Manor Lords GuideTHE COUNCIL COMPANION
A companion, not a wiki

Manor Lords Guide: Rule well.
Read fast.
Alt-tab back.

Everything a lord needs on the second screen: 218 field-tested tips, a live settlement planner, and the building atlas — drawn from the game's own data, current to Beta 0.8.097.

Ask the council

The six questions every lord asks

Chapter I — The Tips

Organized by the decision, not the timestamp

First winter. First regiment. First trade route. Every tip sits under the choice you're actually facing, in fifteen chapters from the opening build order to the traps that end runs. Search, read one line, get back to the game.

Read all 218

A Manor Lords village seen from above
A settlement worth defending. Layout and plots are covered in chapters III and VIII.
Farmland and burgage plots in autumn
0.5–0.7 morgen per field. The planner sizes your farmhouses, oxen and fields.
Chapter II — The Arithmetic

The math that kills villages, solved

How much food before October? How many tier-3 plots for a full regiment? What does a 10% tax actually raise? The Settlement Planner answers all of it at once, and nine quick tools answer one question each.

Open the planner

Chapter III — The Ledger

Every building and chain, from the game's own data

Costs, workplaces and production — pulled from the official wiki and refreshed each patch, with the game's own icons.

Chapter IV — The Field Guides

Go deep on one system at a time

The whole field book is searchable in one place, but when you're solving a single problem — a failing harvest, an empty treasury, a militia that keeps losing — these pull the essentials for that system into one short read.


Rule one

Winter is a deadline, not a season

Six months of food and fuel banked by October — everything else is negotiable. The guide exists so you never learn this the hard way twice.

Calculate your stockpile