage plot construction]]
{{Main|{{tl}}Burgage plot|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 ==
== Farming buildings ==
Farming buildings cannot be relocated.
 
{| class="wikitable"
{| class="wikitable" style="width:100%;"
! Building
! Building
! Cost
! Cost
! Effects
! Description
! Workplaces
! Storage
! Flexible Plot
|-
|-
| '''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>Always match crops with best Fertility. All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.<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 improved the Fallow output.
| 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 with the chosen crop.<br>Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is threshed into Grain.
| 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 for livestock.
| 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 || Workers collect Wool from grazing Sheep.<br>Sheep must first be imported via the Livestock Trader.
| 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''' || 4 Timber || Converts Grain to Flour.<br>Works most efficiently on empty land, unobstructed by buildings or trees.
| 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 || Workers use Flour to produce Bread.
| 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 ==
== Industry buildings ==
Industry buildings refine resources. They cannot be relocated.
 
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Cost
! Cost
! Requires
! Description
! Produces
! Workplaces
! Needs fuel
! Storage
! Needs Fuel
! Requires Maintenance
|-
|-
| '''Bloomery''' || 2 Timber || Iron Ore || Iron Slabs || <span style="color:red;">'''Yes'''</span>
| 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''' || 2 Timber || Iron Slabs || Tools || <span style="color:red;">'''Yes'''</span>
| 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''' || 2 Timber<br>5 Stone || Clay || Clay Tiles || <span style="color:red;">'''Yes'''</span>
| 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''' || 4 Timber || Barley || Malt || <span style="color:red;">'''Yes'''</span>
| 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''' || 4 Timber || Hides || Leather || <span style="color:green;">'''No'''</span>
| 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 | <span style="color:green;">'''No'''</span>
| 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 || <span style="color:green;">'''No'''</span>
| 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 ==
== Administration & Military buildings ==
Trade buildings cannot be relocated.
 
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Cost
! Cost
! Effects
! Description
|-
| 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 || Enables Trading with the visiting Traveling Merchants, Tradepoints and Trading Posts in other regions.<br>Regional Wealth is the currency used for trade.<br>When employed, 1 family member travels to the nearest possible destination to conduct trade, while other family members help manage the inventory.<br>If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.
| 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 || Enables trading Livestock with Tradepoints and other settled regions.
| 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:
[[File:Castle Planner Screen.jpg|thumb|none|400px|castle planner]]
== Cosmetic ==


== Administration buildings ==
Administration buildings cannot be relocated.
{| class="wikitable"
{| class="wikitable"
! Building
! Building/Option
! Cost
! Description
! Effects
! Required settlement level
|-
|-
| '''Settlers Camp''' || 250 Treasury || Place it on the empty claimed territory in order to settle it. Grants base starting supplies and 5 starting families. ||
| style="text-align:center" |'''Shrine'''<br>[[File:shrine_icon.png]]
| Purely cosmetic content.
|-
|-
| '''Manor''' || 5 Timber<br>20 Planks<br>25 Stone || Grants 250 Influence and rises the Administration Level by 1.<br>After building your very first Manor, the starting retinue will join you in your palace for free. || Small Village
| style="text-align:center" |'''Remove bushes'''<br>[[File:remove_bushes_icon.png]]
| Clears an area of small bushes and rocks that are not relevant to gameplay.
|}
|}
</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.