This opening takes a new Manor Lords town from its starting five families to a village with an oat farm, a plank trade and its first cleared bandit camps. Work through it in order and you reach the first winter fed and housed, with money in the treasury and the rival lord kept short of influence.
Quick answer
| What | Answer |
|---|---|
| Approval | Above 50 or no one moves in (80 for two migrations a month) |
| Free housing | At least 1 free house at all times |
| Oxen | Buy one at the hitching post at once, with one hitching post per ox |
| Logging camp | Next to the logs, 3 families, maintenance raised |
| Camp maintenance | Raised to cost 2 tools a year instead of 1 |
| Market stalls | 6 stall locations (8 is fine) |
| Farm layout | Three-year rotation across three field groups |
| Oat processing | Done inside the farmhouse, no windmill or oven |
Choose a start and read the top bar
For a first town, pick the Wide Valley map and the Restoring the Peace scenario 1:02. Leave the settings on default and leave raiders on — they are manageable and they are a source of influence. Fractured Realm puts AI lords on the map, and their behaviour is still rough, so it is a poor place to learn. You can drag your starting location before you confirm.
Pause as soon as the map loads. Z and X slow down and speed up the game.
Every game starts with 5 families and no houses, so housing reads -5. The top bar decides whether your town grows, and these are the counters that matter early:
| Counter | What it tells you | Keep it at |
|---|---|---|
| Unassigned families | Families without a job; they do all the building | At least 1, or nothing gets built |
| Housing | Free homes for new arrivals | 1 or more, or the town stays at 5 families forever |
| Stable space | Oxen you own against oxen you can house | Room for every ox, or the new one runs away |
| Food / Fuel | Months of supply left | Watch it fall as families arrive |
| Approval | How happy the town is | Above 50 for any migration; 80 for two a month |
| Regional wealth | Money for oxen, livestock and backyard upgrades | Spent early on oxen |
| Treasury | Money for mercenaries and claiming regions | Filled from bandit camp loot |
| Influence | Needed to claim regions | 1,000 for an empty region, 2,000 for a rival's |
Oxen are the only thing in the game that can haul logs, and not buying more of them is the classic first-game mistake 3:55. You start with one ox and room for one. Click the hitching post and order a second ox straight away. Stable space now reads full, so you will need a second hitching post the moment it arrives — an ox with nowhere to stand runs off and the regional wealth you spent on it is gone.
Food and fuel shrink faster as the town grows, because every new family eats from the same stock. Fuel consumption only shows once families have moved into burgage plots.
Approval has to be above 50 before anyone moves in, however many houses are free 5:51. The first year is the exception: it adds one extra family each month. Migrants arrive on the 1st and around the 18th of the month, so with high approval and 2 or more free homes you get two arrivals a month. The date sits in the bottom corner of the screen.
You cannot build in a region until you claim it, and claiming costs influence: 1,000 for an unclaimed region, 2,000 for one the rival lord owns — and he will fight you for his. The quickest early influence comes from killing outlaw camps, marked on the map with their own icon 8:14. Their raiders steal a little from your stockpiles, which is a nuisance rather than a threat.
Last, check timber. You start with 8, which is not enough to build much, so the first priority is a logging camp.
Pick a start region with farmland
Zoom out to see the resource icons in your region. A crown above an icon marks a rich resource, and every region has two of them 10:07. Farmland counts as one, but it has no icon — you have to look for it.
Open the construction tab and switch the overlay to Oat Fertility. Green means rich soil; red means a region that will never farm well.
Resource types behave differently once you start using them:
| Resource | Yield | Runs out? |
|---|---|---|
| Food sources (berries, fish) | Lower — 60 berries against 385 fish in one region | Regrow |
| Stone, clay, iron | Rich deposits hold a little more | Yes — the deposit disappears from the map for good |
| Salt with a deep mine upgrade | — | Never |
| Fertile farmland | The strongest resource in the game | No, with a proper rotation |
Farming is worth restarting for 11:32. If the green overlay is missing from your starting region, reload until a farming region comes up. The rest of this guide assumes you have one, plus a fish pond.
Build your first logging camp and houses
The aim of the first month is a sixth family before April. Skip the granary and storehouse for now — they come next. Everything here is about walking distance: an ox dragging logs across the map is what loses you that family.
