⚠ 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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== Gathering buildings ==
== Gathering buildings ==
{| class="wikitable"
{| class="wikitable"
! Building
! width=1% | Building
! Cost
! width=7% | Cost
! Effects
! Effects
! Relocation
! width=1% | Workplaces
! Development branch
! width=9% | Storage
! width=1% | Relocation
! width=1% | Development branch
|-
|-
| '''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> ||  
| '''Logging Camp''' || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || <span style="color:green;">'''Yes'''</span> ||  
|-
|-
| '''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> ||  
| '''Woodcutter's Lodge''' || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || <span style="color:green;">'''Yes'''</span> ||  
|-
|-
| '''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> ||  
| '''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 || <span style="color:green;">'''Yes'''</span> ||  
|-
|-
| '''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> ||  
| '''Forester's Hut''' || 2 Timber || Produces trees. || 2 || || <span style="color:green;">'''Yes'''</span> ||  
|-
|-
| '''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
| '''Charcoal Kiln''' || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || <span style="color:red;">'''No'''</span> || Charcoal Burning
|-
|-
| '''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> ||  
| '''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 || <span style="color:green;">'''Yes'''</span> ||  
|-
|-
| '''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> ||  
| '''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 || <span style="color:green;">'''Yes'''</span> ||  
|-
|-
| '''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
| '''Apiary''' || 2 Planks || Produces 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
|}
|}



Revision as of 14:04, 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.

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.

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.
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.
2 Yes

Residential buildings

Building Cost Effects Relocation Development branch
Burgage Plot (level 1) Timber (flexible) Provides living space for a single family, or 2 families when expanded.
New families will join the region if Approval is high enough and there is sufficient space for them.
Can be upgraded to level 2 for 4 Timber, which will generate 1 Regional Wealth per family per month.
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 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.
Always match crops with best Fertility. All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.
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 improved the Fallow output.
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.
Can store up to 1200 resources.
Up to 8 families can work here.
With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here.
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

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.
After building your very first Manor, the starting retinue will join you in your palace for free.
Small Village