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
- 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
- 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 timber into 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
Defensive
26 buildings catalogued