Buildings are the structures you place across the map in Manor Lords, a medieval city-builder where you grow a small settlement into a town. Each one has a job: gathering timber and food, turning raw materials into goods, housing and feeding your people, moving and trading goods, or running the settlement's government. Once you know how buildings get built, staffed and supplied, the rest of the game starts to make sense.
Type
Gathering
Logging camp
Cuts trees into Timber logs; an Ox moves logs to a site or storage.
- Families
- 3
- Inputs
- -
- Outputs
- Timber
- Build Cost
- 2 Timber
- Fuel
- -
- Requirements
- -
- Details
- -
Woodcutter's lodge
Workers cut trees and carry the logs back by hand to split into Firewood.
- Families
- 3
- Inputs
- -
- Outputs
- Firewood
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Sawpit
Turns Timber into Planks at a rate of 1 Timber to 5 Planks.
- Families
- -
- Inputs
- Timber
- Outputs
- Planks
- Build Cost
- 2 Timber
- Fuel
- -
- Requirements
- -
- Details
- -
Forester's hut
Plants trees in the work area so the settlement can replace felled woodland.
- Families
- 2
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Charcoal kiln
Turns 1 Firewood into 2 Charcoal when the Charcoal Burning perk is unlocked.
- Families
- 3
- Inputs
- Firewood
- Outputs
- Charcoal
- Build Cost
- -
- Fuel
- -
- Requirements
- Charcoal Burning development perk
- Details
- -
Forager hut
Gathers Berries from nearby deposits; an Herb garden upgrade lets workers gather Herbs.
- Families
- 4
- Inputs
- -
- Outputs
- Berries; Herbs
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Herb garden upgrade adds Herbs to the hut's output.
Hunting camp
Gathers Small game and Hides from a nearby wild animal deposit.
- Families
- -
- Inputs
- -
- Outputs
- Small game; Hides
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Fisherman's hut
Catches Carp from ponds and Eel from rivers when a fish shoal is nearby.
- Families
- 3
- Inputs
- -
- Outputs
- Carp; Eel
- Build Cost
- 2 Timber
- Fuel
- -
- Requirements
- -
- Details
- -
Stone gatherer camp
Collects surface Stone beside a deposit until the surface stones run out.
- Families
- 4
- Inputs
- -
- Outputs
- Stone
- Build Cost
- 1 Timber, 4 Planks
- Fuel
- -
- Requirements
- Place beside a surface stone deposit
- Details
- -
Quarry
Extracts Rough stone and Rubble stone from underground stone deposits.
- Families
- 6
- Inputs
- -
- Outputs
- Rough stone; Rubble stone
- Build Cost
- 2 Timber, 6 Planks
- Fuel
- -
- Requirements
- Place over a stone deposit
- Details
- -
Mining pit
Mines Iron ore, Clay, or Salt depending on the deposit beneath it.
- Families
- 4
- Inputs
- -
- Outputs
- Iron ore; Clay; Salt
- Build Cost
- -
- Fuel
- -
- Requirements
- Place over an Iron, Clay, or Salt deposit
- Details
- Deep Mine with the Deep Mining perk lets a pit on a rich deposit keep producing indefinitely.
Type
Industry
Stonemason's station
Cuts Rough stone into Dressed stone for construction.
- Families
- 2
- Inputs
- Rough stone
- Outputs
- Dressed stone
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Lime kiln
Turns Rubble stone into Mortar for construction.
- Families
- 3
- Inputs
- Rubble stone
- Outputs
- Mortar
- Build Cost
- 1 Timber, 6 Planks, 8 Rubble stone
- Fuel
- -
- Requirements
- -
- Details
- -
Malthouse
Turns 1 Barley into 1 Malt and burns 1 fuel each month.
- Families
- 2
- Inputs
- Barley
- Outputs
- Malt
- Build Cost
- 2 Timber, 6 Planks, 12 Rubble stone
- Fuel
- 1 fuel per month
- Requirements
- -
- Details
- -
Bloomery
Smelts Iron ore into Iron slabs and burns 1 fuel each month; the building needs tool maintenance.
- Families
- 2
- Inputs
- Iron ore
- Outputs
- Iron slab
- Build Cost
- 1 Timber, 6 Planks
- Fuel
- 1 fuel per month
- Requirements
- -
- Details
- -
Smithy
Makes Tools from Iron slabs and burns 1 fuel each month.
