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Manor Lords: medieval city street with timber-framed houses and plots, Steam capture

Manor Lords: how to get Regional Wealth (2026 guide)

Manor Lords Regional Wealth guide: how to earn it, which goods to export, what Burgage Plots pay and which 2024 tips to drop. Checked against Major Update 8.

Simon Dougnac 6 min read
Table of contents
  1. Regional Wealth and Treasury: two purses
  2. The three income sources
  3. Setting up the Trading Post step by step
  4. What to export: checked prices
  5. Burgage Plots: passive income and Approval
  6. Spending to delay
  7. Advice to drop
  8. Why Regional Wealth stops rising
  9. What may still change
  10. Going further

To get Regional Wealth in Manor Lords, export a surplus through a Trading Post, upgrade Burgage Plots past Level 1 and keep Approval high. Bandit Camps top this up, but they pay a third less since Major Update 5. Start by selling what you already produce, such as Pelts or Charcoal, before spending your starting funds on extensions.

This guide relies on patch notes up to Major Update 8 of August 27, 2026, the latest main branch version, still in Early Access. It was not written from play. Most visible guides date from April 2024, before the December 2025 trade rebalance, so several of their figures no longer hold, and uncertain ones are flagged here.

Regional Wealth and Treasury: two purses

Regional Wealth is your residents’ money, and Gamepressure describes it as the region’s shared currency. It pays for Trade Routes, imports, livestock and plot extensions. The Treasury belongs to the lord and comes from taxes. It funds mercenaries, your retinue and settling new regions.

Switchblade Gaming adds that the two cannot be transferred directly. What matters: a full Treasury does not rescue a village short of Regional Wealth, so track both numbers separately.

The three income sources

This table sums up what notes and guides confirm. The real pace depends on your map and prices.

SourcePaceWhat to know
Trading Post exportsEach saleMain lever, as long as the surplus is stable
Upgraded Burgage PlotsMonthly, per familyLevel 1 pays nothing, according to Game8
Bandit CampsOne-off33% less on average since Major Update 5

A destroyed camp offers a choice between Regional Wealth and Treasury. Switchblade Gaming suggests taking Regional Wealth if you are under 50 and need a route. The risk is losing men and equipment for a modest reward, as Game8 points out.

Setting up the Trading Post step by step

The Trading Post remains the strongest lever, provided you set it up in this order.

  1. Build it and assign a family. Switchblade Gaming records a cost of 4 Timber, and without a family the building does nothing.
  2. Read prices before buying a route. Since Major Update 5, all values show at the Trading Post, even with no route open.
  3. Set exports with a margin. Use a surplus limit to protect village stock, a setting fixed in Major Update 7.
  4. Open a route for a Major Trade good. Barley and Malt are Major Trades, and a route cannot be cancelled, according to Switchblade Gaming.
  5. Add a Horse. That guide lists 30 Regional Wealth per Horse, with up to 4 per Trading Post.
  6. Check the balance. Beta 0.8.046 added a Balance section to the Records, summing imports and exports.

Notes describing the AI offer an official benchmark. Since Major Update 5, rival lords target Pelts, Firewood or Charcoal for early income. They only buy a Major Trade Route after a second Ox and a Horse. In practice, that is a sound order for a new player.

Manor Lords: medieval town surrounded by fields and crossed by dirt roads, Steam capture

What to export: checked prices

A new balance for all goods arrived with Major Update 5, and several values moved afterward. This table uses official values where they exist, then Switchblade Gaming’s figures from December 2025.

GoodExport valueWhere the figure comes from
Firewood1Switchblade Gaming
Planks2Switchblade Gaming
Charcoal2Beta 0.8.050
Rough Stone3Beta 0.8.049 notes
Rooftiles4Beta 0.8.050
Wax4Major Update 8
Salt5Beta 0.8.050
Dressed Stone5Beta 0.8.049 notes
Crossbow5Beta 0.8.046
Warbow5Switchblade Gaming
Shoes, Tools, Ale8Switchblade Gaming, not confirmed by notes

Two settings change the math. One Ale craft has yielded 1 unit instead of 2 since Major Update 7, so its margin fell even if the price holds. Some Origin Perks, such as Woodwright Journeymen and Smiths of Passau, also add 30% to the export value of their specialty.

Switchblade Gaming also warns that one good exported for six months loses value, and suggests rotating two or three. Beta 0.8.110 follows the same logic: the AI focuses early on two goods chosen from regional resources.

Burgage Plots: passive income and Approval

A Level 1 plot pays nothing. Before Major Update 6, Game8 and Switchblade Gaming listed 1 per month per family at Level 2, and 2 at Level 3. Those figures have aged: Major Update 6 inserted a new Level 3 and moved the old one to Level 4, without publishing values. Read the plot panel rather than an online table.

Approval also affects this income. Seven tiers have existed since Major Update 5, with bonuses or penalties to growth, influence and income. The Admired and Revered tiers add 1 income to Level 3 and 4 plots, according to Major Update 6.

Taxes therefore cost you twice when set badly, since they lower Approval. Switchblade Gaming suggests exporting first, building the Manor next and waiting for 75% Approval before a 5% Land Tax. If you run a small town, treat that threshold as a benchmark, since it has not been confirmed since the tier rework.

