How to upgrade burglary plots in Manor Lords
Burglary plots form the basic building block of your city Landlords. They’re where your town’s families build homes, they generate income for your treasury, and they’re also how you build some important workshops in backyard extensions.
Our Manor Lords burglary plot guide explains these mixed-use plots, from how to set them up through to upgrading them – including all the infrastructure you’ll need to build for those upgrades.
What is a burglary plot in Manor Lords?
The basic unit of Mansion’ workforce familyand families need a place to live. a burglary plot in Landlords are a few things at the same time. It’s a place for a family to build a house (or two), but it’s also a place for them to start a side job that benefits your city.
When placing a burglary plot, place four points before a flexible plot. The first two points set the street side by default (but you can change this later) and then automatically divide the plot into one maximum number of burglary plots. These are usually narrow and contain one house.
Once you have placed all four points of the flexible plot, you will get a pop-up with a few controls: an arrow to rotate the plot (to change the street side), a hammer to (start) building the plot , and then the plus and minus buttons. These last two determine how many burglary plots your flexible plot will be divided into. Fewer lots means the burglary lots are wider (they take up more road), but it can also add enough space to expand living space – essentially add a second, smaller house for a second family – indicated by a house icon with a plus sign on it.
If you make the plot deeper (longer along the side returning from the road), you add a expansion slot – basically a backyard. This is space for, for example, a crop, livestock or a workshop. Only vegetable gardens and (after you have spent a development point on it) orchards are influenced by the size of the extension – larger gardens equal more space for a garden. The various workshops and even livestock such as chickens and goats do not seem to be affected by the size.
Upgrade Burglary Plots to Level 2
Once it is built, you will have a burglary lot (level 1) and a family will live there. If you have the regional wealth, you can add a vegetable garden, chicken coop or goat shed. The rest of the extensions have to wait for level 2.
To upgrade from a burglary lot (level 1) to a burglary lot (level 2), you will need the following:
- A well (1 wood) built above underground water
- A wooden church (5 wood, 20 planks, 10 stone) or better
- One delivered fuel storage in a marketplace
- a food stall in a marketplace supplying (at least) two types of food
- An included clothing stall in a marketplace where linen, leather or yarn is sold
- 4 wood for the upgrade itself
There is a lot of infrastructure involved. For wood you have one lumber camp (2 wood). To turn that wood into planksyou need one saw pit (2 wood) which turns 1 wood into 5 planks. For fuel you have one lumberjack hut (1 wood). The marketplace where families will set up stalls is fortunately free to build.
In the meantime, you’ll have to feed your families. With a vegetable garden (see above) you get some food, but you have to supplement it with: hunting camp (no construction costs) and a chopper hut (1 wood).
You don’t actually have to make complete clothing for clothing. Basically, all you have to do is supply the ingredients, and the fastest (and cheapest) way to do that is with leather. A hunting camp generates hides while also producing meat for food, so that’s the best option. Backyard goat stables also generate some hides, but the setup costs 25 regional resources, so it’s better to wait. Once you have a supply of hides, you have a tannery (4 wood) to change skins learn which are then sold on the market.
And to make sure nothing rot or break due to the weather, you need a granary (2 wood, 10 stone) and a warehouse (2 wood).
Additionally, you must assign families to each of these tasks (you do not need to assign families to the church).
Burglary plot (level 2) extensions
With a burage plot (level 2) you unlock some new workshops in the backyard for things like a blacksmith, brewery or cobbler. The important thing to note is that building these additions changes the family (or families) on that burglary lot craftsmen. That means the only What families living in that burglary lot will do is that activity. And that means, for example, that even if you interrupt work at a tailor’s shop, the family will not be left without work and will be available for other jobs. Those families will only be artisans.
How to upgrade burglary plots to level 3
Upgrading your burglar plots again will give you some real benefits. Burglary plots (level 3) will get you 2 Regional wealth per family per month. It also doubles the number of families the plot can support – meaning you get two families for a regular plot or four for a plot with a built-in living space extension.
But the upgrade requires even more infrastructure on top of what was already required for Level 2:
- A well
- A tavern (5 wood) provided with beer
- A small stone church (5 wood, 20 stone, 10 planks, 10 roof tiles), which is an upgrade for the wooden church
- One delivered fuel storage in a marketplace
- A food stall in a marketplace supplying (at least) three types of food
- One delivered clothing stall in a marketplace where leather, linen or yarn is sold, but also shoes, clothing or coats
- 25 Regional wealth, 4 wood, 8 shelvesAnd 4 roof tiles for the upgrade itself.
In addition to everything you built for the first round of upgrades, you will need some more industry for this upgrade. You probably need one stonemason camp (2 wood) near a fieldstone deposit at this point. For the roof tiles you need: mining pit (1 wood) over a clay deposit and a clay oven (2 wood, 5 stone).
You need beer for the tavern. And for that you need at least one burglary plot (Level 2) with a brewery expansion (5 regional resources, 5 planks). This will then have to be supplemented with malt from a malting (4 wood). That in turn will require an offer of barley either from a field And farm (3 wood) or by importing it through a trading post. Technically you can import everything in that supply chain, including beer, but that’s very expensive.
To supply shoes, clothes or coats to the market, you need a burglary plot (level 2) with a tailor’s workshop (5 regional resources, 5 planks) or a shoemaking (5 Regional Wealth, 5 planks) built in the expansion slot.
A tailor shop needs a combination of linen from a weaver’s workshop (4 wood) provided with flax from a farmdyes from a dyeing studio (2 pieces of wood) provided with berries from a feeding hut and yarn from a weaver’s workshop provided with wool of a sheep farm (1 wood).
The cheaper option is a shoemaking that just requires learn of a tannery.