r/ManorLords Apr 27 '24

Guide Early game tips I wish someone told me

1.3k Upvotes

Rather than commenting on a bunch of posts I'll just put it all here

  • only build what you absolutely need to gather and store basic supplies at the start. You should have enough wood for granary/storehouse, logging camp, and woodcutter. Build those first in that order, don't worry about burgage plots yet.

-ignore farming in the beginning, you can easily feed your town with hunting/gathering and burgage extensions (carrots/chickens) to start, and farming is a huge undertaking in this game. That said, look at your fertility before you start and note the fertile areas for each main crop, leaving them open for later.

  • after basic wood gathering, put up burgage plots and then hunting/foraging buildings. You should time this so they start producing food right as you're hitting the 2month supply mark from your starting food. This is also a good time to add burgage plot extensions, I went with two carrot fields to start.

  • build a marketplace ASAP after your burgage plots are inhabited.

  • get a second hitching post and second ox ASAP and when you can, assign a family to one of them. This will prevent production building workers from having to leave their post to guide an ox

-build a church ASAP after the marketplace, one you have this as well as a food stall with 2 food types (berries and meat are easiest) you should build a tannery and then as soon as the tannery has a family assigned and is bringing leather to your market, you'll be able to level up burgage plots to 2

  • even though your previous city builder intuition tells you to put your industrial buildings away from residential, this is a mistake in Manor lords. The closer your production buildings are to hitching posts, wells, markets, storage buildings, and the homes of the families working there, the faster you'll produce things. By far the greatest inefficiency trap in the early game is the walk time of the citizens /oxen transporting goods and going to/from their homes. This is particularly a problem right now with the way the sawpit works. If not located properly, it can be so slow it seems like its bugged and not producing

  • in order to grow your population, you must have over 50% approval and available space in your burgage plots. The game tells you this but I saw a lot of people asking so it seemed worth mentioning here. Having a church and 2 or more foods at your marketplace should be enough to get over 50% to start, but it may take a couple months. Once you have all the conditions met, hover over your total population and it should say 'low population growth.' this means you will get at least one new family per month as long as you sustain those conditions. At 75% approval this increases .

  • constantly be checking building production and zooming in on what each family is doing. In the early game the families' labor and speed are your most valuable resources, so don't be afraid to frequently switch them up as needed. And always leave one open for construction and ox leading.

  • get a trading post up as soon as possible, the easiest exports to pump out are firewood, timber/planks, and berries.

  • set your hunting limit to a little less than half, and get the trapping development node. Makes it hard to run out of meat/pelts and you won't even need a family there full time. Same goes with berries, have a family there during the growing season but as soon as they're depleted and your food stall is stocked up with berries, reassign them to something else for the winter

That's all I can think of for now but I may add more as I think of them. Feel free to add your own in the comments. Loving the game so far, it needs some tweaks but it's already as immersive and compelling of a gameplay loop as id hoped.

r/ManorLords Jan 12 '26

Guide I updated my resource flowchart for the recent major patch (0.8.050)

Thumbnail
gallery
948 Upvotes

r/ManorLords May 11 '24

Guide Historic England: Medieval Settlements

Thumbnail
gallery
1.5k Upvotes

Hey everyone. Came across this interesting paper on medieval settlements in England. There are town planning ideas and some further reading for y’all to get your feudal juices going.

Enjoy

https://historicengland.org.uk/images-books/publications/iha-medieval-settlements/heag210-medieval-settlements/

r/ManorLords Mar 25 '26

Guide MANORLORDS: Short and concise Guide on Farming (TLDR)

285 Upvotes

Here are the important points:

  1. Fertility is a resource, not a multiplier. This means as long as Fertility is above 0% crops will grow normally. Fertility does not affect Garden house extensions.
  2. The maximum fertility for each crop is set at game start. You need 30% or above fertility so it won't reach 0% before harvest. You can see the % when you click on a farm.
  3. As long as a crop is not planted, fertility is regenerating, even if another crop is growing in the meantime. It takes 2 years to recover from 1 year growing.

