# 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.

- **Game:** Manor Lords
- **Category:** Getting Started
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Intermediate
- **Reading time:** 12 min
- **Published:** 2026-08-31
- **Updated:** 2026-08-31
- **Tags:** Farming, Logistics, housing, industry, manor lords, militia, settlement setup, trade
- **Adapted from:** [Building the Ultimate Mega City in Manor Lords](https://www.youtube.com/watch?v=KnnnBIugZuI)
- **Canonical URL:** https://guides-factory.com/guides/manor-lords-mega-city-start-guide

---

This guide details the steps for establishing a large, sustainable settlement in Manor Lords on the Wide Valley map. You will learn how to stabilize essentials, unlock upgrades, set up trade and industrial chains, and prepare for both growth and defense. Each phase is backed by actionable steps and trade settings, so you can maximize expansion without triggering bottlenecks.

## Quick answer

| What | Answer |
|---|---|
| Starting map | Wide Valley |
| First priority | food, lumber, storage, water, shelter |
| Church requirement | 20 planks |
| Deep mine cost | 50 regional wealth and 10 planks |
| Construction yard staffing | 5 employees and 2 permanently assigned livestock |
| Raid timer | 321 days |
| Tool export target | 15 tools |

## Set up a stable early settlement

The foundation of your city is rapid access to food, lumber, water, and shelter. If you miss these, expansion stalls and your population drops.

![Game setup screen with map selection dropdown open, 'Wide Valley' highlighted, domination as the victory goal, and scenario template and difficulty visible.](https://api.guides-factory.com/media/uploads/2026/08/01-map-setup_bTQ9asn.jpg "The setup screen showing the choice of map ('Wide Valley') and the domination victory goal for the new settlement.")

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Build a logging camp, forager's hut, granary, storehouse, and well</span></label>
  <em>Place the granary close to the forager's hut and the storehouse near the logging camp <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=115s" target="_blank" rel="noopener">1:55 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Assign two families to the logging camp, one to the forager's hut, one to the granary</span></label>
  <em>Limit the logging camp's work area to the active timber zone <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=174s" target="_blank" rel="noopener">2:54 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Wait for lumber before building burgage plots for shelter</span></label>
  </li>
</ol>

![Top-down view of a village layout showing a logging camp, granary, storehouse, and well placed near a road, with building menu options visible at the bottom.](https://api.guides-factory.com/media/uploads/2026/08/02-starter-core.jpg "The first cluster of buildings keeps food, storage, and timber within reach.")

## Expand housing to unlock more workers

Housing shapes your population growth and supplies the labor for every chain. Carefully placed burgage plots allow for future expansions and unlock more workers.

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Place short burgage plots near the settlement core and main roads</span></label>
  <em>Short plots allow future backyard extensions, such as vegetable gardens or artisan workshops <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=201s" target="_blank" rel="noopener">3:21 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Upgrade burgage plots with accessory dwelling units and living space expansions</span></label>
  <em>Increases total families per plot and boosts labor pool <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=231s" target="_blank" rel="noopener">3:51 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Add more burgage plots when lacking unassigned families for production</span></label>
  <em>Keep plots close to resource areas and future expansion roads <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=823s" target="_blank" rel="noopener">13:52 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Staff food, fuel, timber, and industry buildings with new families</span></label>
  </li>
</ol>

![New burgage plots being placed beside the road near the settlement core](https://api.guides-factory.com/media/uploads/2026/08/03-industry-chain.jpg "Early housing is what unlocks the next wave of workers.")

## Choose the right origin for farming or industry

Origin bonuses dictate your early game strengths. Pick the one that fits your intended growth, resource focus, and production style.

| Origin | Food & Farming | Artisans & Industry | Approval/Meta Effects | Penalties |
|---|---|---|---|---|
| Bamberg smallholders | Increased approval from food variety; improved tree planting | N/A | Tithe approval malice | None |
| Weeden Hinterlands | 20% increased farming efficiency at elevation; cheaper animal imports | Increased mining labor efficiency | Reduced artisan workshop efficiency | |
| Smiths of Passau | N/A | Increased blacksmith efficiency; weapon export value; handyman strength | Approval boost for well-equipped militia | 20% reduced livestock efficiency |

Smiths of Passau is best for settlements focused on iron and tool production, while Weeden Hinterlands favors high-elevation farming and animal import chains.

## Build the fuel, timber, and iron chain

Smooth construction and industry depend on keeping fuel, planks, and iron flowing, with careful placement and assignment.

