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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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Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.
<languages/>
[[File:Construction Menu.png|thumb|400px|<translate><!--T:1--> The construction menu</translate>]]
<translate>
<!--T:2-->
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires [[{{tl}}Resources#Construction|timber]].


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.
<!--T:3-->
 
A few buildings have [[{{tl}}Flexible borders|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.


<!--T:4-->
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.


<!--T:5-->
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.


<!--T:6-->
All buildings can be demolished, which will refund all construction resources.
All buildings can be demolished, which will refund all construction resources.


== Gathering buildings ==
== Roads == <!--T:7-->
</translate>
[[File:Road Construction.png|thumb|300px|<translate><!--T:8--> Road construction</translate>]]
<translate>
<!--T:9-->
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.
 
<!--T:10-->
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.
 
<!--T:11-->
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.
 
== Homeless people's tents == <!--T:12-->
 
<!--T:13-->
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 == <!--T:14-->
</translate>
 
{| class="wikitable"
{| class="wikitable"
! Building
! width=1% | <translate><!--T:37-->
! Cost
Building
! width=7% | Cost
! Effects
! Effects
! Relocation
! width=1% | Workplaces
! Development branch
! width=9% | Storage
! width=1% | Development branch  
! width=1% | Relocation</translate>
|-
|-
| '''Logging Camp''' || 2 Timber || Workers fell nearby trees to produce Timber.<br>Can store 28 Timber.<br>Up to 3 families can work here. || <span style="color:green;">'''Yes'''</span> ||
| <translate><!--T:38--> '''[[{{tl}}Logging camp|Logging camp]]''' || 2 timber || Turns trees into timber. || 3 || 28 timber ||  || </translate>{{Yes}}
|-
|-
| '''Woodcutter's Lodge''' || 1 Timber || Workers fell nearby trees to produce Firewood.<br>Can store 50 resources.<br>Up to 3 families can work here. || <span style="color:green;">'''Yes'''</span> ||
| <translate><!--T:39--> '''[[{{tl}}Woodcutter's lodge|Woodcutter's lodge]]''' || 1 timber || Turns trees into firewood. || 3 || 50 firewood ||  || </translate>{{Yes}}
|-
|-
| '''Sawpit''' || 2 Timber || Workers transform Timber into Planks.<br>Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater.<br>Can store 50 resources.<br>Up to 2 families can work here. || <span style="color:green;">'''Yes'''</span> ||
| <translate><!--T:40--> '''Sawpit''' || 2 timber || Turns timber into planks.<br />Can set a ''construction reserve'' of timber, meaning the building will only work if the stored amount is greater. || 2 || 50 planks ||  || </translate>{{Yes}}
|-
|-
| '''Forester's Hut''' || 2 Timber || Workers plant new trees in the specified zones.<br>Up to 2 families can work here. || <span style="color:green;">'''Yes'''</span> ||
| <translate><!--T:41--> '''[[{{tl}}Forester's hut|Forester's hut]]''' || 2 timber || Plants trees. || 2 || ||  || </translate>{{Yes}}
|-
|-
| '''Charcoal Kiln''' || 2 Timber || Workers convert 1 Firewood into 2 Charcoal, making refueling twice as efficient.<br>Can store 50 resources.<br>Up to 3 families can work here. || <span style="color:red;">'''No'''</span> || Charcoal Burning
| <translate><!--T:42--> '''[[{{tl}}Charcoal kiln|Charcoal kiln]]''' || 2 timber || Turns 1 firewood into 2 charcoal. || 3 || 50 charcoal || Charcoal burning || </translate>{{No}}
|-
|-
| '''Hunting Camp''' || || Workers hunt Wild Animals and produce Meat and Hides.<br>Can store 12 Hides and 36 Meat.<br>Up to 2 families can work here.<br>Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || <span style="color:green;">'''Yes'''</span> ||
| <translate><!--T:43--> '''[[{{tl}}Hunting camp|Hunting camp]]''' || || Turns wild animals into meat and hides.<br />Can set a ''hunting limit'', meaning the building will only work if the animal number is greater. || 2 || 12 Hides<br />36 Meat ||  || </translate>{{Yes}}
|-
|-
| '''Forager Hut''' || 1 Timber || Workers gather Berries from nearby Berry Deposits.<br>Can store 50 resources.<br>Up to 4 families can work here.<br>Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || <span style="color:green;">'''Yes'''</span> ||
| <translate><!--T:44--> '''[[{{tl}}Forager hut|Forager hut]]''' || 1 timber || Gathers berries from nearby berry deposits.<br />Can be upgraded with a ''herb garden'' for 2 planks and 25 regional wealth, allowing it to produce herbs. || 4 || 50 Berries ||  || </translate>{{Yes}}
|-
|-
| '''Apiary''' || 2 Planks || Workers collect Honey.<br>Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || <span style="color:red;">'''No'''</span> || Beekeeping
| <translate><!--T:45--> '''Apiary''' || 2 planks || Produces honey.<br>Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 honey || Beekeeping || </translate>{{No}}
|}
|}


