City Builder Tools

Manor Lords tools

Manor Lords tools

Manor Lords planners built from the official wiki and patch notes: food, fuel and ale needs, a crop rotation helper, every building and good in sortable tables, and production chain diagrams.

Key buildings and resources

On this page

What these tools cover

Manor Lords is a medieval city builder from Slavic Magic, still in Early Access. Its economy changes a lot between updates: Update 5 reworked food and yields, Update 6 added a fourth burgage plot level, Update 7 stopped level 1 families drinking ale, and Update 8 added oats, cider, mead, cows and animal feed. Old guides and videos often quote numbers that no longer apply, so every figure on these pages is tied to the official wiki or the developer's patch notes, listed at the bottom of each page.

The data was checked against version 0.8.104 (Major Update #8, August 2026), the current main branch. Where the 0.8.110 beta changes something that matters for planning, such as crop rotation becoming mandatory or the new dung and fertilizer chain, the page says so.

A Manor Lords village from above, with burgage plots, fields and a church
A small village with burgage plots along the roads and fields behind them.

Calculators

  • Food, fuel and ale calculator: enter how many families you have at each level and get monthly, winter and yearly totals for food, firewood or charcoal, and ale, cider or mead, with a diagram of the drink and fuel chains sized to your village. It also works out a stockpile for any stretch of months, so you can check you will get through December to February.
  • Field and crop rotation planner: type in the fertility numbers from the in-game overlay and it tells you whether wheat or rye is the better grain on that spot, which crops share a fertility pool, and lays out a multi-year rotation that warns you when a field keeps draining the same pool.

Reference tables

  • Every building: 53 buildings and backyard extensions with worker families, inputs, outputs, fuel use, wiki costs and the level or perk they need. Sortable and filterable.
  • Every good: each resource with the buildings that make it and the buildings or needs that use it.

Guides

  • Production chains: bread, drinks, clothing, shoes, iron, fuel, building materials and dairy, each drawn as a diagram with the ratios the developers have published.
  • How to make ale: barley to malthouse to brewery to tavern, how much your families drink, and why ale does not reach the tavern.
  • Livestock guide: sheep, cows, pastures and the Update 8 winter animal feed rule that kills unprepared herds.

The chain every village starts with

Bread and rye breadField to Farmhouse (sheaves); Farmhouse to Grain (threshed); Grain to Windmill; Windmill to Flour; Flour to Communal oven; Flour to Bakery; Communal oven to Bread; Bakery to BreadsheavessheavesthreshedthreshedField (wheat or rye)Fieldwheat or ryeFarmhouse (up to 8 families)Farmhouseup to 8 familiesGrainGrainWindmill (3 families)Windmill3 familiesFlourFlourCommunal oven (3 families)Communal oven3 familiesBakery (Lv3 plot, 2x the oven)BakeryLv3 plot, 2x the ovenBreadBread
The bakery extension needs a level 3 plot since Update 6; until then the communal oven bakes.

Bread is usually the first chain you build after foraging and hunting: a field, a farmhouse to work it, a windmill and a communal oven. It shows the pattern almost every Manor Lords chain follows. A raw good comes off the land, a building refines it, and a second building or a burgage plot workshop turns it into something families consume. A gap anywhere stalls everything after it, which is why the buildings table lists inputs and outputs side by side.

What we leave out on purpose

You will not find "one bakery feeds 12 families" style numbers here. Since Update 5, Manor Lords works out yields from labor speed, efficiency and productivity, and the developers rewrote the building descriptions to stop listing fixed rates. Output per worker depends on walking distance, roads, carts, weather and season, so any single number would be a guess. The calculators stick to what the game states plainly: what a family eats and burns, what a building converts into what, and how fertility pools work. Watch the Records screen in your own game for output, and use these tools for the demand side.

If a patch changes one of these numbers before we catch it, the source links on each page show where it came from, and the about page says how to tell us.

Game art © Hooded Horse. Not affiliated. Icons from the Manor Lords Wiki (wiki.hoodedhorse.com), CC BY-SA 4.0. (license).