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Build a woodcutter's lodge, saw pit, and forester's hut</span></label>
  <em>Woodcutter provides firewood; saw pit produces planks; forester sustains logging zone <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=260s" target="_blank" rel="noopener">4:20 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Add a charcoal kiln away from the settlement, feed with firewood</span></label>
  </li>
  <li><label><input type="checkbox"><span class="name">Build a bloomery near the iron mine</span></label>
  <em>Converts iron ore to iron slabs <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=509s" target="_blank" rel="noopener">8:38 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Place smithy next to bloomery</span></label>
  <em>Turns iron slabs into tools <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=547s" target="_blank" rel="noopener">9:07 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Limit forester's work area to the logged zone</span></label>
  <em>Prevents timber depletion <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=371s" target="_blank" rel="noopener">6:11 ↗</a></em>
  </li>
</ol>

## Use church access and level two plots to fund growth

Unlocking the church for your villagers allows you to upgrade burgage plots and start economic compounding. Control plank output so upgrades stay possible.

![Upgrade window for Burgage Plot showing Level 2 requirements: 2 gold, 6 planks; Level 2 generates 1 regional wealth per month and unlocks artisan workshops. Residential requirements will increase.](https://api.guides-factory.com/media/uploads/2026/08/04-church-unlock.jpg "Level two burgage plot upgrade screen details the requirements and economic benefits, including regional wealth and artisan workshops.")

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Meet level two requirements: meat access and church built</span></label>
  <em>Fisherman's hut provides meat <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=401s" target="_blank" rel="noopener">6:41 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Build the church (cost: 20 planks)</span></label>
  <em>Unlocks burgage level two upgrades <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=430s" target="_blank" rel="noopener">7:10 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Upgrade burgage plots to level two</span></label>
  <em>Starts regional wealth generation and allows artisan workshops <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=687s" target="_blank" rel="noopener">11:27 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Set plank production limit</span></label>
  <em>When limit is reached, workers switch to construction tasks <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=716s" target="_blank" rel="noopener">11:56 ↗</a></em>
  </li>
</ol>

## Turn artisan workshops into a trade economy

Level two burgage plots unlock workshops that can power your trade and provide extra utility. Carefully manage output and surplus, and assign new workers to these productive sites.

![Joiner's workshop panel open in a snow-covered settlement, showing requirements and production options for wooden parts and shields within a Burgage Plot Level 2.](https://api.guides-factory.com/media/uploads/2026/08/05-joiner-workshop.jpg "The joiner's workshop can be built within an upgraded burgage plot to begin producing wooden parts and shields for trade.")

| Workshop Setting | Action / Setting | Trade Target | Notes |
|---|---|---|---|
| Joiner's workshop | Produce wooden parts before shields | Export tools above surplus of 15 | Set workshop order: wooden parts first, then shields <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=1204s" target="_blank" rel="noopener">20:04 ↗</a> |
| Livestock trading post | Import oxen, cows, calves | Export charcoal above 50 | Assign family to trading post when surplus is high <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=1008s" target="_blank" rel="noopener">16:48 ↗</a> |
| Production limits | Order: wooden parts, small shields, large shields | N/A | You can pause extensions; set reserves for planks and parts |
| Export | Tools and charcoal | Minimum: 15 tools, 50 charcoal | Trading surplus earns regional wealth |

![Livestock Trading Post screen showing trade settings to import oxen, cows, and calves, with visible prices and trade status for each animal.](https://api.guides-factory.com/media/uploads/2026/08/06-trade-post.jpg "Livestock Trading Post trade settings allow importing animals and managing livestock acquisition.")

![Joiner's Shop info panel with production limits set: 20 for large shields, 20 for small shields, and 10 for wooden parts; visible reserve controls for planks and wooden parts.](https://api.guides-factory.com/media/uploads/2026/08/07-production-limits.jpg "The workshop production panel shows how to set item order and production limits for wooden parts and shields.")

<div class="tipbox alt"><span class="tag">Check in game</span>

The game does not allow fixed production limits like 10 wooden parts, 20 shields, and 5 planks; you can pause workshop extensions or reserve resources instead. Production limit controls shown in the joiner's workshop panel may reflect a previous patch. Always confirm current mechanics in your build.

</div>

## Stop the lumber bottleneck before it slows everything down

Timber and plank production will regularly stall your whole city if not managed. Oxen speed up material transport and storehouses keep workflow steady.

![Logging camp livestock assignment panel open, showing four ox slots available for permanent assignment in a village scene.](https://api.guides-factory.com/media/uploads/2026/08/08-ox-setup.jpg "Assigning oxen to the logging camp increases material movement efficiency and addresses lumber bottlenecks.")

