Manor Lords: Beginner-to-Advanced Guide
How to grow a thriving medieval town in Manor Lords without starving in the first winter: opening build order, housing and approval, production chains, farming, trade, and the basics of warfare — updated for the late-2026 Early Access builds.
Researched September 2026 — current as of Major Update #8 (main branch, versions 0.8.090–0.8.104, released August 27, 2026) with notes on the 0.8.110 beta (September 27, 2026). The game is in Early Access and changes often; check the linked sources if something differs.
Quick Start
- Build around a marketplace. Burgage plots and market stalls should cluster together — villagers walk everywhere, and distance is your biggest hidden cost.
- Timber, firewood and food come first. A Logging Camp, a Woodcutter's Lodge, a Forager Hut and a Hunting Camp keep you alive through year one.
- Build a Storehouse and a Granary early. Goods without storage rot or pile up; food belongs in the Granary, materials in the Storehouse.
- Use workers deliberately. Families are your workforce. Assign and unassign them to buildings as your needs change.
- Plan for winter. Firewood and food stockpiles must be ready before the snow.
- Keep approval up. Approval drives migration. Meet food, fuel and religious needs.
- Don't overbuild. Buildings without workers do nothing; expand in step with population.
- Back up saves before switching to beta. The developer recommends backing up saves and disabling mods before using beta builds.
Core Systems
Families & housing
- Burgage plots house families. Plots can be upgraded and extended (backyard extensions for vegetables, chickens, goats, and artisan workshops).
- Needs: food variety, firewood, clothing, religion and later luxury goods.
- Approval: higher approval brings more families; low approval can drive people away.
Resources & production chains
| Chain |
Buildings |
Notes |
| Timber |
Logging Camp |
Needed for most construction |
| Firewood |
Woodcutter's Lodge |
Needed for heating |
| Planks |
Sawpit |
Advanced buildings and pastures (as of Update #8) |
| Food |
Forager Hut, Hunting Camp, farms, pastures |
Diversify early |
| Clothing |
Tannery, weaving chain |
Hides from hunting/livestock |
| Beverages |
Brewery |
Ale; Cider (Apples 4:1) and Mead (Honey 1:1) added in Update #8 |
| Stone/Clay/Iron |
Mines and quarries |
Required for upgrades and military |
Farming
- Farmhouses manage fields.
- Soil fertility matters — place fields on fertile land (check the fertility overlay).
- Fields need ploughing, sowing and harvesting through the seasons; oxen help.
- Beta 0.8.110 farming changes: crop rotation becomes mandatory; spring and winter crops are separated more clearly; fertilizer production (livestock manure collected by Dung Collectors and composted) boosts field fertility. Crop auto-rotation that wiped unharvested yield was also fixed.
Livestock
- Sheep for wool and mutton.
- Cows & calves (Update #8): imported via the Livestock Trader; provide milk in spring/summer and can be butchered for beef and hides.
- Pastures now cost planks and scale in cost with size.
Artisans (Update #8)
- The old "Production Focus" was replaced by Active Recipes — you choose production priorities, and artisans start with no active recipes until you set them. Don't forget this step or workshops will idle.
Construction
- Basic vs Advanced Structures (Update #8): Advanced structures require skilled builders employed at the Construction Yard.
- The Construction Yard provides handcarts and can use oxen with ox carts to haul multiple timber logs.
- Large Stone Church upgrade added for late-game.
Opening Build Order (general)
- Logging Camp near forests.
- Burgage plots near the start.
- Woodcutter's Lodge for firewood.
- Storehouse.
- Forager Hut and Hunting Camp near resources.
- Granary.
- Marketplace stalls once goods flow.
- Well and Church to raise approval.
- Sawpit for planks.
- Farmhouse and fields in fertile areas.
Rule: Don't place too many work buildings early — you'll run out of families.
Year One, Season by Season
| Season |
Priorities |
| Spring (start) |
Place burgage plots, Logging Camp, Woodcutter's Lodge and Storehouse. Get a Forager Hut and Hunting Camp on the richest nearby nodes. Don't start big farms yet — you don't have the families. |
| Summer |
Granary, market stalls, Well and a wooden Church. Start a Sawpit so planks are ready for later upgrades and pastures. Scout fertile land and mark where fields will go. |
| Autumn |
Stockpile firewood hard. Make sure food is in the Granary, not sitting at producers. Move workers from construction to firewood and food if stock looks thin. |
| Winter |
Foraging and farming slow or stop. Use the quiet time to finish construction and plan year two: fields, livestock, clothing chain and trade. |
Rule of thumb: at the start of each autumn, check you have enough firewood and food for every family through winter, with a margin. Running short in the middle of winter is the classic first-game collapse.
Growing the Settlement
- Settlement level-ups come from population and meeting needs; each step unlocks new buildings and earns development points.
