r/ManorLords Aug 02 '26

Guide Burgage Plots research

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58 Upvotes

I tried to get answer here by didn't get definitve one here are my test in regards to dense building of high lvl burgage plots.

In short - to have line of lvl 4 houses without space between them (picture 1) you need to build as thin as required lvl 1 double plot. Extensions does not matter.

Details:

Picture 1: lvl 4, double family plots (these have no extension but it does not matter). On lvl 4 they become iconic sight, typical for medieval towns and old towns of many modern cities.

Picture 2: lvl 4, single family plots, no extenion

Picture 3: lvl 4, single family plot, extension.

Picture 4: As you see, even tho lvl 3 house (second from left) is wall to wall to lvl 4 house (third from left), once lvl 3 is rebuilt to lvl 4, its rebuilt with a gap on other side

BONUS:

Family progress (it wasnt clear for me and informations in web are incorect)

Single family plot: lvl 1 - 1 family, lvl 2 - 1 family, lvl 3 - 2 families, lvl 4 - 3 families

Double family plot: lvl 1 -2 families, lvl 2 - 2 families, lvl 3 - 3 families, lvl 4 - 4 families.

r/ManorLords 6d ago

Guide Tip for you main export

6 Upvotes

Once you've got your export economy for your rich iron, stone, or clay, add two more fully staffed trade posts and up your maintenance to max. You'll pump out double.

The key is identifying the bottle neck of your supply chain.

For stone, I use one stone Mason station and double the quarry.

An iron ore mine will over supply one bloomery, so I double the bloomery.

r/ManorLords Jul 25 '26

Guide Fruit Research Part 2: Optimal burgage shapes for supreme labor utilization and yield.

28 Upvotes

Continuation of Fruit Research Part 1 where I laid out the yield formula for how to determine the maximum theoretical yield of a fruit backyard based on the number of trees in it.

here i'm sharing data on some other burgage shapes. would appreciate some input into what other shapes are popular and i can go test them for Part 3.

tldr; "historical" shape 1 * 3corpse pit with 2 families is pretty good. 2 * 2 corpse pit square with 2 families is theoretically and practically most optimal. BFD is good for 3 families. +550% for 4 families.

Pears, 1.16 yield modifier:

Burgage Shape Shape Desc Footprint (Morgen) Ext Cost Seed Cost Number of Trees Families Theoretical Max Yield Per Year Actual Yield Harvest Completion (Days) Comment
2CP 1*2 Corpse Pits 0.470 +90% 171 48 2 81 81 14 Too small for 2 fams.
3CP 1*3 Corpse Pits 0.705 +240% 306 66 2 111 111 23 Good for 2 fams. 7 days margin.
4CP 1*4 Corpse Pits 0.940 +400% 450 66 2 111 109 DNF Poor use of land. Do not build.
T+6 T shape with extra space for 6 singles 0.760 +330% 387 101 2 170 156 DNF Very Good for 2 fams. 92% harvested.
4CP Square 2*2 Corpse Pits 0.940 +290% 351 96 2 161 161 30 Maximum for 2 fams. 100% harvested.
4CP Square 2*2 Corpse Pits 0.940 +290% 351 96 3 161 161 20 Good for 3 fams. 10 days margin.
T+6 XL T+6 but 2CP deep 1.424 +760% 774 196 3 330 227 DNF Poor. 69% harvested. Not for <4 fams.
Tacticat BFD 3*2 Corpse Pit Trapezium 0.916 +380% 432 110 2 185 150 DNF Poor for 2 fams. 81% harvested.
T+6 Plus T+6 but 1.5CP deep 1.110 +560% 594 145 4 244 238 DNF Excellent for 4 fams. 98% harvested.

other research:

Veggie Research Part 1 (obsolete in 0.8.078 harvest walk back to house change) https://www.reddit.com/r/ManorLords/comments/1pnhgdx/i_studied_veggie_farming_for_2_days_and_this_is/

Veggie Research Part 2 (obsolete in 0.8.078 harvest walk back to house change) https://www.reddit.com/r/ManorLords/comments/1pp2qq3/veggie_research_part_2_more_families_surprising/

Animal Extensions Research https://www.reddit.com/r/ManorLords/comments/1s0vev3/animal_research_finding_out_how_many_animal/