- 12:01
- costs 2 logs · 12:29
- 2 tools a year instead of 1; you start with 10 · 13:24
- 14:24
- chicken coops and other livestock need it later
- without stable space it runs away · 15:21
- 16:46
Housing should now read 1 free, and a new family takes it within days.
Food and fuel drop to about two months while everyone builds, and goods left lying on the ground are ruined if it rains. Push on anyway. Food and fuel are easy to replace; a missed family costs a whole migration.
Backyard extensions matter more than they look. A plot without the extra space behind it can never take livestock or a large vegetable garden, and a town without them struggles to feed itself later. Some plots also offer a second-house option; you only pay for it when you choose to build it.
Add storage, markets, water and food
The sixth family is in. Now the town needs somewhere to keep things and something to eat.
- 17:16
- 8 is fine · 17:45
- leaves about 10 regional wealth · 18:13
- one covers about 15 houses · 18:42
- 20:08
- 21:07
- 23:01
Food spoils as a percentage of what is stored, so the same loss hurts far more in a small pile — 2 out of 50 goes much faster than 2 out of 500. A granary fixes that, and upgraded to a large granary it holds 2,500 23:31.
The marketplace shows its supply level when you click it. As it turns orange and then red, put more families on the stalls. Click any house to see which needs are unmet; meeting them raises approval.
Once the town is housing 5 families and has a storehouse, an armored delivery arrives with 20 spears and 20 shields 19:10. That is your first spear militia.
Later, the charcoal kiln in the industry tab turns one firewood into two charcoal. It needs more families than you have now, so leave it.
To delete a road, highlight it, hold Alt and remove it.
Set up a three-field oat farm
Oats are the best early crop: the farmhouse turns them into food itself, with no windmill and no communal oven. Start them early.
Staggering the groups means one group rests each year while the other two grow oats, so the farm always produces and no soil is farmed every single year. A wheat-then-rye rotation looks like a sensible alternative, but in practice it drags fertility down year after year until it reaches 0%. Oats on oats with a fallow year holds up better.
In autumn the families bring the oat sheaves into the farmhouse, plow and sow again, then return to the farmhouse and turn the sheaves into oats there 32:05. By late September one farm can hold 162 sheaves waiting to be processed, so three months of food on the counter is nothing to worry about.
Oxen assigned to the farmhouse do no construction and haul no logs, even when nobody is farming. Press Tab to open the overview and check where they are. Logs piling up around the logging camp is the sign they are still locked in the farm.
Expand with foresters, planks and trade
Planks are the money-maker for a town without rich stone or clay, and they also pay for the church that unlocks house upgrades.
- 33:02
- 34:29
- about 14; about 8 in the very first months · 46:03
- otherwise logs lie where they fell · 48:54
- 48:27
- 53:16
- 53:46
- 56:11
- carries 50 items · 1:02:25
Trading points are the blue markers on the map. Traders have to carry every sale there, which is why the trading post and its storehouse sit right beside one. Clay, planks and tools are minor trades, so you can sell and buy them without unlocking a trade route. Run out of tools and the logging camp, sawpit and most other workshops stop, so keep that import running.
Clay and stone are worth taking while they last. Two mining pits fit on the same clay deposit even when it is not rich, for up to 6 families, at a higher risk of collapse. On a stone deposit that is not rich, the quarry is unavailable; use a stone gathering camp instead.
Level 2 homes matter beyond comfort: without them approval never reaches 80, and 80 is what keeps two migrations a month coming after the first year 1:00:31. When you upgrade a plot, its family becomes a permanent craftsman. Unassign the family first and pick the trade yourself — make one a joiner and tell it to make shields, which sell alongside your planks.
Winter is building season. Farmers and foresters cannot work, so every idle family joins construction. Seasonal assignments exist, but they can grab families you want unassigned.
Assign families by hand and keep a few unassigned on purpose. Families working vegetable plots in their own backyards need to be free to do it, and the automatic assignment will pull them into jobs elsewhere 47:30.
Handle bandit camps and the first raiders
Open the army tab and select the spear militia. You can only rally them inside your own region, so pick a spot near the edge closest to the camp. Make them walk the whole way: running tires them, and tired troops die more often in the fight 35:27.
