Buildings

Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.

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.

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.

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.

Homeless People's Tents
When you begin the game you will start with Homeless People's Tents. They will disappear once all people 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.

Residential buildings
Residential buildings should be placed close to Burgage Plots to maximize their effects.

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 costs 4 Timber and will generate 1 Regional Wealth per family per month. Upgrading them to level 3 costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month and increase Living Space by 1, or 2 for expanded ones.

If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building.
 * At level 1 they can be extended with Vegetable Garden, Chicken Coop, Goat Shed, or Apple Orchard (requires Orchardry development branch)
 * At level 2 all backyard extensions are unlocked.

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.