Every production, logistics and residential building in Manor Lords, plus the backyard extensions that turn a burgage plot into a workshop, in one table. Click a column header to sort, type in the search box, or use the selects to show only one type, or only buildings that take or make a given good. Each row has its own link, so /manor-lords/buildings/#r-malthouse jumps straight to the malthouse.
| Building | Type | Families | Inputs | Outputs | Burns fuel | Cost (wiki) | Needs | Wiki page edited | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Gathering | 3 | – | – | – | 2025-12-21 | Logs need an ox to move. Forester's hut replants. | |||
| Gathering | 3 | – | – | – | – | 2025-10-13 | Workers carry logs back by hand and split them into firewood. | ||
| Gathering | – | – | – | 2026-01-02 | Wiki: 1 timber to 5 planks. Wiki lists 1 and 2 workplaces in different places, so the count is left blank. | ||||
| Gathering | 2 | – | – | – | – | – | 2025-10-20 | Plants trees. Default work area enlarged in Update 8. | |
| Gathering | 3 | – | – | Charcoal Burning perk | 2025-03-31 | 1 firewood to 2 charcoal. | |||
| Gathering | 4 | – | – | – | – | 2025-03-29 | Herbs need the herb garden upgrade (2 planks, 25 regional wealth on the wiki). | ||
| Gathering | – | – | – | – | – | 2025-03-31 | Wiki page says 3 workplaces, the buildings list says 2, so blank. Update 5 split meat into types; wild game is Small game. | ||
| Gathering | 3 | – | – | – | 2025-12-21 | – | |||
| Gathering | 4 | – | – | – | 2025-12-19 | Collects surface stone from a deposit until it runs out (Update 6 notes). | |||
| Gathering | – | – | – | – | Update 5 | – | Added in Update 5; Update 6 added rough and rubble stone pickup spots. | ||
| Industry | – | – | – | – | – | Update 5 | – | Added in Update 5 with dressed stone. Recipe not published in the notes. | |
| Industry | – | – | – | – | – | Update 5 | – | Added in Update 5 with mortar. Recipe not published in the notes. | |
| Gathering | 4 | – | – | – | – | 2025-04-05 | Output depends on the deposit. Deep mine upgrade (Deep mining perk) mines a rich deposit forever. | ||
| Farming | 8 | – | – | – | – | 2025-02-26 | Works your fields and threshes the harvest. Oxen plowing upgrade adds 2 oxen. | ||
| Farming | 3 | – | – | – | 2025-03-25 | Since Update 5 the millers fetch their own grain. | |||
| Farming | 3 | – | – | – | 2025-03-25 | The bakery extension is twice as efficient (wiki). | |||
| Farming | 3 | Oats | – | – | – | 2025-04-01 | Called Sheep farm before Update 8. 1 oats to 2 animal feed. Sheep are shorn once a year, in summer. | ||
| Farming | – | – | – | – | – | – | – | Update 8: planks cost scales with the pasture's size. Cows, sheep and lambs eat animal feed every winter month. | |
| Industry | 2 | Yes | – | 2025-12-15 | 1 barley to 1 malt. Burns 1 fuel a month. | ||||
| Industry | 2 | Yes | – | 2025-12-15 | 1 iron ore to 1 iron slab. Burns 1 fuel a month; maintained with tools. | ||||
| Industry | 2 | Yes | – | 2025-12-08 | Workers bring their own fuel and slabs. | ||||
| Industry | 5 | Yes | – | 2025-12-15 | 1 clay to 1 roof tile. Burns 1 fuel a month. Stores 250. | ||||
| Industry | 3 | No | – | – | 2025-10-15 | – | |||
| Industry | 3 | No | – | 2025-12-15 | 1 wool to 1 yarn; 1 flax to 1 linen. | ||||
| Logistics | 3 | – | – | – | – | 2026-07-29 | Pantry 500; large granary 2,500 and 6 workers. | ||
| Logistics | 3 | – | – | – | – | 2026-07-29 | Generic storage 250; large storehouse 2,500 and 6 workers. | ||
| Logistics | 2 | – | – | – | – | – | 2025-03-29 | Workers become ox guides. Small stables upgrade adds a stable space. | |
| Logistics | 1 | – | – | – | – | – | 2025-03-25 | Mules carry up to 20 goods per trip between your regions. | |
| Construction yard | Logistics | – | – | – | – | – | Update 8 | – | Stores building materials; needed for advanced structures. Builds 50% faster when maintained. |
| Trade | 4 | – | – | – | – | – | 2025-03-25 | Imports and exports for regional wealth. | |
| Trade | 3 | – | – | – | – | 2025-04-01 | Imports sheep; cows since Update 8. | ||
| Residential | – | – | – | – | – | 2025-03-31 | Lv1-2 hold 1 family, Lv3 2, Lv4 3. Burns 1 fuel a month, 2 in winter. | ||
| Residential | – | – | – | – | – | – | 2024-06-10 | Water for burgage plots, and firefighting. | |
| Residential | – | – | – | – | – | – | 2025-04-03 | Free. Families and storage workers set up stalls here. | |
| Residential | 1 | – | – | – | 2026-07-27 | Large tavern upgrade adds 2 workers. Since Update 8 nobody drinks at a tavern with no workers. | |||