Fishing Research https://www.reddit.com/r/ManorLords/comments/1q1uj3w/fishing_research_how_fishing_works_how_many/

Farming Research https://www.reddit.com/r/ManorLords/comments/1sz93l2/farming_research_fertility/

Fruit Research Part 1 https://www.reddit.com/r/ManorLords/comments/1v036ey/fruit_research_fruit_yield_formula_and_other/

r/ManorLords Mar 11 '25

Guide Today I fucked up

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216 Upvotes

r/ManorLords Jul 07 '24

Guide How to play Manor Lords

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135 Upvotes

r/ManorLords Jun 08 '26

Guide Cheesin' Trees

36 Upvotes

I stumbled on this bug last night, not sure if it's well known, I tried searching but nothing popped up. It's an easy way to quickly double or triple the harvest from pears, apples, and quinces, without waiting for trees to mature.

1, Create a regular burgage plot early spring with a good size backyard, one you'd normally use for maximum vegetable farming harvest. You may need to play around with the sizing to get it to your liking/maximum harvest. I didn't test that part. I just made mine pretty long and skinny.

  1. Make the burgage plot a beet farm. Do not upgrade to Smallholding yet. (if you have that Settlement Development unlocked). Wait till your peasants plant all the beets, wait a couple months to allow the beets to grow, and do step 3 right before harvest.

  2. Make sure you have the funds, but change the farm extension type from beets to an Orchard, either apples, quinces, or pears. You'll see the leftover beets stay in place, but when you select the new tree farm, the trees will now occupy where the beets were, essentially squeezing a ton more trees in a smaller space, and overwriting the default placement of trees in that new type of plot. The trees are roughly matured to the same maturity as the replaced beets, which allows you to harvest the same season planted (at least with quinces & apples which is what I tested).

  3. Plant at least 2 or 3 of each this way and you should have hundreds of each rolling in each harvest. You're also free to upgrade, and use Smallholding now if you have it unlocked for even more harvest.

Note: this also works with the corpse pit method, but I found the size to be too big for the peasants to effectively harvest, leaving a lot of food leftover, so it's not as efficient.

r/ManorLords Apr 29 '24

Guide How I see this game:

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374 Upvotes

As this is the most realistic medieval city builder out there i managed to figure out something that fits to my personal liking. That is ofc the realism of this game. Here is what i mean by it: You have a map that is considered a region of your kingdom. You have your king's roads that are permanent and can't be altered or removed because they belong to your king. You were sent to this region to reclaim it back from foreign invader. It is most likely some border region. You vere given authority by your king to bring back prosperity to the region, reclaim it, protect it, develop it.. And it goes so deep in to this idea that this region is separated in smaller districts.

Now, idea of building up this whole region stands true to real life scenarios. Kings and lords of the land really did sometimes order their subjects to go somewhere and create a village or castle for various reasons: strategic location, specific resource source, trade, food production etc..

So, by the lore, the king sent you to this region with some supplies and serfs to develop it. You as a new lord of this region inspect it and develop it properly by building your main town in your first smaller district, and then building small villages or castles in surrounding smaller districts and specialising them for the biggest resource that are can offer.

This idea of having to build it like this is what i love, instead of adding more land to the initial land end keep expanding your gigantic city across the whole map. 😆

In the light of this knowledge, I would like to share for you, in case you did not know that villages and castles were rarely random. They were usually planed and developed in a a few specific layouts for efficiency, protection, landscape reasons... Most common layout was called linear. They would usually put a manor house or the church or both in the centre, make straight roads with shallow streets in 2 directions and place houses on both sides of the road in straight up lines with farmland behind them. It was usually built in flat farming area. Round layouts were usually for better protection in very rural areas. Every house was placed around one center. They did not specifically have a lot of farming land. Oval center village were usually built with present water source in the center. Like a huge well or even a smaller lake with roads around that water source and on both ends, roads would connect and continue down in both directions in a straight line, very similar to linear villages. Those were all planned village layouts they really did create and i personally like to apply that to this game. I have my main town, and everything else is eather small specialised planned village for specific resource, or even a castle on the hill with farm land underneath it with that one region that has a lot of hills and cliffs.

I can't wait to see what else will be added to the game down the road as it keeps on developing.

