Manor Lords Mods

Category Name Mods Downloads Total size Last update
General Mods 13 355 May 15, 2024
Graphic Mods 1 28 May 16, 2024
New Weapons 1 19 May 14, 2024
Skins / Textures / Menu Mods 9 47 May 02, 2024
Tools 1 54 May 12, 2024
All Mods 25 503 67.6 MB May 15, 2024

If you're a modder and want to host your files on GameWatcher, please use our file uploader.

Not sure which mods to try out? Check our list of Best Manor Lords Mods

Latest mods

Increased Game Speed

  • [Mod]
  • Posted 1 day ago
  • 0 downloads

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 4 days ago
  • 4 downloads

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 4 days ago
  • 1 download

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 8 days ago
  • 26 downloads

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 9 days ago
  • 9 downloads

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 10 days ago
  • 11 downloads

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 11 days ago
  • 11 downloads

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 12 days ago
  • 11 downloads

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 13 days ago
  • 19 downloads

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.

FreeSkills

  • [Mod]
  • Posted 13 days ago
  • 173 downloads

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