- Families
- 2
- Inputs
- Iron slab
- Outputs
- Tools
- Build Cost
- 1 Timber, 4 Planks
- Fuel
- 1 fuel per month
- Requirements
- -
- Details
- -
Clay furnace
Fires Clay into Roof tiles and burns 1 fuel each month.
- Families
- 5
- Inputs
- Clay
- Outputs
- Roof tiles
- Build Cost
- 1 Timber, 6 Planks, 8 Rubble stone
- Fuel
- 1 fuel per month
- Requirements
- -
- Details
- -
Tannery
Turns Hides into Leather.
- Families
- 3
- Inputs
- Hides
- Outputs
- Leather
- Build Cost
- -
- Fuel
- No
- Requirements
- -
- Details
- -
Weaver's workshop
Turns Wool into Yarn and Flax into Linen.
- Families
- 3
- Inputs
- Wool; Flax
- Outputs
- Yarn; Linen
- Build Cost
- 4 Timber
- Fuel
- No
- Requirements
- -
- Details
- -
Type
Farming
Farmhouse
Assigns families to fields and threshes harvested crops into grain.
- Families
- 8
- Inputs
- -
- Outputs
- Wheat; Rye; Barley; Oats; Flax
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Oxen Plowing adds space for two assigned Oxen.
Windmill
Grinds Grain into Flour; millers fetch their own grain.
- Families
- 3
- Inputs
- Grain
- Outputs
- Flour
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Communal oven
Bakes Flour into Bread; a Bakery extension is more efficient.
- Families
- 3
- Inputs
- Flour
- Outputs
- Bread
- Build Cost
- -
- Fuel
- Requires fuel
- Requirements
- -
- Details
- -
Livestock farm
Shears sheep for Wool and turns Oats into Animal feed.
- Families
- 3
- Inputs
- Oats
- Outputs
- Wool; Animal feed
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Converts 1 Oat into 2 Animal feed; sheep are shorn once each summer.
Pasture
Provides space for livestock; pasture animals eat Animal feed in each winter month.
- Families
- -
- Inputs
- -
- Outputs
- -
- Build Cost
- Planks; amount varies with area
- Fuel
- -
- Requirements
- -
- Details
- -
Type
Logistics
Granary
Stores food and crops with reduced spoilage; the Large Granary holds more.
- Families
- 3
- Inputs
- -
- Outputs
- -
- Build Cost
- 2 Timber, 10 Stone
- Fuel
- -
- Requirements
- -
- Details
- Large Granary upgrade raises storage to 2,500 and staffing to 6 families.
Storehouse
Stores construction materials, fuel, equipment, and other goods; the Large Storehouse holds more.
- Families
- 3
- Inputs
- -
- Outputs
- -
- Build Cost
- 2 Timber
- Fuel
- -
- Requirements
- -
- Details
- Large Storehouse upgrade raises storage to 2,500 and staffing to 6 families.
Hitching post
Assigned workers guide Oxen; the Small stables upgrade adds a stable space.
- Families
- 2
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Small stables upgrade adds one stable space.
Pack station
Connects two regions for barter; Mules carry up to 20 goods per trip.
- Families
- 1
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Construction yard
Stores building materials for advanced structures; maintenance makes builders work 50% faster.
- Families
- -
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Type
Trade
Trading post
Imports and exports goods through regional and traveling trade.
- Families
- 4
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Livestock trading post
Imports and exports livestock; it can trade Sheep and Cows.
- Families
- 3
- Inputs
- -
- Outputs
- Sheep; Cows
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Type
Residential
Burgage plot
Provides housing and can expand into a workshop or backyard extension.
- Families
- -
- Inputs
- Food; Firewood
- Outputs
- -
- Build Cost
- -
- Fuel
- 1 fuel per month; 2 in winter
- Requirements
- -
- Details
- Levels 1–2 house 1 family, Level 3 houses 2, and Level 4 houses 3.
Well
Provides drinking water for burgage plots and enables firefighting.
- Families
- -
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- Place on an underground water deposit
- Details
- -
Marketplace
Provides space for families and storage workers to set up market stalls.
- Families
- -
- Inputs
- -
- Outputs
- -
- Build Cost
- Free
- Fuel
- -
- Requirements
- -
- Details
- -
Tavern
Supplies a selected drink to burgage plots when the tavern has workers.
- Families
- 1
- Inputs
- Ale; Cider; Mead
- Outputs
- -
- Build Cost
- 3 Timber, 4 Planks
- Fuel
- -
- Requirements
- -
- Details
- Large Tavern upgrade adds two worker families.
