Welcome, my lord or lady, to your new domain. Before you lie rolling hills, dense forests, and the promise of a thriving medieval fiefdom. But the path from a humble homeless camp to a bustling city is fraught with peril. Starvation looms in winter, bandits eye your meager supplies, and the complex web of production chains can tangle even the sharpest of minds. Manor Lords is a game of incredible depth, a beautiful simulation of medieval life that rewards careful planning and punishes rash decisions.
Fear not, for this report is your master guide. 📜 We have delved into every corner of this world, from the nuances of crop rotation to the hidden mechanics of the marketplace. Within these pages, you’ll find plentiful tips and tricks, meticulously researched and updated for the latest version of the game, including the sweeping changes of the experimental beta. This is your roadmap to not just surviving, but mastering the art of lordship. Let us begin.
I. The First Year: Laying the Foundation
Your first year will determine the fate of your settlement. The decisions made in these initial months are the bedrock upon which your entire legacy will be built. A strong start creates a virtuous cycle of growth, while a weak one can lead to a swift and brutal collapse.
Your First Month: The Unskippable Build Order
- Pause the Game Immediately. ⏸️ The moment you load into your new region, hit the spacebar. Time is your most precious resource. Use this pause to survey your surroundings, locate key resource deposits, and plan your initial layout.
- Protect Your Starting Supplies. Your first priority is building a Granary 🍞 for food and a Storehouse 📦 for materials. Why? Because weather is a real threat. If it rains before your supplies are under a roof, they can be ruined.
- The Great Build Order Debate. Should you build storage first or a Logging Camp? If you are playing with challenging weather enabled, storage is always first. If you’ve chosen a “Relaxing” start, you can prioritize the Logging Camp.
- Establish Timber Production. 🌲 Once your storage is placed, build a Logging Camp near a dense forest. As soon as it’s complete, assign two families to it. Timber is the lifeblood of your early settlement.
- Secure Your Winter Fuel. 🔥 After the Logging Camp, build a Woodcutter’s Lodge. This converts Timber into Firewood. This is non-negotiable, as families consume double the Firewood during winter.
- Lay Down Free Roads. 🛣️ While the game is paused at the start, use the road tool to lay out a basic network. Roads are free and built instantly. A well-planned road network dramatically reduces travel time.
- Place Your Central Hubs. Designate a large, open area for your Marketplace. This will become the commercial and social heart of your village. You should also place a Well over an underground water source.
- Assign Workers to Storage. As soon as the Granary and Storehouse are built, assign one family to each. They will begin moving your starting supplies into storage.
Securing Your People: Housing & Approval Basics
- Build Burgage Plots After Essentials. 🏡 Only begin constructing Burgage Plots (houses) after your core storage and production buildings are in place.
- Build One Extra House. Your goal is to build at least five Burgage Plots for your starting families, plus one extra. This empty plot is what attracts new families. No empty houses means no population growth.
- AVOID the Worker’s Camp Upgrade. 🚫 Do not upgrade your initial Homeless People’s Tent into a Worker’s Camp. This is a known issue that can prevent families from moving into their new homes.
- Approval is Your Growth Engine. 👍 Your population will only grow if your Approval rating is above 50%. From 50% to 74%, you will attract one new family per month. At 75% or higher, this doubles to two.
- The Fastest Path to 50% Approval. The two quickest ways to boost initial Approval are:
- Solve Homelessness: Get all your families into Burgage Plots.
- Provide Food Variety: Have at least two different food types at your Marketplace (e.g., Meat and Berries).
- Build a Church Early. ⛪ A Wooden Church provides a significant and lasting boost to Approval. It’s also mandatory for upgrading Burgage Plots to Level 2.
- Check the Approval Tooltip. Hover over the “thumb” icon. This will give you a detailed breakdown of all factors affecting your Approval rating.
Early Food & Fuel: Surviving the First Winter ❄️
- Forage and Hunt, Do NOT Farm. 🚫 Do not attempt to start a farm in your first year. Farming is a massive undertaking that will not yield a harvest before the first winter.
- Build a Hunting Camp. 🏹 This should be one of your first food buildings. It provides a steady, year-round supply of Meat and Hides.
- Manage Your Hunting Limit. 🤫 This is a critical hidden mechanic. Do not let your hunters wipe out the animal population. Click on the Hunting Camp and set the “Hunting Limit” to half of the herd’s maximum size.
- Don’t Build Near Animal Habitats. 🦌 Heed the warning about destroying a wild animal habitat. Building too close will cause the herd to migrate or disappear.
- Gather Berries Aggressively. 🍓 Build a Forager Hut near a berry deposit. Berries are only available from Spring through Autumn. Gather and store as many as possible.