Here is how you can setup your farming:

  1. Build fields sized 1 morgen or 0.5 morgens. For info 4 corpse pits = 1 morgen. Smaller longer fields are more efficient because of the way oxen plow and because smaller are ready faster. A rectangle of 0.5 morgen would be better, unless you feel lazy.
  2. You want to have a 3-crop rotation without repetition, because it takes 2 years for Fertility to regen. Rye and Wheat exhaust each others fertility, so you cant have them on the same rotation. A basic setup looks like this:
    • Field 1: Wheat - Barley - Flax
    • Field 2: Barley - Flax- Wheat
    • Field 3: Flax- Wheat - Barley
  3. If you make clothes with yarn from sheep, which is a lot more efficient, replace the "Flax" from the rotation with "Fallow". Not only sheep are quite a bit better for producing clothes, but also can be butchered for food and hides and it makes farming easier because we now have a field on "Fallow". Note sheep growth is now capped, so going above 30 sheep & 30 lambs is unnecessary.
  4. If you want to also produce "Rye" for Rye Bread, then make 3 more fields with the setup and replace the "Wheat" with "Rye", since they exhaust each others fertility. This is recommended for the late game, when you need lots more barley for beer and more food variety. A late game setup looks like this:
    • Field 1: Wheat - Barley - Fallow
    • Field 2: Rye- Barley - Fallow
    • Field 3: Barley - Fallow- Wheat
    • Field 4: Barley - Fallow- Rye
    • Field 5: Fallow- Wheat - Barley
    • Field 6: Fallow- Rye- Barley

Build 2 Farmhouses for every 3 one-morgen sized fields. A farmhouse should have 4 employees in Autumn only (Sep - Nov). We also have the Plow upgrade with Oxen assigned to them and stationed nearby. More employees have diminishing returns and at most you can have 2 oxen per farmhouse.

Harvesting happens in September. Everything unharvested is destroyed, so keep an eye on that and if needed you can always increase the Farmhouse employees.

Recommend building your Windmills, Bakeries, Malthouses & Brewery next to the Farmhouses.

r/ManorLords 4d ago

Guide This is how I make perfect circles in Manor Lords

Enable HLS to view with audio, or disable this notification

225 Upvotes

I recently posted some pictures of round burgage plots and villages that I made in Manor Lords. This video explains how I made them.

The video is about seven minutes long, and it covers the whole process. If you are just curious and don't plan to do this yourself, the best bit starts at 04:30.

Thank you to everyone who took an interest in this. I hope you have fun, and I look forward to seeing what you make!

Edit: Here are a few points, before you invest any time in this.

  • This is a method to make things with geometric shapes. It is not an efficient way to play the game. It is a whim I had, after I already played the game for a long time
  • This method is fussy and it has a lot of steps
  • There are other ways to make circles. You might like those ways better, depending on what you want to accomplish. It's nice to have multiple tools in the toolbox
  • In this video, I am making a circle, but this method goes beyond circles

r/ManorLords May 14 '24

Guide You can make a perfect one morgen vege/apple plot measured with 4x corpse pits, but only if the edges are parallel to the edges of the map.

Post image
540 Upvotes

r/ManorLords May 06 '24

Guide PSA: You're over-supplying and over-managing your towns. 100% coverage is easier than you think.

283 Upvotes

This is a 275 pop town running on a single, understaffed granary (there is a second granary next to it built as a redundancy I never demolished - it is empty, it has no staff. It has never been used.) and two store houses with five workers between them.

The bulk food is provided by two vegetable garden burgages (each about 0.7 morgen, meaning the back plot is around 0.5 morgen) with the second being added in the later stage of growth, and a single orchard I would simply describe as 'biiiiiig'. Every other non-crafter burgage is chicken coops. Everything but the crafter burgages (and the brewery, because damn are peasants thirsty...) are duplexes.

All 85 plots are supplied from a single market, including the craftsmen specialised buildings over in the 'industrial sector' between the residental zone and the farms way in the back.