Wooden church
Provides church access and hallowed burial ground; stone upgrades add worker capacity.
- Families
- 1
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Small Stone Church adds two worker families; a Large Stone Church is also available.
Corpse pit
Provides space for four worker families to bury deceased people.
- Families
- 4
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
Manor
Unlocks the castle planner and regional taxation; the first Manor grants 250 Influence.
- Families
- -
- Inputs
- Firewood
- Outputs
- -
- Build Cost
- -
- Fuel
- Requires fuel
- Requirements
- -
- Details
- -
Type
Administration
Settlers camp
Starts a settlement in a claimed, empty region after the player pays at least 250 Treasury.
- Families
- -
- Inputs
- -
- Outputs
- -
- Build Cost
- At least 250 Treasury to place
- Fuel
- -
- Requirements
- Place in a claimed region with no buildings
- Details
- -
Type
Extension
Vegetable garden
Produces Cabbages, Carrots, or Beetroots for the household.
- Families
- -
- Inputs
- -
- Outputs
- Cabbages; Carrots; Beetroots
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 1 burgage plot
- Details
- Planting cost scales with garden size.
Chicken coop
Provides Eggs and periodic Chicken meat from the plot's backyard.
- Families
- -
- Inputs
- -
- Outputs
- Eggs; Chicken
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 1 burgage plot
- Details
- Chicken meat is produced every fourth cycle.
Goats (animal pen)
Raises Goats for Milk, Chevon, and Hides.
- Families
- -
- Inputs
- -
- Outputs
- Milk; Chevon; Hides
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 1 burgage plot
- Details
- Chevon and Hides are produced every third cycle.
Pigs (animal pen)
Raises Pigs for Pork from the plot's backyard.
- Families
- -
- Inputs
- -
- Outputs
- Pork
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Pigs take 30% longer to yield.
Orchard
Grows Apples, Pears, or Quinces in the burgage plot's backyard.
- Families
- -
- Inputs
- -
- Outputs
- Apples; Pears; Quinces
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 1 burgage plot; Orchardry development perk
- Details
- Fruit is harvested in September; young trees yield less.
Apiary
Produces Honey and Wax; meadow affinity affects its yield.
- Families
- -
- Inputs
- -
- Outputs
- Honey; Wax
- Build Cost
- -
- Fuel
- -
- Requirements
- Beekeeping development perk
- Details
- Harvests in autumn; output depends on the meadow's wilding affinity.
Bakery
Bakes Flour into Bread from a level 3 burgage plot.
- Families
- -
- Inputs
- Flour
- Outputs
- Bread
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 3 burgage plot
- Details
- Twice as efficient as the Communal oven.
Brewery
Brews Ale, Cider, or Mead from its selected recipe.
- Families
- -
- Inputs
- Malt; Apples; Honey
- Outputs
- Ale; Cider; Mead
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 2 burgage plot
- Details
- Recipes: 1 Malt makes 1 Ale; 4 Apples make 1 Cider; 1 Honey makes 1 Mead.
Cobbler
Makes Shoes from Leather.
- Families
- -
- Inputs
- Leather
- Outputs
- Shoes
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 3 burgage plot
- Details
- Uses 1 Leather per pair of Shoes.
Tailor
Makes Clothes and Gambesons from textile goods.
- Families
- -
- Inputs
- Wool; Linen
- Outputs
- Clothes; Gambesons
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 2 burgage plot
- Details
- Clothes can be made from Wool or Linen.
Butcher
Makes Sausages from Pork and Salt and processes Sheep or Cows for meat and Hides.
- Families
- -
- Inputs
- Pork; Salt; Sheep; Cows
- Outputs
- Sausages; Mutton; Beef; Hides
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- Lambs and calves yield half the meat of adult animals.
Cheesemonger
Makes Cheese from Milk and Salt on a level 3 burgage plot.
- Families
- -
- Inputs
- Milk; Salt
- Outputs
- Cheese
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 3 burgage plot
- Details
- Recipe: 1 Milk and 1 Salt make 2 Cheese.
Blacksmith
Makes Tools, Iron parts and military equipment from Iron slabs and Planks.
- Families
- -
- Inputs
- Iron slab; Planks
- Outputs
- Tools; Iron parts; Sidearms; Spears; Polearms
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 2 burgage plot
- Details
- Spears and Polearms also require Planks.
Armorer
Makes Helmets and, with the right development, Mail armor and Plate armor.