Manor Lords: farmer and ox on a dirt path in front of a village in autumn, Steam capture

Spending to delay

Starting funds go quickly, and most of these purchases cannot be recovered.

  • Costly extensions. The price of Bakery and Cobbler extensions rose with Major Update 8, and Blacksmith and Armorer cost 25.
  • Routes in a row. Switchblade Gaming recorded up to 60 or 70 per route without a discount perk.
  • Comfort imports. The tariff rose from 5 to 10 for all foreign trades.
  • Badly placed buildings. Demolishing has not refunded Regional Wealth since Major Update 5.

A careful order funds the Trading Post and its first good, then the extensions that make something to sell.

Advice to drop

This advice still circulates in well-ranked guides, and patch notes contradict it.

Advice found onlineWhat changed
Take Trade Logistics or Better DealsThe development tree was replaced by Perks, and trade Perks are on hold
Target Rooftiles at 8Official value: 4 since December 2025
Export Salt at 8Official value: 5
Sell CloaksCloaks were removed with Major Update 5
Recover wealth by demolishingNo refund anymore
Rely on Food CartsCarts removed with Major Update 5

Watch the first line: even 2026 guides still cite those two bonuses, under shifting names. Check your Perks screen before building a plan around them.

Why Regional Wealth stops rising

If the number stalls, check these five points before changing your plan.

  • No family at the Trading Post. The building stays idle, even with well-set export rules.
  • A limit set too high. The Trading Post has respected your surplus limits since Major Update 7, so stock under the limit stays put.
  • A Major Trade good with no route. Switchblade Gaming notes that these goods need a route before any export rule works.
  • A saturated good. Prices fall after months on one product, which is why rotating two or three helps.
  • Plots stuck at Level 1. They pay nothing, so monthly income stays at zero until one moves up.

What may still change

Hooded Horse floated a trade rework in January 2026, with hired Merchants and routes contested between lords. The publisher wrote in May 2026 that this rework and trade Perks would wait, in favor of rural traditions. Beta 0.8.110 adds six rural Perks, with no main branch release at this stage. On paper, this guide holds until the next main version, but not beyond.

Going further

Details of the latest version are in our article on Major Update 8. Changes under test are analyzed in our piece on beta 0.8.110. For an overview, see the complete Manor Lords guide. Everything else is on the Manor Lords page.

FAQ

  • How do you get Regional Wealth fast in Manor Lords?
    Exports are the most direct lever. Build a Trading Post, assign a family, read prices and export a stable surplus such as Pelts or Charcoal. Then upgrade plots past Level 1 for monthly income. Bandit Camps add a little, but they pay a third less since Major Update 5.
  • What is the difference between Regional Wealth and Treasury in Manor Lords?
    Regional Wealth is your residents' money. It pays for routes, imports, livestock and extensions. The Treasury belongs to the lord, comes from taxes and funds mercenaries, your retinue and new regions. Switchblade Gaming says the two cannot be transferred directly, so track them separately.
  • How much do Burgage Plots pay in Manor Lords?
    A Level 1 plot pays nothing. Before Major Update 6, Game8 and Switchblade Gaming listed 1 per family per month at Level 2, and 2 at Level 3. The new Level 3 added in March 2026 shifted those benchmarks, with no published values. Check the plot panel and keep Approval high, because it adds income at Levels 3 and 4.
  • What should you export early in Manor Lords?
    Sell what your region produces easily. Major Update 5 notes show the AI targeting Pelts, Firewood or Charcoal for early income. Charcoal is worth 2 and Rooftiles 4 according to the December 2025 notes. Always check the price at the Trading Post, since it stays visible even with no route open.
  • Is Trade Logistics still worth taking in Manor Lords?
    Not without checking. The development tree was replaced by Perks with Major Update 5, and the publisher said in May 2026 that trade Perks were on hold. Recent guides still cite Trade Logistics or Better Deals under shifting names. Rely on your Perks screen rather than that advice.

Sources

  1. store.steampowered.com /news/app/1363080/view/532118242491106310
  2. store.steampowered.com /news/app/1363080/view/506230784633340011
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  4. store.steampowered.com /news/app/1363080/view/678507423258904140
  5. store.steampowered.com /news/app/1363080/view/521984595631015311
  6. store.steampowered.com /news/app/1363080/view/532116339592003988
  7. store.steampowered.com /news/app/1363080/view/696524994028504823
  8. store.steampowered.com /news/app/1363080/view/658231711192056994
  9. switchbladegaming.com /manor-lords/economy-guide-3/
  10. gamepressure.com /manor-lords/how-to-increase-wealth/z411369
  11. game8.co /games/Manor-Lords/archives/451454
  12. gamerguides.com /manor-lords/guide/basics/economy/increasing-regional-wealt…
Simon Dougnac

Fondateur et rédacteur en chef d'After Strategy. Passionné de jeux vidéo de stratégie depuis plus de 15 ans, spécialisé dans les Grand Strategy (Paradox), les 4X et les RTS. Plus de 3000 heures cumulées sur les titres Paradox, Civilization et Total War.