Bandits sally out once you get close, so choose the ground before they reach you. Fighting inside a forest gives your army a penalty. Hold an opening or a bridge, set a shield wall, and make it three lines deep 37:23.
Every militiaman is a worker who is not building. Marching on a first bandit camp took 20 of the town's 44 people away from work. That is the strongest reason to switch to mercenaries quickly.
When the camp falls, claim it and choose where the loot goes. Send it to the treasury, not regional wealth 37:53. The treasury is what hires mercenaries, and mercenaries clear every later camp without pulling families off construction.
Claiming the camp matters as much as the loot. One cleared camp gave 460 influence, and 1,000 claims a new region 38:49. The rival lord hires mercenaries and claims camps too. Every camp you ignore is influence he collects, and with enough of it he claims region after region and turns aggressive before you have a defence. When his army is sighted heading for a camp, get there first.
| Spear militia | Mercenaries | |
|---|---|---|
| Paid from | Free — the armored delivery gear | Treasury, 45 a month |
| Cost to the town | Families stop working while out | None |
| Best use | The first camp or two | Every camp after that |
Heavy mercenary archers are cheap and do well in melee against outlaws 58:06. Station them in the middle of your region between fights so you always know where they are.
To send militia home fast, rally them to your settlement and then disband them. Rallying teleports each soldier back to their house, so they are at work at once instead of walking back from the edge of the map 45:05.
The first raid is not immediate: expect it within about a year of your second March. Use that time to stack up planks and sales so the treasury can pay for a defence when it comes. With 1,300 influence banked, claim a small unowned neighbouring region — the rival lord does not contest one he does not own 1:01:28.
Also worth knowing
- Crops that share nutrients drain the same soil. Wheat and rye draw on the same nutrients, as do barley and oats. Rye after wheat only works on rich soil, and repeating a same-nutrient crop with no fallow year can strip a field completely after about three years. Keep the fallow year in the oat rotation. A crop needs at least 30% fertility to grow fully.
- One farmhouse per three fields keeps every field plowing. With a three-year rotation, that ratio means an ox is always free for each field.
- Cattle are a trap early on. They eat large amounts of fodder, and a gap in feeding kills them within weeks. Villagers eat oats directly, so skipping cattle and getting clothing from linen is the easier route.
- A fast start can still fail on bad luck. A drought can shrink the first oat harvest and wipe out the fish in the starting pond, and sometimes only one bandit camp appears to earn money from. Keep a margin of food going into the first winter.
Frequently asked
Why are no new families moving into my Manor Lords town?
New families only arrive when you have at least one free house and your approval is above 50. In the first year you also get one extra family each month. After that, migrants arrive on the 1st and around the 18th of the month, and you need approval of 80 for two migrations a month.
Do I need a windmill or oven to use oats in Manor Lords?
No. Oat sheaves are turned into oats inside the farmhouse itself, so you do not need a windmill or a communal oven. This is why oats are such a strong early food crop.
Why do my oxen run away?
Each ox needs a free space at a hitching post. If you buy an ox without stable space for it, it runs off and the regional wealth you paid is wasted. Build a hitching post for every ox you buy.
Where should I send the loot from a bandit camp?
Send it to the treasury. Treasury money pays for mercenaries and for claiming new regions, and mercenaries let you clear later camps without pulling your own families away from building. Clearing camps also earns influence, which you need to claim regions.
Read next
Manor Lords Beginner Start Guide
This guide covers the safest early-game setup for a new Manor Lords settlement, from choosing a map and core resources to laying out housing, storage, food, fuel, and trade. It is for players starting fresh or returning after a major update and wanting a practical first-hour plan.
Manor Lords Perfect Start Guide
A beginner setup for building a stable first village in Manor Lords. It covers early food, storage, housing, militia, bandit camps, and the first trade loop.
Manor Lords Hardest Achievement Guide
A structured route for surviving the hardest achievement run, from the first settlement setup to the final campaign push. It focuses on efficient early economy, approval management, trade, and the military steps needed to clear bands of enemies and claim territory.
Manor Lords Mega City Start Guide
This guide plans the opening phase of a large settlement in Manor Lords, from stabilizing food and fuel to unlocking church access, trade, and industrial production. It is aimed at players who want a practical early-to-mid game setup for a sprawling city on the Wide Valley map.




