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Manor Lords
Description
From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and e...
From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and expand your lands through conquest.
Inspired by the art and architecture of late 14th century Franconia, Manor Lords prioritizes historical accuracy wherever possible, using it to inform gameplay mechanics and visuals alike. Common medieval tropes are avoided in favor of historical accuracy in order to make the world feel more authentic, colorful, and believable.
Manor Lords provides a gridless city-building experience with full freedom of placement and rotation. Building mechanics are inspired by the growth of real medieval towns and villages, where major trade routes and the landscape influenced how settlements formed and developed.
Spreading outward from a central marketplace, build your residential, commercial, and industrial districts following the natural lay of the land. Establish farms based on soil fertility, position hunting grounds according to animal populations, and ensure access to adequate resource deposits and forests to provide the raw materials needed for growth.
Assign areas for housing and watch your residents build their homes in accordance with the historical burgage plot system. Each area will be subdivided based on your roads and the allotted space, and homes will scale accordingly.
Build extensions behind larger homes to generate resources that would not otherwise be available. Homeowners don't just pay taxes – they grow vegetables, raise chickens and goats, and otherwise supply themselves and other townsfolk with essential needs beyond what your managed farms, pastures, and industries can provide.
Guide your settlements through the unique demands and opportunities of each season, enjoying the bounty brought by spring rains and preparing for the harsh snows of winter.
From boots to barley and hides to honey, Manor Lords features a great variety of goods fitting of the era. Materials need to be transported and processed into finished products through production chains, and you must balance the basic needs of your people against the desire to produce luxury items to ensure happiness, manufacture trade goods for export, or forge arms and armor to aid in your conquests.
Resources are littered across the map, encouraging you to expand and establish multiple specialized settlements. Extract valuable ores from your mining colonies, while villages devoted to agriculture, herding, or hunting supply the grains and meats needed to feed your growing populations. Will you spend your hard-earned influence to first acquire a rich source of iron for your smiths, or will you prioritize regions with fertile soil to serve as your breadbasket?
Unchecked expansion will have a direct effect on the environment. Herds of deer will migrate away from encroaching civilization, lack of crop rotation will worsen soil fertility, and cutting down too many trees will result in deforestation.
Establish trade routes and sell surplus goods to traveling merchants to enrich your population. Manufacturing and exporting a variety of goods will provide wealth with which to upgrade your peoples’ homes, import goods you can’t produce yourself, and through taxes on said wealth, fill your own coffers.
Yours is but a small parcel of land in a vast territory, and the competing ambitions between you and rival lords will inevitably lead to conflict. Lead your people into battle, not as expendable units to be easily replenished, but as your beloved loyal subjects where every death is a cost worth considering.
Train a retinue of skilled warriors to fight battles alongside the levies you raise from the town militia. At times these soldiers will be needed to suppress banditry, and at other times you will lead your men into battle to conquer or defend territory. When needed, mercenaries are a costly option to bolster your ranks. Will you raise the militia at the first sign of trouble, bringing your economy to a stand-still as your peasants pick up arms and rush to form ranks, or will you spend your personal wealth to hire bands of sellswords instead?
Command real-time tactical battles, taking into consideration fatigue, weather conditions, and equipment. Position your troops wisely – a smaller force can defeat a larger enemy, if commanded well.
Feel the cost of battle, even in victory, as each fallen soldier represents a lost person from your city.
This game is a passion project started by a solo developer, grown through player support into a full team of passionate individuals ranging from programmers and 2D artists to Game and Map Designers. You can reach out to us and share your opinions, ideas, and criticisms – we listen to your feedback.
Popular achievements
For Whom the Bell Tolls
Change the church bell sound.
common
·
31.14%
Start the game
Big success!
common
·
49.05%
Survive the first year
Face the winter and have your settlers not abandon you.
common
·
38.04%
System requirements
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Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
The game looks good and runs very well.
The concept is nice, combining city builder and a strategy map.
At the moment, it just doesn't have a lot of content. Once you build a basic village you're basically done...
Yes, the game has great potential, but for now there are too many things that still need to be done. The game is hard, and seems to perfectly grasp the medieval climate, but there still are plenty of bugs that are just annoying, even if the game didn't crash.
I wish I could give more, but in general game is not ready, it has plenty of annoying bugs which any QA would log straight away e.g.
- variable names showing instead of actual variable values :/ It looks tiny and probably quick fix and very annoying.
I am afraid this is just the tip of the iceberg of big mechanics mockup made to deliver "something".
- I've had an crash on resolution change 2minutes after buying it almost straight after release.. I was like ok sh.. happens.
- then I opened just to realise single village map is terribly small like some kind of demo. Worst of all its not auto generated like in banished :/
- NO STATS?
- I really don't like to adding all WIP broken features (like who wants this stupid broken walking...) there should be more focus to release at least core city builder which would bring longer fun. I hoped for banished with improved UI, but got something like banished 2.0 demo.
- devs should be hired to build a team and actually make a product not PoC hacked to milk people for cash
- sandbox mode after reaching big town is actually never happening and you get asked same question over and over until UI is full of questions and you can only quit - both me and my kid got this.
Very mixed feelings, I am seeing a lot of "games with potential" on /r/tycoon but sadly many of them are never finished as solo devs don't know how to work with others and project eventually dies, then another comes to have many of mechanics issues of his predecessors.
I hope some patches and improvements will be delivered here regularly as looking on sales they can afford now proper QA and bugfixing process to match level of Banished because as it is now - it is far away from it despite what you can see on youtube vids.
I ran into many bugs where keys stopped working, right click to close windows, then I couldnt press Esc to get to the save menu. Royal taxes keep increasing making it impossible to pay without increasing taxes, then people leave town. Theres seems to be food balance issues as well. I'd like to like it but its way too early.
The game state currently (in July 2025) is more of a concept than an actual product. It has potential to be a decent city builder video game but lacks not just a lot of polishing and gameplay features but also direction:
- Some gameplay features are way too structured for a single player city builder or 4X game and feel more like they are ripped off from some general online PvP RTS playbook (regions and how they are claimed/controlled).
- Some gameplay features feel a bit more leaning towards 4X however there are no random events or exploration or generic "tech trees" one can develop. Tech or building advancement is instead cloned from Anno games.
The game has also novel features like army building. It feels like the militia actually comes from the village/town. However at current state I really can not recommend this game and this title should be avoided for now.
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