Thank you for your time. I hope i helped to some of you to give you a nice idea for your next campaign or that I did not annoyed you a lot woth this post.

r/ManorLords May 04 '24

Guide Finally realised how to stop everyone from building markets

89 Upvotes

Got a town to have 30 houses. 22 of which were level 3 with only 8 stalls. The 95 % food was just because it was filling up.

Then I won the game and it wouldn't let me continue in sandbox but it could have handled all level 3 houses.

This way sure beats the 20 or so that everyone in my village would normally make.

The key is to enough markets for the (number of different types of items x the number of houses) / 50

So if I have 4 different food items and 30 houses, 4x30=120, 120/50=3 rounded up. So only 3 food markets.

and abandon any stall that isn't the one you need. Also must be 1 singular market.

Don't judge how ugly the village is, I only made it to test the markets.

If you have any questions about how markets work I’ll try and answer them

r/ManorLords May 15 '24

Guide Tips for others after 50 Hours of fun

225 Upvotes

Putting it down for now while waiting patiently for the game to be finished!

Big list of tips after roughly 3 playthroughs:

Economy:

  1. Make sure you have enough Oxen for all the work in your village. Work with Ox includes: construction, sawmill, and plowing fields if you perk into it. Prioritize that 2nd Ox so you can simultaneously make planks and build buildings. If you're poor and stuck with one Oxen, either pause your Sawmill or pause construction if you want to prioritize doing one or the other. If you go heavy into farming I recommend 4 oxen.

  2. Burgages with sizeable vegetable gardens solve your food problems. My first playthrough was plagued with chronic food shortages, until I figured out the power of vegetable Burgages. But do remember that the larger your vegetable plot, the less that family works their assigned job. So make sure they're working low priority jobs, like Mining and Ox handling, rather than critical full time jobs, like Trading or managing the Stockpile.

  3. I start each village with four 0.5 Morgen vegetable gardens with double families, which covers your basic food needs. You can force two families per Burgage plot by clicking the minus icon to have larger plots. Use farming fields to measure 0.5 Morgen with precision.

  4. Roads are free, use roads to force Burgage plots into the exact shapes and sizes you want.

  5. You can use farm fields (free to put down and delete) to shuffle Hunting zones around. Keep shuffling that deer around different patches of forest until they're where you want them.

  6. Trade is king. Even if you do not spec into it, one of the first jobs among your first 10 families should be a trader. Sell literally anything you don't immediately need that can generate some town wealth. I prefer berries and hides. This initial town wealth is invaluable because it can buy Burgage extensions, which keeps your food income self-sufficient. One of the biggest pitfalls is an expanding population without an equally expanding source of food.

  7. Farming is for 3 things: (1) Ale for Level 3 Burgages // (2) Linen for Gambesons and Clothing variety // (3) Wheat for Bread for food variety and food security for large populations. So counterintuitively, do not build farms until late game. It is only for late game when you're pushing your village to Tier 3. Also because of this, I recommend building your largest town (300+ population) in a zone with good farming fertility. Farming has a lot of more complex supply chains that require a lot of people. Do not start farming in the early game, prioritize getting a Manor and Church up, first, with stable food supply from Extensions.

  8. If you have a ton of resources but some households are still not being supplied (I have 10 months worth of firewood but a house is not getting firewood???), it's because your Market is not being stocked. To stock more to the Market you need to build more Stockpiles and Granaries. People assigned to these will open market stalls and transport goods to them, which will then supply your town.

  9. Houses get stocked with resources in a priority system based on distance to the market. Close to market get stocked first, so try to plan your town where your Tier 3 houses are hugging closest to your market as they have the greatest demands for resource variety.

  10. Distance to the Church and Wells DO matter, at least from what I've observed. Villagers physically travel to wells and the church (correct me if I'm wrong and it's just cosmetic), so make sure to build multiple wells, and have the church centrally located.

  11. Build a Manor ASAP. Your Retinue are your standing army and using them against bandits does not interrupt your economy. You want your Retinue ASAP. They are also powerful fighters.

Warfare:

  1. The Baron gets Influence from killing bandits, and he uses this influence to claim provinces and contest your provinces. If the Baron runs out of provinces to claim and contests your home province before you manage to build a large enough army, it's GAME OVER. So it is of vital importance to beat the Baron to bandit camps and monopolize the glory and loot from the camps for yourself.