- Backyard Extensions are Non-Negotiable. As soon as your first Burgage Plots are built, add Vegetable Gardens and Chicken Coops. They provide a passive, year-round food source crucial for surviving the first winter.
- Monitor Your Reserves. 📊 In the top UI bar, the barrel icon shows an estimate of how many months of food and fuel you have stored. This is your single most important survival metric.
II. Growing Your Settlement: From Village to Town
With the foundations secure, it’s time to expand. This phase is about transitioning from mere survival to creating a sustainable and prosperous town.
Mastering Burgage Plots & Backyard Empires 🏡
- Plan for Extensions. When you lay out Burgage Plots, always make them large enough for a backyard extension.
- The Corpse Pit Measuring Stick. 📏 A handy, if morbid, trick: a single Corpse Pit is exactly the length of two double-sized Burgage Plots with full extensions.
- Double Your Housing Density. When drawing a plot, make it large enough for the small “plus house” ➕ icon to appear. This “living space extension” allows you to upgrade the plot to house a second family.
- Unlock Your Artisans. 🧑🎨 Once a Burgage Plot is upgraded to Level 2, you can convert it into an artisan workshop:
- Blacksmith: Forges weapons.
- Joiner’s Workshop: Crafts shields.
- Cobbler’s Workshop: Makes shoes.
- Tailor’s Workshop: Makes clothes.
- Brewery Extension: Brews Ale for your Tavern.
- The Artisan Trade-off. Converting a family to an artisan locks them into that profession, reducing your flexible workforce.
- Delay Level 3 Plots. 🤫 An advanced strategy is to deliberately avoid upgrading to Level 3. Level 3 residents have very high demands and don’t provide extra labor. It’s often more efficient to create a large town of happy, productive Level 2 residents first.
- Upgrade Empty Plots. You can upgrade a plot to Level 3 even if no one is living in it to unlock development points.
Level | Requirements | Benefits |
1 | Basic Shelter | Provides housing for one family. |
2 | Water Access, Church Access, 2+ Food Types, Fuel Supply, 1 Clothing Type | Generates 1 Regional Wealth/month. Unlocks Artisan Workshops. |
3 | All Level 2 requirements, Stone Church, Tavern with Ale, 2+ Clothing Types | Generates 2 Regional Wealth/month. Contributes more to settlement level. |
Advanced Farming & Crop Rotation Strategies 🌾
- Respect the Fertility Overlay. Before placing a field, activate the fertility overlays. Always build on the deep green areas for maximum yield.
- Start with Small, Rectangular Fields. Do not build one gigantic field. A good starting size is 0.6 to 0.8 Morgen. Make fields long and thin to minimize plowing time.
- The Three-Field System is Law. To prevent soil fertility from collapsing, you must practice crop rotation. For a single crop like Wheat, the rotation across three fields would be:
- Field 1: Wheat, Fallow, Wheat
- Field 2: Fallow, Wheat, Fallow
- Field 3: Wheat, Wheat, Fallow
- Fallow Means Fallow. When a field is set to “Fallow,” it means nothing is grown on it for a year, allowing the soil to recover.
- Unlock the Heavy Plow. This should be one of your first development points. It allows you to build a Plowing Station and assign an Ox to it, dramatically speeding up plowing.
- Let Sheep Do the Work. 🐑 The Fertilization development point allows your sheep to graze on fallow fields. Their manure will restore soil fertility much faster.
- Unlock Rye for Poor Soil. Rye is a hardy grain that can grow in less-than-ideal soil, giving you a reliable source of flour.
- Build Mills and Ovens Nearby. 🍞 To increase efficiency, build your Windmill and Communal Oven close to your Farmhouse and Granary.
Animal Husbandry: Oxen, Sheep, and More 🐂
- Oxen are Your Engine. Oxen are essential for transporting timber. Without an Ox, your Logging Camp is useless. Buy a second Ox as soon as you can.
- How to Get Livestock. You must purchase sheep or cows via the Livestock Trading Post. Build one, set the trade rule to “Import,” and specify how many you want.
- Sheep Mean Clothes and Fertility. Sheep are housed in Pastures, and their wool is collected by Sheep Farms. Wool is processed into Yarn at a Weaver’s Workshop.
- The Hidden Sheep Quirk. When you import sheep, they stay at the Livestock Trading Post until the trader’s internal storage is full. Just keep importing, and they will eventually fill your pastures.
- Horses for Trade, Mules for Logistics. 🐴 Horses are assigned to Trading Posts for faster trade. Mules are used by the Pack Station to transport goods between your own regions.
III. The Art of the Deal: Economy & Trade 💰
Wealth is power. A strong economy will fund your armies, supply your people, and allow you to expand your influence.