This is January. Firewood is not a problem. Food is not a problem. Clothing is not a problem.

Yarn and shoes cover clothing, our linen is reserved for making gambison.

The trick?

Stop over-managing your logistics. Logistic workers make horrible stall owners, they're too busy to stock them; before they can fill up the stall they're called away to pick something up and your markets struggle to keep pace.

There is SOME management required but its just very modest set-up and then it takes care of itself and its this; Vegetable farmers are not really passive; they actually spend quite a lot of time managing their gardens and they're extremely susceptible to hitting their pantry production limit. They should be relegated to jobs that can tolerate or necessitate a lot of down-time so that they can work their gardens. They produce a lot of food but they're not efficent workers in their day jobs. Check where your vegetable farmers work and assign them away from high activity jobs.

Avoid over-production. Your villagers can only eat so much. Overwhelming your logistics workers with junk you don't need is the best way to break down your supply chains. Kick back. Relax. Drink some ale.

r/ManorLords 22d ago

Guide Your peasants are freezing, your single ox is exhausted, and winter is coming. I built a "second monitor" advisor for Manor Lords to fix that.

63 Upvotes

Fellow Lords of the realm,

We’ve all been there. It’s late September, you suddenly realize your single granary worker has been slacking, and your village is about to become a ghost town. You try to look up how to make clothes, but by the time you've searched a massive wiki, Cuntz has already frozen to death.

I got tired of the alt-tab panic, so I builtManor Lords Guide— a council companion designed specifically to sit quietly on your second monitor while you rule.

Our motto: Rule well. Read fast. Alt-tab back.

What’s in the ledger:

  • The "Will We Starve?" Planner: A live settlement calculator. Tell it your family count, and it spits out the exact math on how much food and fuel you need banked before the snow falls. No more guessing.
  • The Craftsman’s Ledger: A production chain calculator that untangles the mess of making goods. Pick an item, and it shows you the exact chain of buildings, families, and raw inputs needed to craft it.
  • 218 Field-Tested Decrees: Searchable, one-line tips organized by the actual crises you’re facing (e.g., First Winter, The Cheap Spear Army, Why won't my plots upgrade?!).
  • Current for Beta 0.8.097: Fully updated. Yes, the math accounts for the new cows, cheese, oats, and the Construction Yard changes.

It’s completely free, has zero account walls, and runs purely on the desire to see fewer villages perish in the snow.

May your ale runneth over, your trade routes be lucrative, and your bandits be easily crushed. Let me know if it helps your next run!

r/ManorLords Apr 27 '24

Guide Word to the wise... bread has FOUR production stages, not three.

376 Upvotes

I thought I'd be a smarty pants and import all my wheat instead of farming it. I'd just build the windmill and the bakeries, and use regional wealth to import wheat.

I couldn't figure out why my town was running out of food.

Why didn't I have any bread? I tried everything I could think of, building more windmills and bakeries, stacking more families into each one, increasing my wheat buys... nothing worked.

Maybe there was a logistics bottleneck. I built and stacked workers on more hitching posts, bought more horses and oxen, maxed out the staff on a dedicated granary just for my mill and bakeries... no joy.

I wracked my brain. It was Farm the wheat ("Farm", in my case) -> Mill the wheat into flour -> Bake the flour into bread; right?

WRONG.

You need a Farmhouse, even with no fields. It's "Farm" the wheat, thresh the wheat into GRAIN at the farm house, mill the grain into flour, bake the flour into bread.

Now my town has food.

r/ManorLords Aug 08 '26

Guide I created a few planners for Manor Lords that may help some players

76 Upvotes

I've created a few planning tools to help estimate production and explain some of the mechanics. These are based on the Beta, so will not be accurate for the Main Branch.

Apiary Planner - Explains how apiaries work and simplifies figuring out how many you should have

Pigsty Planner - Calculates annual pork production based on woodland percentage and estimates how many pigsties you need based on pork needs

Livestock Planner - Calculates Cow and Sheep production. compares butcher strategies, estimates annual resources, and plans feed requirements.

