Manor Lords

How to Relocate Buildings

Manor Lords - How to Relocate Buildings
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.

How to Move Buildings

Click the Plus Icon With Arrowheads

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.

Rotate Buildings When You Relocate Them

Manor Lords - Rotate Buildings
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.

How to Rotate Buildings

Cost to Relocate a Building

Costs Nothing to Move a Building

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.

Takes Time to Reconstruct the Building

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.

List of Buildings by Movability

Buildings That Can be Relocated

Building Cost Description
Firewood Cart IconFirewood 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 IconFood 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 IconForager 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.
ForesterForester's Hut
Timber x2
Workers plant new trees in the specified zones.
Hitching Post IconHitching 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 IconHunting 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 IconLogging Camp
Timber x2
Workers fell nearby trees to produce Timber.
Sawpit IconSawpit
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 IconStonecutter Camp
Timber x2
Workers gather Stone from nearby Fieldstone deposits.
WoodcutterWoodcutter'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.

Buildings That Cannot be Relocated

Building Cost Description
Apiary IconApiary
Planks x2
Workers collect Honey.
Every region can sustain up to 2 apiaries by default, placing more will not increase the yields.
Apple Orchard 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
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 IconBloomery
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 IconCharcoal Kiln
Timber x2
Charcoal kilns convert 1 Firewood into 2 Charcoal, making refueling twice as efficient.
Chicken Coop A backyard extension that allows a passive yield of Eggs.
Clay Furnace IconClay 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 IconCommunal 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 IconCorpse 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.
DyerDyer's Workshop
Timber x2
Workers convert Berries into Dyes. Does not need Fuel to operate.
Farmhouse IconFarmhouse
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 IconField 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 A backyard extension that allows a passive yield of Hides.
Granary IconGranary
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 IconLivestock 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 IconMalthouse
Timber x4
Workers use Barley to produce Malt. The Malthouse needs to refuel to operate.
Manor IconManor
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 IconMarketplace 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 IconMining 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 IconPack 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 IconPasture No Cost Provides pasture space for livestock.
Settlers Camp IconSettlers 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 IconSheep 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 IconSmithy
Timber x2
Workers use Iron Slabs to craft Tools. Must be refueled once per month.
Storehouse IconStorehouse
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 IconTannery
Timber x4
Workers use Hides to produce Leather. Does not need refueling every month.
Tavern IconTavern
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 IconTrading 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 A backyard extension that allows production of vegetables. Requires plowing and harvesting labor. The yield depends on plot size.
WeaverWeaver's Workshop
Timber x4
Workers use Wool to produce Yarn, and Flax to produce Linen. Does not need to refuel every month.
Well IconWell
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 IconWindmill
Timber x4
Converts Grain into Flour. Works most efficiently on empty land, unobstructed by buildings or trees.
Wooden Church IconWooden 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.

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Manor Lords - Tips and Tricks

Beginner's Guide: Tips and Tricks

Manor Lords Tips and Tricks

List of Tips and Tricks
Game Setup and Difficulty Options How to Explore World in Third Person
List of All Achievements How to Change Region Name
Character Creation Guide All Seasons and Weather
How to Change Church Bell Sound How to Make a Custom Coat of Arms
What is the Best Scenario? How to Get Clothing Stalls
Best Settings to Change What is Diplomacy and Mechanics
What is the King's Road? How to Get Artisan Workshops
How to Store Exposed Goods How to Fix of Generic Storage Full Alert
Lack of Entertainment Explained What Does Burn Field Do?
What to Do With Dead Oxen How to Make Money Fast
Best Starting Resources How to Fix the Stuck Ox Bug
What is King's Favor? Is There Controller Support?

City Building Tips and Tricks

List of Tips and Tricks
How to Increase Approval to 100% How to Survive Winter
How to Win a Growth Victory Crop Rotation and Fertility Guide
How to Claim Regions How to Get More Families
Trade Rule Guide (Set to No Trade Fix) How to Pay Royal Tax
How to Relocate Buildings How to Cure Diseases
How to Maintain Public Order How to Put Out Fires
How to Check Map and Overlays How to Delete and Remove Roads
How to Get Rid of Homelessness Build Order and What to Build First
How to Assign Workers How to Move Supplies
How to Make Roads How to Limit Work Area
How to Rotate Buildings How to Use the Castle Planner
Best City Layout -

Combat Tips and Tricks

List of Tips and Tricks
How to Beat Restoring the Peace Scenario How to Win a Conquest Victory
How to Win a Domination Victory Combat Guide: How to Battle
How to Stop Bandits From Stealing How to Make Weapons and Armor
How to Survive Raiders -

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