⚠ 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

From Manor Lords Official Wiki

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 workplaces 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.

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

Building Cost Effects
Stonecutter Camp 2 Timber Workers gather Stone from nearby Fieldstone Deposits.
Mining Pit 1 Timber Used to extract Iron Ore from Iron Deposit and Clay from Clay Deposits.

Logistics buildings

Building Cost Effects
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.
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.
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.
Hitching Post 1 Timber Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.

Residential buildings

Building Cost Effects Development branch
Burgage Plot Timber (flexible) Provides living space for a single family, or 2 families when expanded.
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.
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.
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.
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.
Foreign Suppliers