Manor Lords – Guide to Buildings

Buildings

Construction can only be done by unassigned families work. 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.

The construction menu

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

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.

Road construction

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.

Homeless People’s Tents

Every region will start with a Homeless People’s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.

Gathering Buildings

BuildingCostEffectsWorkplacesStorageRelocation
Logging Camp2 TimberTurns trees into Timber.328 TimberYes
Woodcutter’s Lodge1 TimberTurns trees into Firewood.350 FirewoodYes
Sawpit2 TimberTurns Timber into Planks. Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater.250 PlanksYes
Forester’s Hut2 TimberProduces trees.2Yes
Charcoal Kiln2 TimberTurns 1 Firewood into 2 Charcoal.350 CharcoalNo
Hunting CampTurns Wild Animals into Meat and Hides. Can set a Hunting Limit, meaning the building will only work if the animal number is greater.212 Hides
36 Meat
Yes
Forager Hut1 TimberGathers Berries from nearby Berry Deposits. Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs.450 BerriesYes
Apiary2 PlanksProduces Honey. Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields.45 HoneyNo

Mining Buildings

Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.

With the Deep Mining development branch the 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.

BuildingCostProducesRequired depositRelocation
Stonecutter Camp2 TimberStoneFieldstone depositYes
Mining Pit1 TimberIron OreIron depositNo
ClayClay deposit

Logistics Buildings

BuildingCostEffectsWorkplacesRelocation
Granary2 Timber
10 Stone
Stores up to 500 food resources or Ale. Workers collect, store and distribute goods using the Pantry. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500.5No
Storehouse2 TimberStores up to 250 non-food resources. Workers collect, store and distribute goods using Generic Storage. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. Can manually restrict what resources are stored inside. Protects resources from weather if weather events are enabled. Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500.2No
Pack Station1 TimberCan choose 1 resource to send and 1 resource to receive from another owned region. Employ Mules to transport up to 20 goods per trip. Provides 2 Stable Space. Can order mules.1No
Hitching Post1 TimberProvides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Can order horses or oxen. Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1.2Yes

Residential Buildings

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.

BuildingCostEffectsRelocation
Well1 TimberProvides Drinking Water to Burgage Plots. Enables Firefighting. If well placement in game settings was set to unconstrained it can be built anywhere. If well placement in game settings was set to underground water it requires underground water.No
MarketplaceProvides space for families to set up stalls and distribute their produce to the Burgage Plots. A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high. Each stall can store 50 resources.No
Firewood CartTurns 1 Regional Wealth into 1 Firewood. Can store 15 Firewood. Region does not pay the Transport Fee. Must be placed in the Marketplace.Yes
Food CartTurns 4 Regional Wealth into 1 Bread. Can store 15 Bread. Region does not pay the Transport Fee. Must be placed in the Marketplace.Yes
Tavern5 TimberFulfills 1 level of Entertainment requirement for the Burgage Plots. Needs Ale to function. Can store 100 Ale.No
Wooden Church5 Timber
20 Planks
10 Stone
Fulfills the Faith requirement equal to its level for the Burgage Plots. Provides Hallowed Ground for Burial of the dead villagers. Workers become Gravediggers. Church bell sound effect can be changed at any point. Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs.No
Corpse PitNot all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly. Workers become Gravediggers.No

Burgage Plots

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.

Burgage plot construction

Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.

Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 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.

If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.

Backyard extensionRequired levelCostProduces
Vegetable Garden115 Regional WealthVegetables (yields depend on plot size)
Chicken Coop125 Regional WealthEggs
Goat Shed125 Regional WealthHides
Apple Orchard150 Regional WealthApples (September only, yield is reduced for the first 3 years)
Bowyer’s Workshop24 PlanksWarbows from Planks
Joiner’s Workshop24 PlanksWooden Parts from Planks
Small Shields from Planks
Large Shields from Planks
Brewery Extension25 Planks
5 Regional Wealth
Ale from Malt
Cobbler’s Workshop25 Planks
5 Regional Wealth
Shoes from Leather
Tailor’s Workshop25 Planks
5 Regional Wealth
Clothes from Linen and Dyes
Cloaks from Yarn and Dyes
Gambesons from Linen
Blacksmith’s Workshop25 Planks
5 Regional Wealth
Tools from Iron Slabs
Sidearms from Iron Slabs
Spears from Iron Slabs and Planks
Polearms from Iron Slabs and Planks
Bakery Extension25 Planks
5 Regional Wealth
Bread from Flour (twice as efficient as Communal Oven)
Armorer’s Workshop24 Planks
10 Regional Wealth
Helmets from Iron Slabs
Mail Armor from Iron Slabs (requires Advanced Armormaking)
Player Armor from Iron Slabs (requires Master Armormaking)

Farming Buildings

Farming buildings cannot be relocated.

BuildingCostEffectsWorkplacesStorage
FieldSpace to grow Wheat, Barley, Flax, or Fallow. To employ peasants on the fields, you need to build a Farmhouse. Larger fields are more effective but also take longer to plow by hand. All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year. Resources are collected in September. All fields can be given a priority, which determines they order they are worked on. With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop.
Farmhouse3 TimberUsed to employ families on the Field. Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them. Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain. Can store up to 1200 resources. With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here.81200 Crops
PastureProvides Pasture Space.
Sheep Farm1 TimberCollects Wool from grazing Sheep. Sheep must first be imported via the Livestock Trader. Provides 5 Pasture Space.350 Wool
Windmill4 TimberTurns Grain into Flour. Efficiency increases with distance from trees and buildings.3250 Flour
Communal Oven2 TimberTurns Flour into Bread.350 Bread

Industry Buildings

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.

BuildingCostRequiresProducesWorkplacesNeeds fuel
Bloomery2 TimberIron OreIron Slabs2Yes
Smithy2 TimberIron SlabsTools2Yes
Clay Furnace2 Timber
5 Stone
ClayRoof Tiles5Yes
Malthouse4 TimberBarleyMalt2Yes
Tannery4 TimberHidesLeather3No
Weaver Workshop4 TimberWoolYarn3No
FlaxLinen
Dyer’s Workshop2 TimberBerriesDyes4No

Trade Buildings

Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.

BuildingCostTradesNotesWorkplaces
Trading Post4 TimberResources1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory
If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.
Can store 500 resources
Can order horses
4
Livestock Trading Post2 TimberAnimalsProvides 4 Pasture Space
Provides 2 Stable Space
3

Administration Buildings

Administration buildings cannot be relocated and fulfills special gameplay needs.

The castle planner

  • 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:
    • Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.
    • 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.
    • Tax Offices cost 4 Timber.
Volodymyr Azimoff
About Volodymyr Azimoff 13787 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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