You can relocate buildings for a more efficient town layout in Manor Lords. Check out how to relocate a building, how much it would cost to move one, and a list of which buildings can and cannot be moved.
List of Contents
When you click on a building, you will see a bunch of symbols at the top of the window next to the building and region names. If you want to relocate a building, you'll need to click the plus icon with arrowheads.
Once you've selected that option, you're free to move and place down the building wherever you wish.
When you're relocating a building, you can also hold left click and move your mouse left or right to rotate it. This is useful when you're moving buildings around but want it to face a different direction instead.
Thankfully, if you want to move a building, it will cost nothing and you can move it for free. Technically, you'll need to spend the same amount of resources you used to construct the building when moving it, but you get the resources back once the initial building is deconstructed.
When you relocate a building, your villagers will need to take it down and reconstruct it at the location you want to move it to. It's recommended to only move a building if you don't have any other important buildings that need to be built at the time.
Building | Cost | Description |
---|---|---|
Firewood Cart | No Cost | Spends 1 Regional Wealth to purchase 1 Firewood. Can store 15 Firewood. Region does not pay the Transport Fee and a Marketplace is required to place the Firewood Cart. |
Food Cart | No Cost | Spends 4 Regional Wealth to purchase 1 Bread. Can store 15 Bread. Region does not pay the Transport Fee and a Marketplace is required to place the Food Cart. |
Forager Hut |
Timber
x1
|
Workers gather Berries from nearby Berry Deposits. Can be upgraded to have a Herb Garden for 2 Planks and 25 Regional Wealth, allowing the production of Herbs. |
Forester's Hut |
Timber
x2
|
Workers plant new trees in the specified zones. |
Hitching Post |
Timber
x1
|
Provides 1 Stable Space and enables ordering of horses or oxen. Assigned families become permanent Ox Guides, which speeds up travel and logistics. |
Hunting Camp | No Cost | Workers hunt wild animals and produce meat and hides. Can set a Hunting Limit - meaning the camp will stop working if the population of the prey drops to equal the limit. |
Logging Camp |
Timber
x2
|
Workers fell nearby trees to produce Timber. |
Sawpit |
Timber
x2
|
Workers transform Timber into Planks. Can set a Construction reserve for Timber - meaning the building will stop providing Timer if the number of stock in the storage is equal to the limit. |
Stonecutter Camp |
Timber
x2
|
Workers gather Stone from nearby Fieldstone deposits. |
Woodcutter's Lodge |
Timber
x1
|
Workers fell nearby trees to produce Firewood. |
These buildings can be moved at any time, so you're free to place them down at a convenient location first and move them to a more optimal location later on. They also get to keep their upgrades when you move them, so you don't have to worry about upgrading them again.
Building | Cost | Description |
---|---|---|
Apiary |
Planks
x2
|
Workers collect Honey. Every region can sustain up to 2 apiaries by default, placing more will not increase the yields. |
Apple Orchard |
Regional Wealth
x50
|
A backyard extension that allows production of Apples. Harvest is only possible in September and yield is reduced for the first 3 years as the trees grow. |
Armorer's Workshop |
Planks
x4
Regional Wealth
x10
|
A backyard extension that allows production of Helmets, Mail Armor, and Plate Armor from Iron Slabs. Needs some additional development research to for Mail and Plate armors. |
Bakery Extension |
Planks
x5
|
A backyard extension that allows production of Bread from Flour. Twice as efficient than using a Communal Oven. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Blacksmith's Workshop |
Planks
x5
|
A backyard extension that allows production of Tools, Sidearms, Spears, and Polearms from Iron Slabs and/or Planks. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Bloomery |
Timber
x2
|
Workers convert Iron Ore into Iron Slabs. Also needs to be refueled every month. |
Brewery Extension |
Planks
x5
|
A backyard extension that allows production of Ale from Malt. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Charcoal Kiln |
Timber
x2
|
Charcoal kilns convert 1 Firewood into 2 Charcoal, making refueling twice as efficient. |
Chicken Coop |
Regional Wealth
x25
|
A backyard extension that allows a passive yield of Eggs. |
Clay Furnace |
Timber
x2
Stone
x5
|
Converts Clay to Roof Tiles. Must be refueled once per month. |
Cobbler's Workshop |
Planks
x5
|
A backyard extension that allows production of Shoes from Leather. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Communal Oven |
Timber
x2
|
Workers use Flour to produce Bread. Not as efficient as using the Bakery Burgage Plot extension, but is pretty useful in the early game. |
Corpse Pit | No Cost | Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly. All workers become Gravediggers. |
Dyer's Workshop |
Timber
x2
|
Workers convert Berries into Dyes. Does not need Fuel to operate. |
