Manor Lords Buildings
Reference for every building available in Manor Lords. Click any building to see its full stats and open the planner pre-loaded with it selected.
Residential
Where your citizens live. Burgage plots are the centerpiece — sized by you at placement, with a backyard extension that determines whether the family grows vegetables or chickens.
Civic
The public buildings that make a settlement feel like a town. Marketplaces, churches, hitching posts, manors, taverns — anything that serves the community rather than producing goods.
- Marketplace
Central trading hub. Stalls run by your granary and storehouse workers supply the region's burgage plots — required for plot upgrades.
- Well
Supplies water to a limited number of burgage plots (15 per wooden well at Update 4, more once upgraded to stone). Plots without water access cannot upgrade past Level 1.
- Church
Gives burgage plots the church access they need to reach Level 2; higher plot levels need an upgraded church. Also earns Influence.
- Hitching Post
Houses oxen, which haul timber logs to construction sites and plow fields.
Production
Workshops, mills, and gathering huts. These are the buildings that turn raw resources into the goods your settlement trades and consumes.
- Logging Camp
Workers fell trees in the surrounding forest and oxen drag the logs out. Place at the forest edge.
- Forester's Hut
Plants new trees to keep the surrounding forest from being depleted.
- Sawpit
Converts timber into planks used by most workshops.
- Hunting Camp
Hunts nearby small game for meat and pelts.
- Tannery
Tans raw hides into leather for cobblers and armorers.
- Cobbler's Workshop
Makes shoes from leather — a Level-3 burgage plot need.
- Blacksmith's Workshop
Forges iron slabs into tools and weapons such as spears for the militia.
- Bowyer's Workshop
Makes warbows and crossbows (crossbows need iron parts from a blacksmith) for the militia.
- Joiner's Workshop
Crafts shields and worked wood goods.
- Tailor's Workshop
Sews yarn or linen into clothes — a Level-2 burgage plot need.
- Charcoal Kiln
Burns firewood into charcoal (about 1 firewood to 2 charcoal), a longer-lasting fuel for homes and fuelled workshops.
- Stonecutter's Hut
Gathers surface rubble stone from a nearby stone deposit; rough stone comes from the separate Quarry.
- Iron Mining Pit
Surface mine that digs iron ore from an iron deposit; the Deep Mine is a separate building.
Storage
Granaries, warehouses, woodcutter sheds. Storage matters more than you think — if your granary fills before the next harvest, surplus rots in the field.
Defensive
Walls, gates, towers, palisades. Manor Lords doesn't simulate sieges as deeply as a dedicated war game, but defensive layout still matters for the manor approach and trade-road safety.
- Wooden Palisade
Wooden castle wall around your manor's bailey, planned in the Castle Planner. Town walls aren't in the game yet.
- Stone Wall
Stone castle wall around your manor's bailey, the heavier tier. Town walls aren't in the game yet.
- Castle Tower
Planning marker for the towers you add to your manor's walls in the Castle Planner (garrison and outer towers). There is no standalone watchtower.
Building reference FAQ
Why are burgage plots sized by the player instead of fixed?+
In Manor Lords you actually draw the rectangle of each burgage plot when you place it — the game doesn't impose a fixed footprint. Bigger backyards mean more home extensions (vegetable garden, chicken coop, goats) but cost more land and produce slower citizen growth. The planner mirrors that by making plots drag-to-size too.
Which buildings do I need first?+
Start with a hitching post (so trade caravans can arrive), a granary or storehouse (so food doesn't rot), and 2-3 burgage plots near a road. Pull-water from a well if you don't have a stream. Everything else can wait until you have surplus.
Do production buildings have specific placement rules?+
Yes — each production building has a logistical sweet spot. Sawmills want forest access, sheep farms want grassland, blacksmiths want road frontage near the manor for selling weapons. The planner's walking-distance heatmap helps you keep workers close to the marketplace.
Does this catalogue cover the Restoration / new updates?+
The catalogue tracks vanilla buildings shipped in stable Manor Lords releases. Buildings added in major updates (Restoration, the upcoming Conquest patch) get added here when their footprints and role are documented in the patch notes.
24 buildings catalogued