This extensive article will show you all of the buildings and extensions available in Manor Lords, including their requirements!
In Manor Lords, developing the right buildings and infrastructure is important for a thriving settlement. This comprehensive guide will walk you through every building type in the game, explaining their purpose and their material cost.
With over 40 different buildings to construct in Manor Lords, it can be overwhelming to know which ones to prioritize first. Here we summarized every building’s description, so you can easily find out which one to build first on early-game and later in late-game.
Gathering buildings are crucial for collecting important raw materials naturally scattered across the map. These resources are essential for crafting advanced items and driving your town’s economy forward.
Building | Image | Material Cost | Description |
Logging Camp | Timber x2 | Workers produce Timber | |
Woodcutter’s Lodge | Timber x1 | Workers gather Firewood from trees | |
Sawpit | Timber x2 | Converts Timber into Planks and can set a construction reserve | |
Forester’s Hut | Timber x2 | Workers plant new trees in designated zones | |
Charcoal Kiln | Timber x2 | Converts Firewood into Charcoal for fuel | |
Hunting Camp | Free | Workers hunt wild animals for Meat and Hides | |
Forager Hut | Timber x1 | Gathers Berries from deposits and can be upgraded for Herb production | |
Apiary | Planks x2 | Workers collect Honey. Limited to 2 honey per region |
Mining buildings are important for getting minerals and raw materials from the ground. You need these materials to build strong structures and make armor.
Building | Image | Material Cost | Description |
Stonecutter Camp | Timber x2 | Gathers Stone from Fieldstone deposits | |
Mining Pit | Timber x1 | Extracts Iron Ore and Clay from deposits and can be upgraded to Deep Mine |
Logistics buildings manage storing and moving goods across your estate, making sure you handle resources well and keep cash flowing smoothly.
Building | Image | Material Cost | Description |
Granary | Timber x2, Stone x10 | Stores up to 500 food items or Ale | |
Storehouse | Timber x2 | Stores up to 250 non-food resources and can set up marketplace stalls | |
Pack Station | Timber x1 | Enables trade between regions using Mules for transportation | |
Hitching Post | – | Timber x1 | Provides stable space and allows ordering Horses or Oxen for logistics |
Residential buildings cater to the needs and well-being of your citizen, making sure they remain content and productive.
Building | Image | Material Cost | Description |
Well | – | Timber x1 | Provides drinking water to houses and enables firefighting |
Marketplace | Free | Allows families to set up stalls and distribute goods | |
Firewood Cart | – | Free | Purchases Firewood using Regional Wealth for residents |
Food Cart | – | Free | Purchases Bread using Regional Wealth for residents |
Tavern | Timber x5 | Fulfills entertainment needs and requires Ale to operate | |
Church | Timber x5, Planks x20, Stone x 10 | Fulfills faith requirements and provides burial ground | |
Corpse Pit | Free | Disposes of raider corpses |
Farming buildings are crucial for sustainable food production and raising livestock, providing renewable resources to support your growing population.
Building | Image | Material Cost | Description |
Field | Free | Grow crops like Wheat, Flax, and Barley, but requires a Farmhouse | |
Farmhouse | – | Timber x3 | Employs families to work the Fields |
Pasture | – | Free | Provides grazing space for livestock |
Sheep Farm | Timber x1 | Workers collect Wool from Sheep | |
Windmill | Timber x4 | Converts Grain into Flour | |
Communal Oven | Timber x2 | Workers bake Bread from Flour |
Industry buildings refine raw materials into usable items. All of the buildings below require monthly refueling, except Tannery, Weaver Workshop, and Dyer’s Workshop.
Building | Image | Material Cost | Description |
Bloomery | Timber x2 | Converts Iron Ore into Iron Slabs | |
Smithy | Timber x2 | Crafts Tools from Iron Slabs | |
Clay Furnace | Timber x2, Stone x5 | Produces Clay Tiles from Clay | |
Malthouse | Timber x4 | Converts Barley into Malt | |
Tannery | Timber x4 | Produces Leather from Hides | |
Weaver Workshop | – | Timber x4 | Produces Yarn from Wool and Linen from Flax |
Dyer’s Workshop | Timber x2 | Converts Berries into Dyes |
Trade buildings help you trade goods between regions, boosting your economy and letting you get a variety of resources.
Building | Image | Material Cost | Description |
Trading Post | Timber x4 | Enables trade with merchants, trade points, and other regions | |
Livestock Trading Post | Timber x2 | Specialized in trading livestock |
Administration buildings handle the politics and expansion of your settlement. They let you change policies, collect taxes, and start new settlement.
Building | Image | Material Cost | Description |
Settlers Camp | – | Regional Wealth x250 | Allows claiming and settling a new region with starting supplies |
Manor | Timber x5, Planks x20, Stone x15 | Your personal residence that requires fuel |
These are the 12 extension buildings that you can construct in Manor Lords. Check them out!
Burgage Extensions are specialized buildings constructed within Burgage Plots, allowing for localized production of various goods. Here is the complete list:
Extension | Image | Material Cost | Yield |
Vegetable Garden | Regional Wealth x15 | Vegetables | |
Chicken Coop | Regional Wealth x25 | Eggs | |
Goat Shed | Regional Wealth x25 | Hides | |
Apple Orchard | – | Regional Wealth x50 | Apples |
Fletcher’s Workshop | – | Planks x4 | Warbows |
Joiner’s Workshop | – | Planks x4 | Wooden Parts, Shields |
Brewery Extension | – | Planks x5, Regional Wealth x5 | Ale |
Cobbler’s Workshop | – | Planks x5, Regional Wealth x5 | Shoes |
Tailor’s Workshop | Planks x5, Regional Wealth x5 | Clothes, Cloaks, Gambesons | |
Blacksmith’s Workshop | Planks x5, Regional Wealth x5 | Tools, Sidearms, Spears, Polearms | |
Bakery | Planks x5, Regional Wealth x5 | Bread (more efficient than Communal Oven) | |
Armorer’s Workshop | Planks x4, Regional Wealth x10 | Helmets, Mail Armor, Plate Armor |
By understanding the purpose and requirements of each building type, you can strategically plan and develop a thriving settlement in Manor Lords.
Remember to prioritize the essential gathering, mining, and farming buildings first to establish a solid resource foundation. Then, expand into residential, industry, trade, and administration structures as your town grows and your needs evolve.