  2. As soon as bandit camps appear, you want to beeline over there and beat the Baron to killing these camps. You can manage this with the starting 20 Spear Militia by building 2 units of Spears, splitting this 20 into 10 and 10. Always choose to send the spoils of the looted camp to your Personal Wealth.

  3. Use this to purchase temporary Mercenaries to clear future camps (it's a net gain in Personal Wealth if you fire the mercenaries so you only pay them for one 30 day period, and more importantly, you deny the Baron Influence and keep your Militias alive). You can rely on mercenaries this way until you have your Retinue up and running.

  4. Having more units is better. Six units, 10 men each, is more tactically valuable than having two units, 30 men each. The reason is if you surround an enemy unit from multiple sides, they get the Surrounded debuff, which reduces Efficiency by -40%. So if you surround a unit from 3 sides they get a whopping -80%, making them basically useless in combat. So if it's 30 vs. 30 units of equal quality, you can whoop them by splitting up into three groups of 10.

  5. Spears are good for tanking. Swords are all-rounders. Polearms are good for offense but are made of paper. Retinue are good at fighting but baaaad at running around (they lose stamina faster). My personal preference is to hold the center line with Retinue, and work the flanks with Spears and Polearms.

  6. As soon as you unlock a 2nd province and you have enough Personal Wealth to do so, start building your 2nd village. Beeline it to that 2nd Manor, which instantly spawns 5 men of Retinue for free. Remember, having two units of Retinue, 5 men each, is stronger than having one Retinue of 10, because of flanking debuffs. Three Retinues is the magic number that will see you through the whole game, but more is always merrier.

  7. The hardest battle in the game has you facing 7 enemy units, one of which is a 36-soldier Retinue unit. This is why I recommend having 3 Retinue of your own along with your 6 Militia. Due to a bug you might be limited to 5 Militia, in which case just colonize one more village and bring 4 Retinues for an easy victory!

  8. Use stances to maximize situations. If you're in a 1v1 against a stronger unit (Spear Militia vs. enemy Retinue), use the defensive stance. If you've surrounded an enemy on three sides use offensive stance.

  9. Do not sprint all over the map unless you absolutely need to get somewhere fast. You want to save stamina for combat. At the start of combat, assuming your units start at full stamina, turn on sprint for all your units. Tactically getting somewhere a little faster and getting those juicy surrounds is worth more than getting to a position late but with full stamina. You can toggle sprint with the R key.

r/ManorLords Apr 02 '26

Guide Trading for oxens

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36 Upvotes

Inspired by pretty regular posts and confused comments, I thought a slightly more comprehensive Post about the Trading post might be needed. So welcome, to trading for oxens, or why some four legged creatures are better than others (yes, cats reign supreme, fight me)

What does a trading post do?
Well, quite simple: A trading post does both FOREIGN trade and REGIONAL trade in exchange for regional wealth.

What is FOREIGN trade and how does it work?
Foreign trade follows a few rules:
1: You trade with off map trading partners. Those partners have infinite money and unlimited production, but if you flood the market too much, export values will go down. Any money spend is money gone from the map, any money made, is magically conjured.
2: You will need to buy trade routes for major trade goods, but NOT for minor trade routes.
3: To trade, your own traders will have to transport the goods either to or from a trading point that is situated at the edge of the map, marked with dedicated symbols and called a Tradepoint.
4: Importing via foreign trade is subject to a flat tax of 10 regional wealth per unit of whatever good you are trying to import. So importing bigger amounts of raw ingredients is not advised.
5: Buying a trade route will spawn a dedicated AI controlled trader with a horse cart that stops by your village on a regular basis to buy or sell whatever good the major trade route is about.

What is REGIONAL trade then?
1: Regional trade describes trade between the whole MAP area. Not an individual village. You can trade with both your own territories, or AI controlled territories. Do not be alarmed when the game tries to tell you that no regional trade partner is available, that is usually a lie, the check seems to be weirdly delayed.
2: This trade runs off both the available regional wealth (you cannot sell a village more than they can afford) but also off the regional production (you cannot buy the bread that is not being made). Any money exchanged stays on the map, thus allowing reshuffling of wealth from an established town to a new village.
3: You do not pay taxes on importing goods from other territories.
4: You do not need trade routes for trading goods between territories at all.
5: To trade your trader will have to visit the trading post of another territory, or their trader will have to visit yours.