Regional Wealth vs. Treasury: Know Your Coffers
- Regional Wealth is Your Town’s Money. 🪙 This is your primary currency, generated by exporting goods and passive income from Level 2/3 Burgage Plots. You spend it on things for your village.
- Treasury is YOUR Personal Money. 👑 This is the lord’s private coffer, funded by taxing your population’s Regional Wealth (requires a Manor). You use it for actions of state: hiring mercenaries and settling new regions.
- The Economic Balancing Act. Every financial decision is a trade-off between developing your economy (Regional Wealth) and projecting your power (Treasury).
- Tax Smart, Not Hard. 🧠 Do not levy a constant, high tax. This tanks Approval. Instead, let Regional Wealth accumulate. When you need Treasury funds, set a moderate tax for a month or two, then turn it off again.
Trade Routes & Profitable Export Strategies 📈
- Build a Trading Post. This is your window to the world. For each good, set a rule: No Trade, Import, Export, or Full Trade.
- Minor vs. Major Trades. Minor Trades (raw materials) can be traded with any visiting merchant. Major Trades (processed goods) require you to first spend Regional Wealth to establish a permanent Trade Route.
- Trade Routes are Worth It. A Trade Route guarantees a dedicated merchant will visit every month, providing a reliable income stream.
- The Value Chain is King. 👑 Never sell raw materials if you can process them. The profit margin increases dramatically with each step.
- Overproduce and Sell Everything. Don’t stop production when your storehouse is full. Overproduction is the engine of wealth. Set surplus goods to “Export.”
- Best Early Game Exports. Some of the most profitable early exports are:
- Warbows: Require only planks and sell for a high price.
- Planks/Firewood: Easy to produce in large quantities.
- Berries: Especially with a rich deposit.
- Rooftiles: Clay is often abundant, and tiles have a very high sale price.
Raw Material (Value) | Processed Good (Value) | Artisan Good (Value) |
Timber (1) | Planks (2) | Warbows (5) / Large Shields (6) |
Hides (4) | Leather (6) | Shoes (8) |
Iron Ore (2) | Iron Slabs (4) | Tools (6) / Spears (5) |
Clay (1) | Rooftiles (8) | N/A |
Development Points for Economic Domination
- Trade Logistics. Reduces the cost of establishing new trade routes. If you plan to trade heavily, pick this first.
- Better Deals. Completely eliminates the tariff on all imported goods. Incredibly powerful.
- Charcoal Kiln. 🔥 Allows you to convert 1 Firewood into 2 Charcoal. Since families consume fuel at the same rate, this effectively doubles your fuel supply.
IV. The Art of War: Military & Conquest ⚔️
While you can play as a peaceful city-builder, conflict is often inevitable. A strong economy must be protected by a strong sword.
Building Your Army: Militia, Retinue & Mercenaries
- Militia: Your Citizen Soldiers. 🧑🌾 Your primary fighting force, raised from the men in your Burgage Plots. Requires equipment (spears, bows, etc.).
- Retinue: Your Personal Guard. 🛡️ When you build a Manor, you gain a small unit of professional soldiers. You can use your Treasury to hire more and upgrade their gear.
- Mercenaries: Swords for Hire. 💰 When your forces aren’t enough, hire Mercenaries with your Treasury. They are expensive but essential for difficult battles.
- Use Mercenaries as a Meat Shield. A key tactic is to use mercenaries to absorb the enemy’s charge. It’s better for a hired sellsword to die than one of your citizens.
- Army Size Cap. You are limited to six military units (militia and retinue) per region. This cap does not include mercenaries.
Battlefield Tactics & Unit Management
- Stamina is Your Most Important Stat. 🔋 Do not order your troops to run across the map. They will arrive with zero stamina and be ineffective. Walk your soldiers into position.
- Master the Anvil and Hammer. 🔨 This is a classic tactic.
- The Anvil: Use a sturdy unit (Spearmen) and put them in a defensive formation to receive the enemy’s charge.
- The Hammer: While the enemy is pinned, maneuver a more mobile unit around their flank and charge into their side or rear.
- Morale Wins Battles. 꺾이다 You don’t need to kill every enemy. You win when their morale breaks and they flee. A successful flank attack deals massive morale damage.
- Use Your Stances.
- Stand Your Ground: Increases defense, perfect for your “anvil.”
- Push Forward: Increases attack but lowers defense.
- Missile Alert: Orders shielded units to raise shields, reducing damage from archers.
- Hills are Your Friend. ⛰️ Attacking from higher ground gives a combat advantage.
- Clear Bandit Camps Immediately. 🏕️ Do not let them linger. They will periodically raid your territory.
- Steal Kills from the Baron. If the rival AI attacks a bandit camp, send your own army. You can often swoop in and land the killing blow to claim the reward.
