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 served from your granary and storehouse supply nearby burgage plots — required for plot upgrades.
- Well
Provides fresh water to nearby burgage plots. Plots out of reach cannot upgrade past Level 1.
- Church
Provides spiritual needs to nearby burgage plots. Required to satisfy religious approval at higher plot levels.
- Hitching Post
Houses oxen used to haul logs and stone across the settlement.
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 surrounding forest tiles and bring logs back. 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 wildlife for meat and hides.
- 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 weapons for the militia.
- Bowyer's Workshop
Makes warbows for the militia.
- Fletcher's Workshop
Makes spears for the militia.
- Joiner's Workshop
Crafts shields and worked wood goods.
- Smokehouse
Preserves raw meat into long-lasting food.
- Tailor's Workshop
Spins yarn into clothes — a Level-3 burgage plot need.
- Charcoal Kiln
Burns firewood into charcoal (about 1 firewood to 2 charcoal), the fuel for smelting iron.
- Stonecutter's Hut
Quarries surface stone from nearby deposits.
- Iron Mining Pit
Extracts iron ore from a deep deposit.
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.
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.
26 buildings catalogued