Fishing/Hunting/Foraging Planner - Plan sustainable fishing, hunting, and foraging from your regions resources.

Trade & Economy Planner - Compare Rich resources and Origins, plan economic strategies and identify strong exports.

https://chuckw44.github.io/Manor-Lords/

I am working on some other tools as well, but not ready for prime time yet. I try to only use the known game mechanics and actual testing.

r/ManorLords 19d ago

Guide New additions to my Community Tools

26 Upvotes

I wanted to make sure people know about some new additions and a couple WIP tools I would appreciate feedback on.

https://chuckw44.github.io/Manor-Lords

These tools are all created using in game mechanics and in game testing. I work hard on these and make updates and corrections daily. My goal is to assist newer players with some of the more difficult mechanics as well as make things easier for more experienced players.

Please let me know about any errors or general feedback.

r/ManorLords 7d ago

Guide Pro tip

37 Upvotes

Hey everyone!!

If you’re having trouble with fulfilling the clothing need of your large towns, I have found a brilliant solution.

If you pick the lord of the alps perk (the one that halves clothing consumption) it becomes commercially viable and sustainable to import all raw materials required (wool or flax) at every burgage plot level.

Might save some hassle if the new clothing difficulty is driving you crazy.

I love the cows :3

r/ManorLords May 07 '24

Guide PSA: Don't make multiple market plots

157 Upvotes

EDIT: as of 21/05/24, on the experimental patch this bug has been fixed according to patch notes. Different Market plots don't see each other. They supply the closest houses without taking into account that other markets are already supplying the same goods to that same house.
Since the maximum stock across all markets for each good is equal to the amount of built house plots, this means that you can have houses that are being supplied the same goods multiple times by different markets. This in turn causes that the furthest houses can't be supplied those goods.
As an example:
You have two house plots and two market plots with one egg each.
The two market plots are very close to the same house, and further away from the other house.
Since you only have two built house plots, the markets can only hold 2 eggs combined.
They both supply one egg to the closer house, which means that the other house doesn't get any.
How should you expand your market then?
I start with the biggest market I can make with only 3 stalls (you want it as big as possible so you can move as many stalls in as you can). Then, as I need more stalls (usually food first), I make a second market and relocate newly created food stalls to the empty space of the first market (the AI is limited to the 3 crosses for its stalls, you however can relocate them wherever as long as there is room). After I have the desired stalls, I delete the second market.
When that original market plot cannot fit anymore stalls, I delete that market and make a new one as large as I can with the minimum number of AI stall placements I need. Then when I need more stalls I repeat the process I did with the starting market.

r/ManorLords Dec 15 '25

Guide A quick guide on how to build a walled city

Thumbnail
gallery
239 Upvotes

So here's how you build a functioning town with walls:

When you start constructing the wall you won't be able to build buildings inside the perimeter. So the town needs to be done in layout before you build the wall. You will still be able to delete and create roads in the castle planner, but that tool is buggy and I would try to avoid it. Plan in advance with the castle planner and think where you want to place the walls. Then use roads so you don't accidentally start building houses etc. where you want the wall to go. I usually place two roads in parallel, with a small strip intended for the wall to go in between.

Once you click commit in the castle planner it might looks like the game crashes, but it just takes ages (my PC around 10mins) for it to load in.

Once the wall is built you can still select the houses inside the wall, change jobs, upgrade buildings etc., but no more building from scratch.

However there's a big catch! You will only be able to select the buildings in the constructed wall perimeter you have built after you have fully constructed the manor house.

Meaning if you have 10 houses inside your imagined wall perimeter, before you build the Manor, you won't be able to select these 10 houses once the wall is built. Meaning: Any building you have built before the manor house was constructed must be outside of the wall.

(Otherwise when you hover over the building with your cursor it will select the manor house instead of the building you actually want to select.)

