⚠ 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
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| '''Tavern''' || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.<br>Needs Ale to function.<br>Can store 100 Ale. || <span style="color:red;">'''No'''</span> ||  
| '''Tavern''' || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.<br>Needs Ale to function.<br>Can store 100 Ale. || <span style="color:red;">'''No'''</span> ||  
|-
|-
| '''Wooden Church''' || 5 Timber<br>20 Planks<br>10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.<br>Provides Hallowed Ground for Burial of the dead villagers.<br>Workers become Gravediggers.<br>Church bell sound effect can be changed at any point.<br>Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles. || <span style="color:red;">'''No'''</span> ||  
| '''Wooden Church''' || 5 Timber<br>20 Planks<br>10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.<br>Provides Hallowed Ground for Burial of the dead villagers.<br>Workers become Gravediggers.<br>Church bell sound effect can be changed at any point.<br>Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || <span style="color:red;">'''No'''</span> ||  
|-
|-
| '''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> ||  
| '''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> ||  

Revision as of 16:18, 11 April 2024

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.

Gathering buildings

Building Cost Effects Workplaces Storage Relocation Development branch
Logging Camp 2 Timber Turns trees into Timber. 3 28 Timber Yes
Woodcutter's Lodge 1 Timber Turns trees into Firewood. 3 50 Firewood Yes
Sawpit 2 Timber Turns Timber into Planks.
Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater.
2 50 Planks Yes
Forester's Hut 2 Timber Produces trees. 2 Yes
Charcoal Kiln 2 Timber Turns 1 Firewood into 2 Charcoal. 3 50 Charcoal No Charcoal Burning
Hunting Camp Turns Wild Animals into Meat and Hides.
Can set a Hunting Limit, meaning the building will only work if the animal number is greater.
2 12 Hides
36 Meat
Yes
Forager Hut 1 Timber Gathers Berries from nearby Berry Deposits.
Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs.
4 50 Berries Yes
Apiary 2 Planks Produces Honey.
Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields.
4 5 Honey No Beekeeping

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.

Building Cost Produces Required deposit Relocation
Stonecutter Camp 2 Timber Stone Fieldstone deposit Yes
Mining Pit 1 Timber Iron Ore Iron deposit No
Clay Clay deposit

Logistics buildings

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

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.

Building Cost Effects Relocation Development branch
Well 1 Timber Provides 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
Marketplace Provides 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 Cart Turns 1 Regional Wealth into 1 Firewood.
Can store 15 Firewood.
Region does not pay the Transport Fee.
Must be placed in the Marketplace.
Yes Foreign Suppliers
Food Cart Turns 4 Regional Wealth into 1 Bread.
Can store 15 Bread.
Region does not pay the Transport Fee.
Must be placed in the Marketplace.
Yes Foreign Suppliers
Tavern 5 Timber Fulfills 1 level of Entertainment requirement for the Burgage Plots.
Needs Ale to function.
Can store 100 Ale.
No
Wooden Church 5 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 Pit Not 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.

  • 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.

Extension Required level Cost Produces Required Development Branch
Vegetable Garden 1 15 Regional Wealth Vegetables (yields depend on plot size)
Chicken Coop 1 25 Regional Wealth Eggs
Goat Shed 1 25 Regional Wealth Hides
Apple Orchard 1 50 Regional Wealth Apples (September only, yield is reduced for the first 3 years) Orchardry
Bowyer's Workshop 2 4 Planks Warbows from Planks
Joyner's Workshop 2 4 Planks Wooden Parts from Planks
Small Shields from Planks
Large Shields from Planks
Brewery Extension 2 5 Planks
5 Regional Wealth
Ale from Malt
Cobbler's Workshop 2 5 Planks
5 Regional Wealth
Shoes from Leather
Tailor's Workshop 2 5 Planks
5 Regional Wealth
Clothes from Linen and Dyes
Cloaks from Yarn and Dyes
Gambesons from Linen
Blacksmith's Workshop 2 5 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 Extension 2 5 Planks
5 Regional Wealth
Bread from Flour (twice as efficient as Communal Oven) Bakeries
Armorer's Workshop 2 4 Planks
10 Regional Wealth
Helmets
Mail Armor (requires Advanced Armormaking)
Player Armor (requires Master Armormaking)
Basic Armoring

Farming buildings

Farming buildings cannot be relocated.

Building Cost Effects Workplaces Storage
Field Space 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.
Farmhouse 3 Timber Used 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.
8 1200 Resources
Pasture Provides Pasture Space.
Sheep Farm 1 Timber Collects Wool from grazing Sheep.
Sheep must first be imported via the Livestock Trader.
Provides 5 Pasture Space.
3 50 Wool
Windmill 4 Timber Turns Grain into Flour.
Efficiency increases with distance from trees and buildings.
3 250 Flour
Communal Oven 2 Timber Turns Flour into Bread. 3 50 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.

Building Cost Requires Produces Workplaces Needs fuel
Bloomery 2 Timber Iron Ore Iron Slabs 2 Yes
Smithy 2 Timber Iron Slabs Tools 2 Yes
Clay Furnace 2 Timber
5 Stone
Clay Clay Tiles 5 Yes
Malthouse 4 Timber Barley Malt 2 Yes
Tannery 4 Timber Hides Leather 3 No
Weaver Workshop 4 Timber Wool Yarn 3 No
Flax Linen
Dyer's Workshop 2 Timber Berries Dyes 4 No

Trade buildings

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

Building Cost Trades Notes Workplaces
Trading Post 4 Timber Resources 1 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 Post 2 Timber Animals Provides 4 Pasture Space
Provides 2 Stable Space
3

Administration buildings

Administration buildings cannot be relocated.

Building Cost 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.
Manor 5 Timber
20 Planks
25 Stone
Grants 250 Influence and rises the Administration Level by 1.
Requires Fuel resources.
Enables taxing people.
After building your very first Manor, the starting retinue will join you in your palace for free.
Walls can be constructed for 2 Planks per segment. If it crosses a road it will create a Gate that costs 2 Timber.
Outer Towers can be constructed for 10 Timber and 5 Stone each. Each Outer Tower provides 10 Garrison Space.
Can be upgraded with a Garrison Tower for 10 Timber, 15 Planks and 10 Stone to increase maximum retinue by 12.
Can be upgraded with a Tax Office for 4 Timber.
Max 1 per region.
Small Village