- Development points buy perks from the development tree (for example better yields or new production options). The upcoming update is focused on Perks — the 0.8.110 beta reworks them, so expect this section of the game to change.
- Burgage upgrades need extra materials and better supplied needs (food variety, clothing, fuel, religion). Upgraded plots produce more and look more urban.
- Multiple settlements: claim new regions to place specialised villages (mining, farming, livestock) and link them with trade.
What the 0.8.110 beta is fixing
According to the developer's September 27, 2026 post, the priorities taken from Steam reviews were: save corruption/crash on load, oxen logistics jams and pathfinding, crash frequency, building speed with oxen, and farming. If you've hit any of those on main, the next release is aimed squarely at them.
Recent Updates at a Glance
| Update |
Date |
What changed for players |
| Major Update #7 (0.8.065–0.8.090) |
July 10, 2026 |
Technical overhaul: pathfinding reworked to cut waiting time, an "island" system that quickly rejects impossible paths (e.g. riversides with no bridge), smoother behaviour across game speeds, new squad formations |
| Major Update #8 (0.8.090–0.8.104) |
August 27, 2026 |
Wide Valley map, new HUD, Artisan Active Recipes, Cider and Mead, cows and calves, Construction Yard with Basic/Advanced structures, Large Stone Church, pastures cost planks |
| 0.8.110 beta |
September 27, 2026 |
Farming fixes and mandatory crop rotation, fertilizer chain (Dung Collectors), perks focus, save-corruption and oxen-logistics fixes |
Balance details worth knowing from the Update #8 beta cycle: a butchered cow gives 6 Beef (calves 3), a sheep gives 3 Mutton, and cows produce Milk only in spring and summer. Sheep no longer die of cold at high elevation in autumn.
Economy & Trade
- Trading Post: Sell surplus goods and import what you lack.
- Trade routes let you exchange goods regularly.
- Regional wealth funds local development; the Lord's treasury funds military and upgrades.
- Taxes: Higher taxes reduce approval; balance carefully.
Military Basics
- Retinue: Your personal troops, stronger than militia.
- Militia: Drafted from families, equipped from stockpiles.
- Mercenaries: Hire for coin.
- Bandits: Clear camps or defend against raids.
- Rival lords: Compete for territory.
Tip: Build weapons and armor early if you're playing a combat scenario.
Moving squads (changed in Update #7)
Major Update #7 (July 10, 2026) refactored squad move commands. When you move several squads with a short right-click release, they now auto-form:
| Where you click |
Default formation |
| Open field |
A wide line |
| On a road |
A three-column line |
| Over a building area |
A scattered formation |
If you want the old behaviour (squads keep their relative offsets), hold ALT while issuing the move. Learn this before your first real battle — a column marching into a field fight is a classic way to lose militia.
Maps & Scenarios
- New map (Update #8): Wide Valley.
- Scenarios include peaceful (building-focused) and military (conquest-focused) modes.
- The AI lord was improved in Update #8 (e.g., delays industry and focuses on early production and trade).
Common Mistakes to Avoid
- Overbuilding early.
- Neglecting firewood before winter.
- Poor field placement (low fertility).
- Ignoring approval.
- Not setting Active Recipes for artisans.
- Using mods on beta builds (they'll likely crash).
- Not backing up saves before switching branches.
Advanced Tips
- Plan road networks to keep distances short.
- Diversify food to improve approval.
- Use oxen for heavy logistics (logging camps support up to 3 assigned oxen as of 0.8.097+).
- Separate industry from housing but keep them close.
- Expand to new regions for specialized resources.
- Use terrain overlays (now available in road mode) for better planning.
How to Access the Beta
- Back up saves (%USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames).
- Right-click Manor Lords in Steam → Properties → Betas.
- Enter password veryNiceBasket.
- Choose pre_release from the dropdown.
- Let it update and launch.
FAQ
Is Manor Lords still in Early Access?
Yes, as of September 2026.
What's the latest update?
Major Update #8 (0.8.090–0.8.104) on main, with 0.8.110 beta (farming, perks).
How do I survive the first winter?
Stockpile firewood and diverse food, and keep workers assigned.
Why are my artisans not producing?
Set their Active Recipes (Update #8).
How do I get cows?
Import via the Livestock Trader (Update #8).
Should I play the beta?
Only if you want to test new features and don't mind bugs. Back up saves first and remove mods — the developer warns they will most likely crash the beta.
My oxen keep jamming — what can I do?
It's a known issue the 0.8.110 beta targets. On main, keep ox routes short, give logging camps their extra oxen only where the haul distance justifies it, and avoid funnelling everything through one narrow road or bridge.
My army marched in a column into a field — why?
Squads moved over a road default to a three-column line since Update #7. Click the destination in open ground, or hold ALT to keep their relative positions.
Sources