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
Civic
- Marketplace6×6
Central trading hub. Burgage plots within range gain market access — a requirement for plot upgrades.
- Well1×1
Provides fresh water to nearby burgage plots. Plots out of range cannot upgrade past Level 1.
- Church4×6
Provides spiritual needs to nearby burgage plots. Required to satisfy religious approval at higher plot levels.
- Hitching Post2×2
Houses oxen used to haul logs and stone across the settlement.
Production
- Logging Camp3×3
Workers fell trees in surrounding forest tiles and bring logs back.
- Forester's Hut2×2
Plants new trees to keep the surrounding forest from being depleted.
- Sawpit2×3
Converts timber into planks used by most workshops.
- Hunting Camp3×3
Hunts nearby wildlife for meat and hides.
- Tannery3×4
Tans raw hides into leather for cobblers and armorers.
- Cobbler's Workshop3×4
Makes shoes from leather — a Level-3 burgage plot need.
- Blacksmith's Workshop3×4
Forges weapons for the militia.
- Bowyer's Workshop3×4
Makes warbows for the militia.
- Fletcher's Workshop3×4
Makes spears for the militia.
- Joiner's Workshop3×4
Crafts shields and worked wood goods.
- Smokehouse3×3
Preserves raw meat into long-lasting food.
- Tailor's Workshop3×4
Spins yarn into clothes — a Level-3 burgage plot need.
- Charcoal Kiln2×2
Burns timber into charcoal, the fuel for smelting iron.
- Stonecutter's Hut2×3
Quarries surface stone from nearby deposits.
- Iron Mining Pit3×3
Extracts iron ore from a deep deposit.
Storage
Defensive
26 buildings catalogued