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  3. Manor Lords>
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All 56 Buildings and Backyard Extensions in Manor Lords

Updated on November 1, 2026 (3 days ago)

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.

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Type

Gathering

11 items

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

8 items

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

5 items

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

5 items

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
-
CYConstruction yard

Construction yard

Stores building materials for advanced structures; maintenance makes builders work 50% faster.

Families
-
Inputs
-
Outputs
-
Build Cost
-
Fuel
-
Requirements
-
Details
-

Type

Trade

2 items

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

7 items

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.
CPCorpse pit

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

1 items
SCSettlers camp

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

16 items

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.
CCheesemonger

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

1 items

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

Q.

How do you earn development points?

You earn them by moving your settlement up its tiers, from a small village toward a large town.

Q.

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.

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  • OriginsManor Lords origins explained: what they do, how to unlock them at Small Village, and how to choose the one that best suits your region's resources.
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