Manor Lords Mods

Category Name Mods Downloads Total size Last update
General Mods 13 554 May 18, 2024
Graphic Mods 1 33 May 26, 2024
New Weapons 1 23 May 26, 2024
Skins / Textures / Menu Mods 9 56 May 02, 2024
Tools 1 65 May 27, 2024
All Mods 25 731 67.6 MB May 18, 2024

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Latest mods

Increased Game Speed

  • [Mod]
  • Posted 13 days ago

This mod changes Manor Lords by allowing players to reach game speeds of x24, x48, and x96. The default keyboard configuration assigns the ']' key to increase game speed and the '[' key to decrease it.

Market Stall Capacity 10000

  • [Mod]
  • Posted 16 days ago

You can expand the stall capacity to 10,000 and increase the capacity of certain warehouses to minimize the size and number of market buildings.

Adaptive Bandits Difficulty

  • [Mod]
  • Posted 16 days ago

The frequency of raids and the number of bandits raiding you will now increase based on your total wealth (regional wealth plus treasury) as well as the size of your army.

The Unofficial Manor Lords Balance Patch

  • [Mod]
  • Posted 19 days ago

The purpose of this fan-made patch is to rebalance buildings, economy, production, and warfare. Key improvements include fixing bottlenecks, expanding the reach of market stalls, boosting the production of late-game goods, and giving each militia a unique role and purpose.

Increased Tree Growth Rate

  • [Mod]
  • Posted 21 days ago

Increased tree growth rate, available at three different speeds. We recommend the 5x rate for optimal results, but you can use 10x and 2x as well. Perfect if you need more trees for materials.

Unlock Militia Limit

  • [Mod]
  • Posted 22 days ago

This mod allows you to recruit more than 6 units in Manor Lords. Currently, there is no straightforward method to bypass the recruitment lock in the UI, so recruitment must be handled using keyboard shortcuts, which the author has added for you.

Build Everything

  • [Mod]
  • Posted 23 days ago

Removed the requiredTech entry from all buildings in the buildingStats asset, enabling you to build anything from the start. However, you will still need to spend development points to build upgrades. This is great if you just want to build without any limits on what's available from the start.

Ale Production Fix

  • [Mod]
  • Posted 24 days ago

A temporary solution to the severe ale shortage: You now receive 10 times more ale per malt. This issue could be resolved with the next patch, but if you want a quick fix, we have to thank ichris22.

WarBow-2x DMG

  • [Mod]
  • Posted 25 days ago

As many of you may have observed, the current damage output of archers is relatively weak. This adjustment was made in response to feedback from the beta, where they were initially deemed overly potent. However, Greg Styczeń may have made them excessively weak with these changes. Therefore, while we await the next patch, here's a fix to address this issue by doubling their damage output.


  • [Mod]
  • Posted 25 days ago

This mod can function as a cheat in certain aspects by enabling unrestricted selection within the skill tree, taking out any of the limitations.