== Mining buildings ==
<translate>
 
== Mining buildings == <!--T:16-->
 
<!--T:17-->
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.
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.
<!--T:18-->
With the Deep mining development branch the [[{{tl}}Mining pit|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.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
Line 47: Line 81:
! Relocation
! Relocation
|-
|-
| '''Stonecutter Camp''' || 2 Timber || Stone || Fieldstone deposit || <span style="color:green;">'''Yes'''</span>
| '''Stonecutter camp''' || 2 Timber || Stone || Fieldstone deposit || {{Yes}}
|-
|-
| rowspan=2 | '''Mining Pit''' || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | <span style="color:red;">'''No'''</span>
| rowspan=2 | '''Mining pit''' || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | {{No}}
|-
|-
| Clay || Clay deposit
| Clay || Clay deposit
|}
|}


== Logistics buildings ==
== Logistics buildings == <!--T:19-->
 
<!--T:20-->
{| class="wikitable"
{| class="wikitable"
! Building
! Building
Line 62: Line 98:
! Relocation
! Relocation
|-
|-
| '''Granary''' || 2 Timber<br>10 Stone || Stores up to 500 food resources or Ale.<br>Workers collect, store and distribute goods using the Pantry.<br>If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.<br>Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || <span style="color:red;">'''No'''</span>
| '''[[{{tl}}Granary|Granary]]''' || 2 Timber<br>10 Stone || Stores up to 500 food resources or Ale.<br>Workers collect, store and distribute goods using the Pantry.<br>If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.<br>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.<br>Workers collect, store and distribute goods using Generic Storage.<br>If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.<br>Can manually restrict what resources are stored inside.<br>Protects resources from weather if weather events are enabled.<br>Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || <span style="color:red;">'''No'''</span>
| '''[[{{tl}}Storehouse|Storehouse]]''' || 2 Timber || Stores up to 250 non-food resources.<br>Workers collect, store and distribute goods using Generic storage.<br>If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.<br>Can manually restrict what resources are stored inside.<br>Protects resources from weather if weather events are enabled.<br>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.<br>Employ Mules to transport up to 20 goods per trip.<br>Provides 2 Stable Space.<br>Can order mules. || 1 || <span style="color:red;">'''No'''</span>
| '''Pack station''' || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.<br>Employ Mules to transport up to 20 goods per trip.<br>Provides 2 Stable Space.<br>Can order mules. || 1 || {{No}}
|-
|-
| '''Hitching Post''' || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.<br>Can order horses or oxen. || 2 || <span style="color:green;">'''Yes'''</span>
| '''[[{{tl}}Hitching post|Hitching post]]''' || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.<br>Can order horses or oxen.<br>Can be upgraded to Small stable for 2 Planks to increase Stable space by 1. || 2 ||{{Yes}}|}
|}
 