- Families
- -
- Inputs
- Iron slab
- Outputs
- Helmets; Mail armor; Plate armor
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 2 burgage plot
- Details
- Mail armor requires the Advanced Armor development perk.
Joiner
Makes Shields and Wooden parts from Planks.
- Families
- -
- Inputs
- Planks
- Outputs
- Small shields; Large shields; Wooden parts
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 2 burgage plot
- Details
- -
Bowyer
Makes Warbows from Planks and Crossbows from Planks and Iron parts.
- Families
- -
- Inputs
- Planks; Iron parts
- Outputs
- Warbows; Crossbows
- Build Cost
- -
- Fuel
- -
- Requirements
- Level 2 burgage plot
- Details
- Crossbows also need Iron parts.
Type
Cosmetic
Shrine
A purely decorative building with no gameplay effect.
- Families
- -
- Inputs
- -
- Outputs
- -
- Build Cost
- -
- Fuel
- -
- Requirements
- -
- Details
- -
How buildings get built in Manor Lords
Once a building is placed, idle families clear the ground, oxen haul the timber, and families carry everything else to the site. Each site gets its own construction priority, and setting High on one project at a time keeps your workers from scattering across several sites and finishing none of them.
Where you put a building matters too. Wells need underground water, windmills work best on open ground with no buildings or trees nearby, and larger fields give bigger harvests but take longer to plow. Extensions are the exception, since they go inside a Burgage Plot rather than on open ground.
Who works in your buildings
Most production buildings need a family assigned before they produce anything. A Farmhouse puts families to work on its Fields, and families assigned to a Hitching Post become permanent ox guides. Keep at least one family free as well, since idle families are the ones who do the construction work.
Several of the workshops you can build inside a Burgage Plot turn everyone living there into artisans, and those people can't be given any other job while they work. Keep that in mind when you decide where families live.
Which buildings to build first
The Logging Camp usually comes first, since its timber goes into nearly every building you'll place next. The Sawpit then turns timber into planks, which many later buildings need. For food, the Hunting Camp is free and works well if deer live nearby, while a Forager Hut is the better choice when berries grow close. Build a Granary and a Storehouse early, and add a Well, which also helps reduce fire risk.
Housing takes some balance. A cluster of Burgage Plots early on gives your starting families homes and newcomers room to settle, but plots use up resources fast. Farming is usually better left for later, since fields and farmhouses take a lot of effort to get going.
How goods get stored and moved
Goods need a place to wait, and that's the job of the Granary and the Storehouse. A Granary holds food and ale, and a Storehouse holds other goods. Both also set up market stalls that supply your Burgage Plots, and the Marketplace they set up in is free to build.
Trade works a little differently. A Trading Post holds goods for buying and selling. To move goods between regions you control, build a Pack Station. It sets up a barter link with another region, and mules carry goods back and forth, so both regions need storage for what they exchange.
The Manor and taxes
The Manor is the core of your settlement's government. It needs Fuel to keep running, and once it's standing, it adds Influence and lets you tax your people.
The other administration building, the Settlers Camp, can only go in a claimed region that has no other buildings yet.
Burgage Plots and their extensions
Burgage Plots are where your townsfolk live, and each one can be raised to a higher tier. A higher tier gives the plot more room and better living standards, and you need plots of different sizes to grow a village into a town.
Extensions are the buildings you add inside a plot, and the plot has to be large enough to hold one. A first-level plot can take simple extensions like a Vegetable Garden, a Chicken Coop or a goat pen, and the Vegetable Garden and Chicken Coop are the easiest early picks for food. Plots at level two and above can also take workshops, which make goods like bread, clothing and weapons right at home, so townsfolk don't have to head to a separate building. Costs vary, and they're paid in Planks, Regional Wealth or both.
Upgrading and unlocking buildings
Several buildings can be upgraded rather than replaced. A Hitching Post can add a small stable, which gives it a second space for animals. A Forager Hut can add a Herb Garden, and a Mining Pit can become a Deep Mine once you've unlocked Deep Mining, which needs a rich deposit to work.
Some buildings stay locked until you spend development points, and those points are scarce in the early and middle game. Charcoal Burning, for example, unlocks a Charcoal Kiln that turns firewood into charcoal, which matters most in winter when fuel use climbs.
FAQ
How do you earn development points?
You earn them by moving your settlement up its tiers, from a small village toward a large town.
How do you get a Trading Post running?
Assign a family to it, then open the Trade tab and choose which goods to buy and sell.