- The Mercenary Race. The pool of mercenaries is shared. Before declaring war, hire all available companies to bolster your army and deny them to your enemy.
- Bait and Divide. Use a single, fast unit as bait to lure one or two enemy units away, then engage the now-weakened main force.
- Counter-Claim for Free Land. When the rival lord claims a neutral territory, challenge his claim. If you win the battle, you get the territory for free.
V. Advanced Lordship: Hidden Mechanics & Pro-Tips
You have survived. Now, it’s time to truly master your domain.
Efficiency Hacks & Quality of Life Tricks
- Hold TAB for the God View. 👁️ Holding TAB brings up a detailed overlay showing family assignments, building inventory, crop status, and more.
- Unassigned Families are Your Builders. 👷 Only families with no job will perform construction or guide oxen. Always keep at least one unassigned.
- Nudge Your Animal Herds. 🦌 You can manipulate the location of wild animal herds by placing and canceling a building blueprint on the edge of their habitat.
- Resize Your Work Area. When selecting a building, hold CTRL and use the scroll wheel to change the size of its work area.
- Rebuilding is Free. If bandits burn down your buildings, selecting the husk and clicking “Rebuild” costs zero resources.
- Pause Artisan Production. ⏸️ You can’t set production limits, but you can pause an artisan family by clicking their Burgage Plot.
- Extra Timber Storage. A second, unstaffed Logging Camp can serve as extra timber storage.
- The Corpse Pit Trick. 💀 Don’t leave a family permanently assigned to a Corpse Pit. Assign them after a battle, let them finish, then unassign them.
- Market Stall Logistics. Families who work at production buildings also run the corresponding market stalls. Have storage buildings close to your market.
- Relocate Market Stalls. You can click on an individual stall and relocate it to a different market.
- Roads Increase Speed. Villagers and oxen move significantly faster on roads. Pave everything.
- Apiary Placement. 🐝 The tooltip for Beekeeping is bugged. You can build multiple Apiaries.
- Apiary Logistics. Apiaries have a hidden mechanic: they only produce one honey at a time. Have a dedicated Granary nearby with workers to constantly collect from them.
- Slain Villagers Respawn. If your villagers are killed, they will eventually respawn as long as there is free space in their home.
Navigating the New Experimental Beta Changes (v. 0.8.035+) 🧪
- Building Maintenance is Now a Thing. Many workplaces now have a maintenance cost. Neglecting it can lead to failures, like a mine collapsing.
- Food Has Become Granular. “Vegetables” are now Cabbages, Carrots, and Beetroots. “Meat” is now Mutton, Pork, etc.
- The Approval System is Reworked. It now uses Approval Tiers that grant bonuses or penalties.
- Stone Castles are Here. 🏰 You can now upgrade your Manor and castle modules to stone and place soldiers on the walls.
- Environmental Affinities. Regions are now divided into different environments. Certain buildings gain bonuses in their preferred environment.
- Old Saves are Incompatible. 💾 Save games from previous versions will not work on the experimental beta.
- New Maps and Game Modes. The beta introduces new map layouts and modes like a one-on-one Duel.
- Wild Animal Reproduction. Herds now require a minimum of two animals to begin reproducing.
- Rich Deposits are Bigger. Rich resource deposits now have a larger mining range.
- Mine Collapse Risk. Placing too many mines too close together increases the risk of a collapse.
- Homelessness Grace Period. New settlements now have a 30-day grace period where homelessness doesn’t affect Approval.
- Consumption Scales with Level. Higher-level Burgage Plots now consume more goods.
- Vegetable Gardens Need Replanting. After harvesting, vegetable gardens must now be re-plowed and re-planted.
- Import Tariffs Increased. The tariff for importing goods has been increased, making the “Better Deals” perk even more valuable.
- AI Towns. 🏙️ The AI lord now builds their own organic-looking towns on the map.
- New Progression System. The development point tree has been reworked.
- How to Access the Beta. To play, opt-in to the experimental beta branch on Steam. Right-click Manor Lords > Properties > Betas, and enter the code veryNiceBasket.
Conclusion
The journey of a lord is long and challenging. You will face harsh winters, bandit raids, and the constant pressure of keeping your people fed and happy. But with knowledge, foresight, and a bit of cunning, you can transform that initial patch of wilderness into a prosperous domain.
The core pillars of success are universal: start strong, grow sustainably, build a powerful economy, and defend your lands.
Remember that every failed settlement is not a loss, but a lesson. Each starving winter teaches you the value of a full granary. Each lost battle teaches you the importance of a well-executed flank. Take these tips, apply them, and go forth to forge your legacy. The annals of history are waiting to be written. 👑
Disclaimer: This is an unofficial fan work, all trademarks and copyrights for Manor Lords belong to the developer Slavic Magic.
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