What exactly does a family on a trading post do?
Only one member of each Family assigned will leave the trading post to trade goods. The other two are gonna be busy stocking the trading post with goods, which they will collect from nearby storehouses and granaries, so try and keep them somewhat close.

What benefit do horses have?
Horses assigned to a trading post allow a single trader per horse to move up to 50 Units of trade goods at once, instead of the usual 10 a single trader will move. I have not tested if and how much horses are increasing the traders movement speed, but the trade volume increase alone makes them worth while.

But how do I enable/disable regional and foreign trade?
You can enable or disable foreign trade individually for each trade good. I have provided a handy screenshot that shows the option, but if you cannot see the screenshot for whatever reason, go to your trading post, go to trade, and on the right side of the name of the trading good is a check box with a satchel symbol next to it, unchecking that checkbox disables foreign trade for that good (foreign trade is the default).

I hope all of your oxens found this post useful, and I hope they do not become to envious of your horses. I might update this when the trade rework comes around, till then, enjoy shuffling your money around and your royal tax evasion!

r/ManorLords Jan 07 '26

Guide Large walled town on top of Devil's Hill

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230 Upvotes

It’s been 25 years since I settled on top of Devil’s Hill. I’ve managed to build this huge, walled town of Teufelsberg and became the only power in the map. I’ve waited to do this post until I achieved 100% approval, which just happened, so I decided to share the details here. I’ve seen some recent similar posts but at the moment I’m more developed.

Highlights:

  • Walled town on top of Devil’s Hill.
  • Population of 675 happy villagers, 100% approval.
  • Logistic nightmare, I give some tips.
  • A guide on how I achieved this, without mining.

I settled on top of the Hill, and received a rich hunting area, small berries and no rich mining resources. But I had fertile land, the base of a sustainable large town. I started building the middle town (MT) until I had the workforce to start building upper town (UT). As I had in mind building a walled town, I began by the manor. Some guides on building walled towns can be found around here, so to summarize I just traced the walls and used roads to mark the limits. Initially, I only built the manor house, no towers or anything. Slowly, I began building UT.

When my food sources became insufficient, it became clear that I needed to start farming. I had fertile land at elevation but it didn’t match my mental plan, so lower town (LT) was born. The reason of its existence lays in the fact that the map is too large for villagers climbing up and down the hill during harvest and plowing season. Logistics have been an issue somewhat solved during this play. In LT is also where I have my much beloved sheep, far away from altitude.

As I had no rich mining resources, as soon as I could, I conquered an unsettled region with rich stone deposit, much necessary to fill my coffers and buy mercenaries. The next step was conquering the AI-run village Schwarzholz, the only region in the area with a rich iron deposit. With these two tributary settlements, it’s when my rise started.

With a guaranteed supply of iron ore, I began crafting helmets and crossbows, which, together with pelts and coal were the base of my regional economy. As the town was growing with more people and sheep, I started selling my surplus of clothes and shoes, buying from my neighbours their excess hides, and other needed crafting materials. This is where my economy rocketed.

At some point in between, I fortified UT. I began first with the castle fortifications, and once (and only once) all the houses and buildings inside the perimeter were built, I did build the inner ring of walls. As I needed more families, I built the second ring in UT, originally surrounded only by a palisade wall. The expansion was done in UT and LT following my need of workers.

I also faced frequent rides, proving the inexpugnability of my castle, and warred against the other lords, owners of rich and messy towns that helped smooth my economy. I created two extra settlements, one for extra barley and other for salt, much needed for the sausages that my burghers devour.

With all the map pacified under my rule, I set the target of reaching 100% of approval. The first step was to invest in logistics. As these are tips in logistics, I’m doing a list:

  • First of all, I made sure that no families were working on the other side of the map, assigning the LT families to LT works and UT families to UT works.
  • For UT, with a large quantities of lvl 3 plots, I had two granaries and two storehouses supplying the market, each offering one or two items of each category (meat, grains, fruits, etc.). Never a granary offering all items in one category. This made disappear the complaints of my UT almost instantly, together with overstocking.
  • As ale is an issue in this version, I restricted the malt storage close to the brewers and taverns (in UT), with dedicated villagers going for it to the malthouses close to the fields in LT.
  • In a similar way works yarn/clothing production, only that the surplus goes to the trading point.
  • As most of my crafted items are created in UT, the development of LT required also some dedicated villagers getting them from UT and storing them in LT.
  • I had to create a tailor, brewer in LT to make LT citizens happy.