Farmhouse |
Timber
x3
|
Used to employ families on the Field. Farm workers plow the fields as soon as the Winter passes, but no later than November then they sow them with the chosen crop. |
Field | No Cost | A space to grow crops like Wheat, Flax & Barley. To employ peasants on the fields, you need to build a Farmhouse. Note that larger fgields would yield more crops but would take longer to plow. |
Fletcher's Workshop |
Planks
x4
|
A backyard extension that allows production of Warbows from Planks. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Goat Shed |
Regional Wealth
x25
|
A backyard extension that allows a passive yield of Hides. |
Granary |
Timber
x2
Stone
x10
|
Workers collect, store, and distribute goods using the Pantry. Stores up to 500 food resources or Ale. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. |
Joiner's Workshop |
Planks
x4
|
A backyard extension that allows production of Wooden Parts and Shields from Planks. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Livestock Trading Post |
Timber
x2
|
A building that is responsible for trading livestocks. Provides 4 Pasture and 2 Stable Spaces for the livestock in its inventory. |
Malthouse |
Timber
x4
|
Workers use Barley to produce Malt. The Malthouse needs to refuel to operate. |
Manor |
Timber
x5
Planks
x20
Stone
x25
|
Residence of you and your Retinue. Grants 250 Influence, raises the Administration Level by 1, and enables players to tax their people. It requires Fuel to operate. Only one (1) Manor can be constructed per region. After building your very first Manor, the starting retinue will join you in your palace for free. Manors have an area around them where they can be upgraded with various modules. |
Marketplace | No Cost | Provides space for assigned families to set up stalls and distribute their produce to the Burgage Plots. A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high. |
Mining Pit |
Timber
x1
|
Used to extract Iron Ore from Iron Deposits, and Clay from Clay Deposits. Can be upgraded into a Deep Mine using the Deep Mining development. |
Pack Station |
Timber
x1
|
Sets up a Barter Connection, allowing you to send and receive goods between the current and another owned region. Employ Mules to transport up to 20 goods per trip. |
Pasture | No Cost | Provides pasture space for livestock. |
Settlers Camp | No Cost | Can only be placed in regions that has been claimed but has no buildings. Grants base starting supplies and 5 starting families. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People's Tents. |
Sheep Farm |
Timber
x1
|
Workers collect Wool from grazing Sheep. The Sheep must first be imported via the Livestock Trader. The sheep farm also has 5 Pasture Space. |
Smithy |
Timber
x2
|
Workers use Iron Slabs to craft Tools. Must be refueled once per month. |
Storehouse |
Timber
x2
|
Workers collect, store and distribute goods using Generic Storage. Stores up to 250 non-food resources. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. |
Tailor's Workshop |
Planks
x5
|
A backyard extension that allows production of Clothes, Cloaks, and Gambesons from Linen, Yarns, and/or Dyes. Converts all inhabitants into Artisans, locking them from being assigned to other jobs. |
Tannery |
Timber
x4
|
Workers use Hides to produce Leather. Does not need refueling every month. |
Tavern |
Timber
x5
|
Fulfills 1 level of Entertainment requirement for the Burgage Plots. Like many of your citizens, Taverns need Ale to function. It can also store 100 Ale. |
Trading Post |
Timber
x4
|
A building that is responsible for trading imported goods. Enables trading with visiting merchants, tradepoints, and trading posts in other regions. When employed, 1 family member travels to the nearest possible destination to conduct trade, while other family members manage the inventory. The family can also automatically set up stalls on the marketplace to sell imported goods. |
Vegetable Garden |
Regional Wealth
x15
|
A backyard extension that allows production of vegetables. Requires plowing and harvesting labor. The yield depends on plot size. |
Weaver's Workshop |
Timber
x4
|
Workers use Wool to produce Yarn, and Flax to produce Linen. Does not need to refuel every month. |
Well |
Timber
x1
|
Provides Drinking Water to Burgage Plots. Also enables Firefighting. Can be built anywhere if the game setting is set to unconstrained, else it must be built over Underground Water sources. |
Windmill |
Timber
x4
|
Converts Grain into Flour. Works most efficiently on empty land, unobstructed by buildings or trees. |
Wooden Church |
Timber
x5
Planks
x20
Stone
x10
|
Fulfils 1 level of Faith requirement for Burgage plots. Provides Hallowed Ground for Burial of the dead villagers and workers become Gravediggers. |
Make sure to plan out your settlement layout before placing these buildings down since they cannot be moved once constructed. It also isn't recommended to destroy and rebuild these buildings since they're important for keeping your settlement happy and they won't keep their upgrades if you remake them from scratch.
Beginner's Guide: Tips and Tricks
How to Relocate Buildings
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