⚠ 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

From Manor Lords Official Wiki
m fixed missing text´s in links to windmill and comm.oven
m fixed missing ' in weavers
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| <translate> '''[[{{tl}}Tannery|Tannery]]''' || {{Icon|Timber}} 2 Timber<br>{{Icon|Planks}} 6 Planks || Turns Hides into Leather. || align="center" | 3 || align="center" | 50 generic || {{No}}</translate>
| <translate> '''[[{{tl}}Tannery|Tannery]]''' || {{Icon|Timber}} 2 Timber<br>{{Icon|Planks}} 6 Planks || Turns Hides into Leather. || align="center" | 3 || align="center" | 50 generic || {{No}}</translate>
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| <translate> '''[[{{tl}}Weaver workshop|Weavers Workshop]]''' || {{Icon|Timber}} 4 Timber || Turns Wool into Yarn or Flax into Linen. || align="center" | 3 || align="center" | 50 generic || {{No}}</translate>
| <translate> '''[[{{tl}}Weaver's workshop|Weaver's Workshop]]''' || {{Icon|Timber}} 4 Timber || Turns Wool into Yarn or Flax into Linen. || align="center" | 3 || align="center" | 50 generic || {{No}}</translate>
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Revision as of 11:50, 22 November 2025

The construction menu

Construction can only be done by unassigned families. In addition, at least one ox is required if the building requires timber.

A few 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.

Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.

Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.

All buildings can be demolished, which will refund all construction resources.

Roads

Road construction

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.

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.

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

Every region will start with a Homeless people's tents. They will disappear once all families are housed.

Gathering buildings

Building Cost Description Workplaces Storage Relocation
Logging Camp 2 Timber
1 Tool
Produces timber from trees. 3 28 timber
Woodcutter's Lodge 1 Timber
1 Tool
Produces firewood from trees. 3 50 generic
Sawpit 2 Timber
1 Tool
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 - Produce 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
4 Planks
1 Tool
Gathers rubble stone from the surface of nearby stone deposits. 4 50 generic
Quarry 1 Timber
6 Planks
1 Tool
Produces rough stone and rubble stone from the underground of rich stone deposits. 6 200 generic
Mining Pit 4 Planks
1 Tool
Produces iron ore, clay or salt from their respective deposits.
Can be upgraded.
4 50 generic
  • The Stone Gatherer Camp needs to be placed next to the deposit. Otherwise it will destroy the surface stones.
  • The Quarry and the Mining Pit 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 the 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 Roof tiles 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.
Can be upgraded.
- -
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 1 Timber Collects Wool from grazing Sheep.
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
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 Used to start 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
The castle planner

Administration buildings cannot be relocated and fulfill special gameplay needs.

The Manor for example gives acces to the castle planner.