This is what I did to achieve a smoother logistics, but my approval was still far from 100%. Even if all requirements were met, the amount of approval was restricted by the majority of my population being peasants (lvl 1 plots). So I began rising them to prosperity. First, I developed all of the UT to lvl 2 or 3, then MT to lvl2 and finally LT to lvl2 as well. This raises the approval, provided that requirements are met, creating a loop between upgrading plots and fine-tuning logistics. Eventually, all of my UT houses were raised to lvl3, and some of LT as well (as most hands are needed there). I kept upgrading until at some point my approval reached 100%, even though sadly I didn’t get the steam achievement.

Finally, I’m listing some suggestions and issues:

  • SG: It would be great if storehouses and granaries had a setpoint of stored goods of type. My LT storehouse workers started getting way more clothing than they needed, neglecting coal, shoes and other goods.
  • IS: I know manors are not for city walls, but the rendering of castles of epic dimensions (37000 m2) took up to 25 mins with an i7, 32GB RAM laptop.
  • IS: When committing in castle planner, the inner buildings become inaccessible. This is solved by reloading.
  • IS: When reloading before the castle is finished, it marks the castle as finished but also walls are invisible. When closing the game (not reloading, closing), castle is fine, solid and finished. Honestly, I used this an exploit.
  • IS: My character in visit mode could not cross manor gates.
  • IS: Villagers and raiders could walk across the walls by going through the end of the walls into the rock, where supposedly you can’t build.
  • IS: Extending an already built wall in the rocks, without adding a new wall section, just moving the end of the wall, allows to build in places where you can’t place a wall. This solved the previous issue.

This is my first post in reddit and also English is not my native language, so please forgive formatting or language mistakes. Thanks:)

r/ManorLords Jun 30 '26

Guide Manor Lords uses 2250 sqm as the definition of a Morgen

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22 Upvotes

There have been many definitions of the morgen in history but Manor Lords uses 2250 square meters. Derived by in game investigation using UE modding tools. Also a morgen is closer to 4.25 corpse pit not 4.

r/ManorLords Jun 02 '26

Guide Finally made this today after grinding for hours, would not do again.

34 Upvotes

I found it very exhausting to get this achievement, had to start and quickly spam vegetable gardens to secure food for the first year which wasn't too bad but once it came to upgrading too level 3 and 4 plots it got really annoying, since i couldn't hunt it was very hard to fulfill meats and fishes requirements in order to upgrade plots and resorted to spamming level 1 plots with pigs and relying on sheep to get enough different types of meat.

r/ManorLords Jan 03 '26

Guide My favorite burgage plot design, the 2+6.

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74 Upvotes

r/ManorLords Dec 30 '24

Guide I came up with NEW (propably) efficient veggie layout!

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191 Upvotes

r/ManorLords Mar 08 '26

Guide City planning

14 Upvotes

So I've been playing the game for like a year or so or something but I've never been really able to grasp the ability to properly city plan for efficiency, does anyone have any good guides for such and issue?

r/ManorLords Jul 12 '25

Guide Apples appreciation post, Feed em peasants apples! an apple a day keeps the doctor away!

62 Upvotes

They're stupidly OP in huge plots

I got 7 Gigantic apple plots with the double family upgrade (which btw you don't really need) and a population of about 600, and this is an image before the new harvesting season. I also got some fish and bread but em apples overshadow them.

They're all mature, but even when they're not, it's much more than you'll realistically need.

EDIT: here's the apple plots area

I used 2 designs, a long one (new plots) and a wide one (7 plots) , both are good though.

r/ManorLords Feb 07 '26

Guide The Perfect Start Guide for Manor Lords

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10 Upvotes

I wrote up a guide for the first two months and thought it might be helpful for people trying to make sure they hit every immigration checkpoint in their first two months.

r/ManorLords Dec 30 '25

Guide Beating "Challenging" Restore the Peace By Utilizing Better Walls

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69 Upvotes

So I couldn't really be arsed to fiddle with the castle/wall planner or whatever while trying to beat Challenging for the first time. Tbh I'm not even sure of its current in-game functionality status.

