⚠ 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

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| '''Tannery''' || 4 Timber || Hides || Leather || <span style="color:green;">'''No'''</span>
| '''Tannery''' || 4 Timber || Hides || Leather || <span style="color:green;">'''No'''</span>
|-
|-
| '''Weaver Workshop''' || 4 Timber || Wool<br>Flax || Yarn<br>Linen || <span style="color:green;">'''No'''</span>
| rowspan=2 | '''Weaver Workshop''' || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | <span style="color:green;">'''No'''</span>
|-
| Flax || Linen
|-
|-
| '''Dyer's Workshop''' || 2 Timber || Berries || Dyes || <span style="color:green;">'''No'''</span>
| '''Dyer's Workshop''' || 2 Timber || Berries || Dyes || <span style="color:green;">'''No'''</span>
|}
|}

Revision as of 10:53, 10 April 2024

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.

Gathering buildings

Building Cost Effects Relocation Development branch
Logging Camp 2 Timber Workers fell nearby trees to produce Timber. Yes
Woodcutter's Lodge 1 Timber Workers fell nearby trees to produce Firewood. Yes
Sawpit 2 Timber Workers transform Timber into Planks. Yes
Forester's Hut 2 Timber Workers plant new trees in the specified zones. Yes
Charcoal Kiln 2 Timber Charcoal kilns convert 1 Firewood into 2 Charcoal, making refueling twice as efficient. No Charcoal Burning
Hunting Camp Workers hunt Wild Animals and produce Meat and Hides. Yes
Forager Hut 1 Timber Workers gather Berries from nearby Berry Deposits. Yes
Apiary 2 Planks Workers collect Honey.
Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields.
No Beekeeping

Mining buildings

Mining buildings require resource deposits to function.

Building Cost Effects Relocation
Stonecutter Camp 2 Timber Workers gather Stone from nearby Fieldstone Deposits. Yes
Mining Pit 1 Timber Used to extract Iron Ore from Iron Deposit and Clay from Clay Deposits. No

Logistics buildings

Building Cost Effects Relocation
Granary 2 Timber
10 Stone
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.
No
Storehouse 2 Timber 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.
No
Pack Station 1 Timber Use this building to set up a Barter Connection, allowing you to send and receive goods between this and another Region in your command.
Employ Mules to transport up to 20 goods per trip.
No
Hitching Post 1 Timber Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Yes

Residential buildings

Building Cost Effects Relocation Development branch
Burgage Plot Timber (flexible) Provides living space for a single family, or 2 families when expanded. No
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 the assigned families to set up their 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.
No
Firewood Cart A permanent market stall, which provides a passive income of Firewood, as long as the region has enough Regional Wealth.
Region does not pay the Transport Fee.
Must be placed on the Marketplace.
Yes Foreign Suppliers
Food Cart A permanent market stall, which provides a passive income of Bread, as long as the region has enough Regional Wealth.
Region does not pay the Transport Fee.
Must be placed on the Marketplace.
Yes Foreign Suppliers
Tavern 5 Timber Fulfills 1 level of Entertainment requirement for the Burgage Plots.
Needs Ale to function.
No
Wooden Church 5 Timber
20 Planks
10 Stone
Fulfills 1 level of Faith requirement for the Burgage Plots.
Provides Hallowed Ground for Burial of the dead villagers.
Workers become Gravediggers.
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

Farming buildings

Farming buildings cannot be relocated.

Building Cost Effects
Field Space to grow various Crops, including Wheat, Flax and Barley.
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.
Always match crops with best ground fertility.
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 with the chosen crop.
Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is threshed into Grain.
Pasture Provides pasture space for livestock.
Sheep Farm 1 Timber Workers collect Wool from grazing Sheep.
Sheep must first be imported via the Livestock Trader.
Windmill 4 Timber Converts Grain to Flour.
Works most efficiently on empty land, unobstructed by buildings or trees.
Communal Oven 2 Timber Workers use Flour to produce Bread.

Industry buildings

Industry buildings refine resources. They cannot be relocated.

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