== Residential buildings == <!--T:21-->  


== Residential buildings ==
<!--T:22-->
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.
{| class="wikitable"
{| class="wikitable"
! width=1% | Building
! width=1% | Building
Line 79: Line 117:
! width=1% | Development branch
! width=1% | Development branch
|-
|-
| '''Burgage Plot (level 1)''' || Timber (flexible) || Provides living space for a single family, or 2 families when expanded.<br>New families will join the region if Approval is high enough and there is sufficient space for them.<br>Can be upgraded to level 2 for 4 Timber, which will generate 1 Regional Wealth per family per month. || <span style="color:red;">'''No'''</span> ||  
| '''[[{{tl}}Well]]''' || 1 Timber || Provides Drinking water to Burgage plots. Enables Firefighting.<br>If well placement in game settings was set to ''unconstrained'' it can be built anywhere.<br>If well placement in game settings was set to ''underground water'' it requires underground water. || {{No}} ||  
|-
|-
| '''Well''' || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.<br>If well placement in game settings was set to ''unconstrained'' it can be built anywhere.<br>If well placement in game settings was set to ''underground water'' it requires underground water. || <span style="color:red;">'''No'''</span> ||  
| '''[[{{tl}}Marketplace|Marketplace]]''' || || Provides space for families to set up stalls and distribute their produce to the Burgage plots.<br>A healthy supply and demand ratio of goods is needed to fulfill Residential requirements and keep Approval high.<br>Each stall can store 50 resources. || {{No}} ||  
|-
|-
| '''Marketplace''' || || Provides space for the assigned families to set up their stalls and distribute their produce to the Burgage Plots.<br>A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high. || <span style="color:red;">'''No'''</span> ||  
| '''Firewood cart''' || || Turns 1 Regional wealth into 1 Firewood.<br>Can store 15 Firewood.<br>Region does not pay the Transport fee.<br>Must be placed in the Marketplace. || {{Yes}} || Foreign suppliers
|-
|-
| '''Firewood Cart''' || || A permanent market stall, which provides a passive income of Firewood, as long as the region has enough Regional Wealth. <br>Region does not pay the Transport Fee.<br>Must be placed on the Marketplace. || <span style="color:green;">'''Yes'''</span> || Foreign Suppliers
| '''Food cart''' || || Turns 4 Regional wealth into 1 Bread.<br>Can store 15 Bread.<br>Region does not pay the Transport fee.<br>Must be placed in 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. <br>Region does not pay the Transport Fee.<br>Must be placed on the Marketplace. || <span style="color:green;">'''Yes'''</span> || Foreign Suppliers
| '''Tavern''' || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage plots.<br>Needs Ale to function.<br>Can store 100 Ale. || {{No}} ||  
|-
|-
| '''Tavern''' || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.<br>Needs Ale to function. || <span style="color:red;">'''No'''</span> ||  
| '''[[{{tl}}Wooden church|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. || {{No}} ||  
|-
|-
| '''Wooden Church''' || 5 Timber<br>20 Planks<br>10 Stone || Fulfills 1 level of Faith requirement for the Burgage Plots.<br>Provides Hallowed Ground for Burial of the dead villagers.<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. || {{No}} ||  
|-
| '''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> ||  
|}
|}


== Farming buildings ==
=== Burgage plots === <!--T:23-->
 
</translate>
[[File:Burgage Plot Construction.jpg|thumb|400px|<translate><!--T:24--> Burgage plot construction</translate>]]
{{Main|{{tl}}Burgage plot|<translate><!--T:36--> Burgage plot</translate>}}
<translate>
<!--T:25-->
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 == <!--T:27-->
 
<!--T:28-->
Farming buildings cannot be relocated.
Farming buildings cannot be relocated.
{| class="wikitable"
{| class="wikitable"
! Building
! width=1% | Building
! Cost
! width=7% | Cost
! Effects
! Effects
! width=1% | Workplaces
! width=8% | Storage
|-
|-
| '''Field''' || || Space to grow Wheat, Barley, Flax, or Fallow.<br>To employ peasants on the fields, you need to build a Farmhouse.<br>Larger fields are more effective but also take longer to plow by hand.<br>Always match crops with best Fertility. All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.<br>All fields can be given a priority, which determines they order they are worked on.<br>With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improved the Fallow output.
| '''Field''' || || Space to grow Wheat, Barley, Flax, or Fallow.<br>To employ peasants on the fields, you need to build a Farmhouse.<br>Larger fields are more effective but also take longer to plow by hand.<br>All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.<br>Resources are collected in September.<br>All fields can be given a priority, which determines they order they are worked on.<br>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.<br>Farm workers plow the fields as soon as the Winter passes, but no later than November. Then, they sow them with the chosen crop.<br>Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is threshed into Grain.<br>Can store up to 1200 resources.<br>Up to 8 families can work here.<br>With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here.
| '''Farmhouse''' || 3 Timber || Used to employ families on the Field.<br>Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.<br>Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.<br>Can store up to 1200 resources.<br>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 Crops
|-
|-
| '''Pasture''' || || Provides pasture space for livestock.
| '''Pasture''' || || Provides Pasture space. || ||
|-
|-
| '''Sheep Farm''' || 1 Timber || Workers collect Wool from grazing Sheep.<br>Sheep must first be imported via the Livestock Trader.
| '''Sheep farm''' || 1 Timber || Collects Wool from grazing Sheep.<br>Sheep must first be imported via the Livestock trader.<br>Provides 5 Pasture space. || 3 || 50 Wool
|-
|-
| '''Windmill''' || 4 Timber || Converts Grain to Flour.<br>Works most efficiently on empty land, unobstructed by buildings or trees.
| '''Windmill''' || 4 Timber || Turns Grain into Flour.<br>Efficiency increases with distance from trees and buildings. || 3 || 250 Flour
|-
|-
| '''Communal Oven''' || 2 Timber || Workers use Flour to produce Bread.
| '''Communal oven''' || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread
|}
|}


== Industry buildings ==
== Industry buildings == <!--T:29-->
Industry buildings refine resources. They cannot be relocated.
 