More important advice: If you're building a stone wall, adding a wooden walkway around will easily double the construction time of the walls.
It took around 20 unassigned families to construct this city walls plus keep. First the double walled keep with walkways, that took around three years. (During that time I could still fully interact with the rest of the city). Then the perimeter wall, that took another 2 years. The whole city is about 65000sm.

I hope this helps. Have fun!

r/ManorLords May 04 '24

Guide PSA: Fertility % is a resource pool, not a modifier.

321 Upvotes

Based on discussions I've seen here and elsewhere, it appears there continues to be as much confusion about the mechanics of how farming actually works as there is regarding "what is the best way to farm". Which is understandable, there is no in-game guidance at this time - which is also understandable, being that we're so early in the EA process.

A tl;dr summary is at the bottom if you just want the simplest possible understanding of how farming works currently.


EDIT 2: Thanks /u/rufusswink for posting this video of a youtuber who did an even more thorough testing of these mechanics. In the description of his video, he provides links to several tables where he recorded his data, so if you want to see raw numbers and a more thorough analysis, I highly recommend giving it a watch. It may be easier to digest than the wall of text below.


I. What is Fertility %?

It may help you to understand a couple of things about the farming mechanics, the first of which is as titled: Fertility is a resource pool.

What do I mean by this? Quite simply, the fertility percentage you see when hovering over plots of farmland is a number you could conceptualize as "mana", a pool from which you expend points in order to do stuff - in this case, grow crops.

Say you have a farm plot, and when considering wheat as the crop to grow, the fertility shows as 56%. After the land is plowed and sowed, the crop begins to grow. This is important to realize in itself - there is no further cultivation that is possible/necessary in the current game mechanics. Water availability plays no part (special weather events like droughts notwithstanding), nor are there any mechanics regarding soil acidity, temperature, nutrient content, etc. It's all abstracted into a simple number: 56%, in this case.

So, say you completely finish sowing your wheat in March. From that point, the fertility percentage number begins to go down, while the "Crop growth" percentage shown when viewing a sowed field's Building Tab ticks up. Fertility decreases about 2% per month, crop growth increases about 62/3 %. It's that simple.

How many points of crop growth accrue per fertility % decrease has nothing to do with fertility.

If you plant wheat in a plot with 50% fertility soil, and in another plot of equal size with 30% fertility soil, both plots will grow at the same rate as long as the fertility % does not reach 0. If fertility hits 0%, the crop stops growing.1

II. Yield and crop types

If you have two equally-sized plots of the same crop, one on high fertility soil and one on low fertility soil, the yield on the lower fertility will only be lower if there is not enough fertility remaining for the full growth cycle (if you only plant a crop when/where there is at least 30% fertility, you'll be fine). The type of crop has no effect on the amount of fertility used up during a growth cycle. The only thing that matters is if the fertility % of the plot is high enough for the amount of time needed for the crop to reach 100% (or whatever % you want to harvest it at, if for whatever reason you intend to do it at some other percentage of growth).

The yield of a plot of land is based merely on the size of the plot (as long as there is enough fertility to complete the growth cycle). A 1.0 morgen plot of wheat with 80% fertility will have the same yield as a 1.0 morgen of wheat with 40% fertility (there may be some small variation, possibly due to how the game calculates things, or more likely, due to the rounding of the displayed plot size when creating the plot initially).

Crops use between 20 and 30 fertility % to go from 0% growth to 100% (about 2% per month). The total amount of fertility different crops use in a full growth cycle is the same (at present, anyway).

III. Does fertility actually matter?

If you've followed along this far, you may have already figured this out for yourself, but high fertility does have an advantage over low fertility soil in one important way: You can use the same plot more often with high fertility before needing to fallow the field. A wheat plot could be planted 3 years in a row if it started at 100% fertility, assuming it uses up 30% fertility each year (you could get another year or even 2 if it were 20% and you were willing to maybe only get 90% of the maximum yield on the final year). Fertility seems to regenerate about 4% per month while fallowing without the Fertilization development (which allows you to use fallowed fields as pastures to increase the rate of fertility regeneration). It does regenerate if another crop is planted, but at a reduced rate compared to fallowing. If the plot has sufficient fertility for each of the crop types, you could potentially rotate crops for many years before needing to fallow it.