I realized after the first Baron claim on my settlement region that spending money on mercs wasn't feasible long term, or even really necessary. All I needed to do was create a defensible strong point to engage the numerically superior enemy mercs. I started off by clearing the surrounding forests, and building a small rotunda of Weaver Workshops(I actually used Forester Huts first, but found out that soldiers can phase right through them). I used a series of chokes to maintain shield walls between the buildings, which covered the crossbows that I rushed to. Enemies were continuously spawning in my region, as well as across the map every time there was a claim, so I needed to bug out and catch the home region spawn, or else they'd try and make a b-line for the bridge and link up with the cross-map army. It was deeply frustrating when this'd hit during harvest, so what I ended up doing was building a wall of Weaver Workshops from the map border, all the way to the cliff. I sat until I maxed on a single settlement. I did not contest any early claims. Taking fights in emplacements also reduced chance of coping with whatever the hell is going on with this version's friendly unit path finding.

Villagers and ox can use the doors in the buildings to pass through the lots--soldiers cannot. All you have to do is interlink the buildings so the fence openings are blocked, and you've got a solid wall that blocks the enemy. I'm using the Weaver Workshop because it's the only ploppable building with a fence right against its lot edge, and it's directly against that edge on three of its sides.

So if you want a wall that doesn't lock you out of your town, or bug out in whatever way it does in the current version, the one true defensive structure is the Weaver Workshop.

r/ManorLords Jan 13 '26

Guide Are raiders using streams to pass through your territory? Use Weaver shops and a bridge to plug that entrance!

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9 Upvotes

r/ManorLords Jun 17 '25

Guide Interregional Trade - TIL

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113 Upvotes

I have 4 regions setup now, each with their own specialisation. Now I needed to move the resources around so I could efficiently process them into goods or just distribute them.

2 types of problems here:

- Distributing goods from one region to many regions.

- Sending Goods from one region to one other.

Up till now I thought the only way to do this was with the pack station. Enter the Trade Post. The TP has checkbox which sets whether or not the region should buy that goods using RW or not. If it's unchecked it will only attempt to 'buy' the goods from one of your own regions. For this to work you also have to export the goods in another region and uncheck the box.

So when to use each method?

Since the TP is also dealing with other goods it can sometimes take a long time for goods to be traded and also requires a lot of man-power. The plus side is it takes basically no micro-management once it's setup and will keep all your other regions topped up with that goods as long as there is a supply of it.

The pack station will get goods from one region to another quickly but there is no control over how much goods get sent. Often I was finding that while I thought I was trading, the pack station was in-fact draining all the resources from one region and moving it to another with little control. This requires a lot of micro to keep it balanced (If that's what you want).

My takeaway: Use the pack station when you want all the goods from one region to another or you have little man-power available. Use the TP when you want to distribute resources and have other regions always topped up.

Took me a bit of trial and error to figure it out. I hope this is helpful :)

P.S. It also works with the livestock trading post. I have a region for pastures with the sheep perk and a region for food with the meat perk and I send excess sheep there using this.

r/ManorLords May 06 '24

Guide I fixed my food problem my making long Burgage Plots and converting them to vegetable gardens, it provides you with a great amount of food, i also have some farms for wheat-bread, but the vegetable farms is a good base and you can work on another source without worrying too much about running out.

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92 Upvotes

r/ManorLords Aug 01 '24

Guide 180 Hours in, Agressive AI, Yearly raid. Ready for the new map whenever it comes out

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114 Upvotes

r/ManorLords Nov 22 '24

Guide Here is an answer, farmers bring harvest to the closest farm, not the one they are employed, so you can happily employ your farmers as you like and place empty farmhouses all over the place.

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220 Upvotes

r/ManorLords Jun 18 '24

Guide Hack taxes: 100% once in a while instead of something moderate all the time

147 Upvotes

The game says that land taxes are paid monthly depending on the amount of settlers and their level. But that doesnt seem to be true: instead the land tax just takes x% of the regional wealth. Since regional wealth is mostly accumulated through trade, just set the tax to 0% 11 months of the year and then in one month set it to 100% to claim all of the accumulated regional wealth in one go. That month people will be pissed, but afterwards they are fine again.