Buildings/sv

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.

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.

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.

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.

Logistics buildings
{| class="wikitable" ! Building ! Cost ! Effects ! Workplaces ! Relocation
 * Granary || 2 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. || 5 || No
 * Storehouse || 2 Timber || Stores 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. || 2 || No
 * Pack station || 1 Timber || Can 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. || 1 || No
 * Hitching Post || 1 Timber || Provides 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. || 2 ||Yes|}
 * Pack station || 1 Timber || Can 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. || 1 || No
 * Hitching Post || 1 Timber || Provides 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. || 2 ||Yes|}
 * Hitching Post || 1 Timber || Provides 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. || 2 ||Yes|}
 * Hitching Post || 1 Timber || Provides 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. || 2 ||Yes|}

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.

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.
 * 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.

Farming buildings
Farming buildings cannot be relocated.

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.

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

Administration buildings
Administration buildings cannot be relocated and fulfills special gameplay needs.
 * 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. At present, this building is purely cosmetic; it is undergoing a rework.