| Residential | 1 | – | – | – | – | – | 2025-03-29 | Small stone church upgrade adds 2 workers; Update 8 adds a large stone church. | |
| Residential | – | – | – | – | – | 2025-03-25 | Needs fuel. One per region. | ||
| Extension | – | – | – | – | Lv1 plot | 2025-03-31 | Planting cost scales with garden size. Update 8 cut vegetable yields by about 30%. | ||
| Extension | – | – | – | – | Lv1 plot | 2025-03-31 | Chicken meat every fourth cycle (Update 5). | ||
| Extension | – | – | – | – | Lv1 plot | 2025-03-31 | Chevon and hides every third cycle (Update 5). | ||
| Extension | – | – | – | – | – | – | Update 8: pigs take 30% longer to yield. | ||
| Extension | – | – | – | – | Lv1 plot, Orchardry | 2025-03-31 | Harvest in September; young trees yield less. | ||
| Extension | – | – | – | – | Beekeeping | – | Harvested in autumn since Update 8; yield set by the meadow (wilding affinity). | ||
| Extension | – | – | – | Lv3 plot | 2025-03-31 | Twice as efficient as the communal oven (wiki). | |||
| Extension | – | – | – | Lv2 plot | 2025-03-31 | 1 malt to 1 ale; 4 apples to 1 cider; 1 honey to 1 mead. | |||
| Extension | – | – | – | Lv3 plot | 2025-03-31 | 1 leather per pair of shoes since Update 5. | |||
| Extension | – | – | – | Lv2 plot | 2025-03-31 | Two clothes recipes since Update 5: from wool or from linen. | |||
| Extension | – | – | – | – | – | Sausages from pork and salt (Update 5). Butchers pasture animals for meat and hides; lambs and calves give half (Update 8). | |||
| Cheesemonger | Extension | – | Cheese | – | – | Lv3 plot | – | 1 milk + 1 salt to 2 cheese (Update 8). | |
| Extension | – | – | – | Lv2 plot | 2025-03-31 | Spears and polearms also take planks. | |||
| Extension | – | – | – | Lv2 plot | 2025-03-31 | Mail needs the advanced armor development. | |||
| Extension | – | – | – | Lv2 plot | 2025-03-31 | – | |||
| Extension | – | – | – | Lv2 plot | 2025-03-31 | – |
How to read the table
Families is the number of worker families the building takes at most. Manor Lords assigns whole families, not single villagers, so a farmhouse with 8 families is 8 households pulled off other jobs. Backyard extensions have no number because the family living on the plot works them; those families become artisans and cannot be assigned anywhere else.
Inputs and outputs show what the building takes and makes. Where the developers published a ratio, it is in the notes: 1 barley to 1 malt, 1 firewood to 2 charcoal, 1 timber to 5 planks at the sawpit, 4 apples to 1 cider, 1 milk and 1 salt to 2 cheese. Ratios that have never been published are not filled in. Output per month is not listed for any building, because since Update 5 it depends on labor speed, efficiency and productivity: walking distance, roads, handcarts, weather and season all move it.
Burns fuel marks the workplaces that use 1 fuel (firewood or charcoal) a month on top of what your homes burn: the malthouse, bloomery, smithy and clay furnace. Add them to the food and fuel calculator.
Why some costs are blank
The cost column only shows a price when the official wiki page for that building was edited after Update 5 (December 2025) or the patch notes gave a figure. Update 5 introduced rubble stone and rough stone, removed tool costs from artisan workshops and changed several prices, so wiki costs written before it are likely out of date. Those are left blank rather than copied. The wiki page edited column shows the date of the page each row came from, so you can judge how fresh it is. The in-game build menu always has the real current price.
Two worker counts are blank for the same reason: the wiki disagrees with itself. The sawpit page lists 1 workplace in its infobox and 2 in its text, and the hunting camp is 3 on its own page but 2 in the buildings list.
Gotchas the table does not show
- Extension levels moved. The bakery and cobbler need a level 3 plot since Update 6, and the cheesemonger (Update 8) does too. Older guides say level 2.
- The sheep farm is gone. Update 8 renamed it the livestock farm and gave it a second job: turning oats into animal feed.
- The dyer and the food and firewood carts were removed in Update 5, along with cloaks. If a guide tells you to build a dyer, it is from 2024.
- Windmill workers fetch their own grain since Update 5; granary workers no longer deliver it.
- Advanced structures need professional builders from the construction yard since Update 8.

For what each good is used for, see the goods table. For how the buildings link up, see the production chains.