<!--T:30-->
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.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
Line 123: Line 177:
! Requires
! Requires
! Produces
! Produces
! Workplaces
! Needs fuel
! Needs fuel
|-
|-
| '''Bloomery''' || 2 Timber || Iron Ore || Iron Slabs || <span style="color:red;">'''Yes'''</span>
| '''Bloomery''' || 2 Timber || Iron ore || Iron slabs || 2 ||{{Yes}}
|-
|-
| '''Smithy''' || 2 Timber || Iron Slabs || Tools || <span style="color:red;">'''Yes'''</span>
| '''Smithy''' || 2 Timber || Iron slabs || Tools || 2 ||{{Yes}}
|-
|-
| '''Clay Furnace''' || 2 Timber<br>5 Stone || Clay ||  Clay Tiles || <span style="color:red;">'''Yes'''</span>
| '''Clay furnace''' || 2 Timber<br>5 Stone || Clay ||  Roof tiles || 5 ||{{Yes}}
|-
|-
| '''Malthouse''' || 4 Timber || Barley || Malt || <span style="color:red;">'''Yes'''</span>
| '''Malthouse''' || 4 Timber || Barley || Malt || 2 ||{{Yes}}
|-
|-
| '''Tannery''' || 4 Timber || Hides || Leather || <span style="color:green;">'''No'''</span>
| '''Tannery''' || 4 Timber || Hides || Leather || 3 || {{No}}
|-
|-
| rowspan=2 | '''Weaver Workshop''' || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | <span style="color:green;">'''No'''</span>
| rowspan=2 | '''Weaver workshop''' || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | {{No}}
|-
|-
| Flax || Linen
| Flax || Linen
|-
|-
| '''Dyer's Workshop''' || 2 Timber || Berries || Dyes || <span style="color:green;">'''No'''</span>
| '''Dyer's workshop''' || 2 Timber || Berries || Dyes || 4 || {{No}}
|}
|}


== Trade buildings ==
== Trade buildings == <!--T:31-->
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.
 
<!--T:32-->
Trade buildings can be set to export and import with other regions in exchange for Regional wealth. They cannot be relocated.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
Line 151: Line 208:
! Workplaces
! Workplaces
|-
|-
| '''Trading Post''' || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory<br>If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.<br>Can store 500 resources<br>Can order horses || 4
| '''Trading post''' || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory<br>If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.<br>Can store 500 resources<br>Can order horses || 4
|-
|-
| '''Livestock Trading Post''' || 2 Timber || Animals || Provides 4 Pasture Space<br>Provides 2 Stable Space || 3
| '''Livestock trading post''' || 2 Timber || Animals || Provides 4 Pasture space<br>Provides 2 Stable space || 3
|}
|}


== Administration buildings ==
== Administration buildings == <!--T:33-->
Administration buildings cannot be relocated.
 
{| class="wikitable"
</translate>
! Building
[[File:Castle Planner Screen.jpg|thumb|400px|<translate><!--T:34--> The castle planner</translate>]]
! Cost
<translate>
! Effects
<!--T:35-->
! Required settlement level
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.
| '''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''' 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.
| '''Manor''' || 5 Timber<br>20 Planks<br>25 Stone || Grants 250 Influence and rises the Administration Level by 1.<br>After building your very first Manor, the starting retinue will join you in your palace for free. || Small Village
** 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.
 
</translate>

Latest revision as of 05:47, 28 July 2024

The construction menu

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

Road construction

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 Development branch Relocation
Logging camp 2 timber Turns trees into timber. 3 28 timber
Yes check.png
Woodcutter's lodge 1 timber Turns trees into firewood. 3 50 firewood
Yes check.png
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 check.png
Forester's hut 2 timber Plants trees. 2
Yes check.png
Charcoal kiln 2 timber Turns 1 firewood into 2 charcoal. 3 50 charcoal Charcoal burning
Dark Red x.png
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 check.png
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 check.png
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 Beekeeping
Dark Red x.png


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 check.png
Mining pit 1 Timber Iron Ore Iron deposit
Dark Red x.png
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
Dark Red x.png
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
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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
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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
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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.
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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.
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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.
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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.
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Foreign Suppliers
Tavern 5 Timber Fulfills 1 level of Entertainment requirement for the Burgage plots.
Needs Ale to function.
Can store 100 Ale.
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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.
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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.
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Burgage plots

Burgage plot construction
Main article: Burgage plot.

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.

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 Crops
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
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Smithy 2 Timber Iron slabs Tools 2
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Clay furnace 2 Timber
5 Stone
Clay Roof tiles 5
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Malthouse 4 Timber Barley Malt 2
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Tannery 4 Timber Hides Leather 3
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Weaver workshop 4 Timber Wool Yarn 3
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Flax Linen
Dyer's workshop 2 Timber Berries Dyes 4
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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

The castle planner

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.