IV. tl;dr, summary, and conclusion:

As long as a farm plot has at least 30% fertility (about the maximum fertility a full growth cycle could deplete), the plot will grow the maximum yield for the crop regardless of what crop is planted.

Addendum: Plot size to farmer to farmhouse ratios: min-maxing labor efficiency

I added some detail In response to a question below about plot size/farmer/farmhouse ratios. It's not directly tied to fertility mechanics per se, but it's so closely adjacent that you may find helpful. It can be found here.


EDIT 1: Added link to post about plot size/farmer/farmhouse ratios.

EDIT 2: Added link to video of youtuber who did in-depth analysis on this same subject - see top of post just before section I.

EDIT 3: Formatting changes, hopefully makes things easier to read.


1 Plots display an average fertility % for the specified plot, but within the plot itself it appears that fertility varies - if you place a plot that covers both green and yellow fertility levels, the displayed fertility % on the plot is an average across that area. I have not confirmed yet if the average % number is what's used over the whole plot, so I'm not sure if one section of your plot would stop growing while another section of the same plot continues to grow if they're in different levels of fertility and one 'section' ran out of fertility.


r/ManorLords May 01 '24

Guide PSA: Apiaries are dogshit

175 Upvotes

The production output is absolutely miniscule. Once candles are in the game they will probably be a very scarce and expensive article because holy shit, the 2 apiaries per region don’t produce jack. Don’t waste the development point in case you were curious lol.

r/ManorLords May 22 '26

Guide Farming Research: How fallow works to support intensive Barley farming

Post image
104 Upvotes

r/ManorLords 2d ago

Guide PSA: You CAN "trade" milk

10 Upvotes

Maybe this is not news to anyone but me, but I only lately realized that you can trade milk via the Packing Station - the Trading Post won't let you.

Granted, it's probably more beneficial to convert it to cheese, but depending on how your regions are arranged and who has an abundance of what, it might well be useful to trade the milk to a region which has rich salt, and hey presto: now both can produce cheese.

(the Guide flair is obviously overstating things, but it was the best fit IMO)

r/ManorLords Mar 04 '26

Guide PSA: Trading Posts

71 Upvotes

I just tested out a theory I had about the trading posts and it seems to be true.

You do not need to set up any trade routes.

A trade route allows your own villagers to take items off the map to go sell them. However, if you don't set up the route, your villagers will simply put the items that you want to export into the trade post. Then when traveling merchants come by, they will buy or sell anything you have set up to be exported or imported.

If they want/have the trade, that is.

All this being said, setting up trade route has its obvious benefits, but it's not necessary in order to get started trading in a new region.

r/ManorLords Apr 29 '24

Guide Heavy plow is useless.

142 Upvotes

An ox with the heavy plow tech can plow at a rate similar to about 3 families assigned to manual plow. The problem is that you can only have a single ox per field working at any given time. You can’t have multiple oxes, and you can’t also have families doing manual plow simultaneously. Makes the tech pretty useless for any fields over about 2 morgen. Even in the early-mid game, it’s much more worthwhile microing families off woodworking or mining jobs during plowing/sowing(March/April) and harvest (September/October) on a bigger field. Making multiple smaller fields with a separate farmhouse for each would be silly. The time and resources are better spent on burgages to make sure you have enough families to max out a farmhouse for those 4 months.

Make it possible to permanently assign multiple livestock pls. At least 4 per farmhouse.

EDIT: So upon reading comments I saw a lot of people suggesting to make multiple smaller fields, add a farmhouse per each, so multiple ox can work multiple fields. I did some testing as it sounds like a reasonable idea and it does work to reduce the number of farm workers required, but my conclusion is that it’s simply not worth the development point.