<ol class="checklist">
  <li><label><input type="checkbox"><span class="name">Assign oxen to saw pits and logging camps</span></label>
  <em>Improves material movement efficiency <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=1358s" target="_blank" rel="noopener">22:31 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Build extra hitching posts to increase oxen capacity</span></label>
  <em>Spreads oxen assignments between jobs <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=1408s" target="_blank" rel="noopener">23:28 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Add additional logging camps and saw pits if timber supply breaks down</span></label>
  <em>Responsive expansion keeps material flow steady <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=1237s" target="_blank" rel="noopener">20:37 ↗</a></em>
  </li>
  <li><label><input type="checkbox"><span class="name">Provide housing nearby for workers in remote production sites</span></label>
  </li>
  <li><label><input type="checkbox"><span class="name">Build another small storehouse if the main storehouse is full</span></label>
  <em>Reduces bottlenecks in the settlement core <a class="jump" href="https://www.youtube.com/watch?v=KnnnBIugZuI&t=1037s" target="_blank" rel="noopener">17:17 ↗</a></em>
  </li>
</ol>

## Plan food, farming, and defense for the next phase

The next phase prepares your city for seasonal shifts, raids, and further expansion. Assign production jobs seasonally, balance food sources, and start military upgrades.

![Burgage Plot Level 2 window open with backyard extension options for vegetable gardens and orchards. The orchard tooltip is visible, stating trees take 2 to 4 years to mature, and yield increases with plot size and planting cost.](https://api.guides-factory.com/media/uploads/2026/08/09-food-plots.jpg "The burgage plot menu displays available backyard farming expansions and explains orchard maturity times for winter food planning.")

Your settlement's food stability depends on early planning and the right crop mix. **Fisherman's huts and forager's huts cannot operate in winter**; set their assignments seasonally to avoid wasted labor. Backyard gardens on burgage plots will yield vegetables that mature at different rates: carrots (medium, ~14 weeks), cabbages (high, ~18 weeks), and beetroots (low, ~10 weeks). Orchards require a lead time of 2–4 years, so start plots as early as possible.

Chicken coops help bridge late-year gaps when vegetables cannot mature before winter. In addition, keep food storage above one year's supply before expanding further.

Defensively, raiders are expected in 321 days; you need a **military presence** (militia or mercenaries) before that timer runs out. Without a manor, you cannot tax or pay for mercenaries, so plan your manor placement for treasury access and make it a priority.

As your industry grows, consider placing multiple mining pits on rich iron deposits to maximize tool output. Always match housing near industry or farms for efficiency in supply chains.

## Also worth knowing

<div class="tipbox alt"><span class="tag">Careful planning</span>

- **Workshops can reserve supplies before producing**. You can set them to wait for a minimum stockpile (such as 20 planks) before starting shield production, preventing immediate consumption of critical materials.
- **Sawpits benefit from minimum lumber limits**. Setting a reserve (like 10 lumber) keeps the sawpit from consuming all available wood for planks and balances timber use across needs.
- **Seasonal assignments are key for food jobs**. Assign workers to fisherman's huts and forager's huts only when they can operate — those jobs stop in winter.
- **Construction yards reduce need for unassigned families**. With a construction yard staffed, you rarely require idle families for ox assignment and construction; it also acts as a material storage point.
- **Multiple mining pits can be stacked on rich iron deposits**. This maximizes tool and iron slab output.
- **A manor is required for treasury and mercenary hiring**. Without it, you cannot tax and will be locked out of hiring mercenaries to defend against raids.

</div>

---

## FAQ

### What should you build first in Manor Lords on this map?

Start with food, lumber, storage, water, and shelter. A logging camp, forager’s hut, granary, storehouse, and burgage plots create the basic stability needed to grow without running out of essentials. Once that base is in place, add fuel and production buildings before expanding too aggressively.

### What unlocks church access and level two burgage plots?

A church is the key requirement. It costs 20 planks, and once it is built, burgage plots can be upgraded to level two. Those upgrades also unlock regional wealth generation and artisan workshops.

### What is the best use of early iron and planks?

Iron should be turned into tools and trade goods as soon as possible. A mining pit, bloomery, and smithy create a chain that supports tool production and gives something valuable to export. Planks are a bottleneck, so they need limits and careful allocation rather than being spent freely.

### How do you keep sawpits and other workshops from wasting materials?

Set production limits on each workshop instead of letting them run indefinitely. That keeps key materials like planks available for construction and prevents artisans from consuming all of the output before it can be used elsewhere. It also helps if nearby workers live close to the buildings they support.