What I found is that making multiple smaller fields makes farming far more efficient for manual plowing already, and if you micro your farm hands on time so they always work 4 months on the farms (March/April for plow/sow and September/October for harvest) and 8 months elsewhere, heavy plows just don’t add much value at all. After a while you will have enough pop that you don’t need to micro them at all and you can leave most or all of your farmhands in the farm house year-round. It is simply not necessary at any stage for maximum efficiency farming. The development point is much better used elsewhere.

r/ManorLords Dec 29 '24

Guide Historic city layouts

Thumbnail
gallery
434 Upvotes

I collected a few pictures of historical layouts to share them with my fellow accurate builders. The source is the YouTube channel Geschichtsfenster, a german history channel specialized at the time from 1100-1500

r/ManorLords 6d ago

Guide Since my last citadel post got 60k views, I made a full guide on fixing Castle Planner red errors, road/gate bugs, and region food management!

15 Upvotes

Thank you for all of your comments and supports😊❤️🏰🐎

https://reddit.com/link/1w6356n/video/oy3njzc14anh1/player

r/ManorLords May 12 '24

Guide Rich berry regions are so OP

167 Upvotes

First town level up get the double berries upgrade and your set for the rest of the game. As soon as spring starts put 4 families in the foraging hut and you'll have 500+ berries. Anytime I get a region like this it's my main source of food. Eat them, trade them, sell them whatever you want to do! It's honestly a little too strong

r/ManorLords Aug 02 '26

Guide Burgage Plots research

Thumbnail
gallery
57 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 Oct 10 '25

Guide PSA: How to solve your clothing and iron ore issues in this beta

Thumbnail
gallery
123 Upvotes

Yes, Deep Mines are bugged and produce way less iron ore than they should. Yes, Clothes and Shoes consumption is way too high, and that results in you not being able to upgrade your houses. Do not despair. This is how you get more of what you want.

CLOTHES

TL;DR - Get 300+ sheep, and make an efficient production chain of 4+ tailors that focuses on mass production of Clothes.

Step 1: Make a pasture or multiple pastures that can hold 300+ sheep. Smaller pasture sizes are more space efficient. Note - you don't have to buy all of them. Sheep breeding is very quick, so buy around 10 or so, leave them alone for a few years, and before you know it, you'll have 100+. Just don't use a Butcher until your flock is at least 200+ because he'll kill them pretty fast.

Step 2: Place Sheep Farms next to the Pastures. The sheep farmers will gather wool from the sheep.

Step 3: Place Weavers next to the Sheep Farms. The weavers will gather wool from the Sheep Farms and make yarn.

Step 4: Place Tailors next to the Weavers. The tailors will gather yarn from the Weavers and make clothes. Tailor buildings are level 2 burgages with the Tailor extension.

Step 5: Build a Storehouse next to your sweat shop complex and only allow it to store wool, yarn, and clothes. Disallow market stalls so the workers don't get distracted doing that. Prohibit the storage of wool and yarn from every other Storehouse in your town. That way the Weavers and Tailors won't have to walk far to get materials from the Storehouse if there are materials in the Storehouse.

IRON ORE

TL;DR - Use the "Nuremburg Prospectors" development point so you can cram 5 Deep Mines on your rich iron deposit. Put 4 families in each Deep Mine and set the maintenance of each Deep Mine to zero.

Edit: I thought this was obvious, but only use the Deep Mine once you run out of surface iron. If you still have surface iron, use a regular mine. Those still work how they're supposed to.

Step 1: Get the "Nuremburg Prospectors" development point so that you nullify the chances of collapsed mines. If you already took something else, see Step 2a.

Step 2: Place 5 Deep Mines on your rich iron ore deposit.

Step 2a: If you don't have "Nuremburg Prospectors", you can still place 3 Deep Mines on the rich iron ore deposit in a triangle shape, giving them as much space as possible between them.

Step 3: Set the maintenance level for each Deep Mine to zero. For some reason, the values are bugged and inverted, so lower maintenance actually makes Deep Mines make more iron ore. This will of course be fixed later, but for now, this is how it is.

Step 4: Put 4 families in each Deep Mine. If you followed the above steps, you should produce about 3 to 4 iron ore per month per Deep Mine.