Start the game with no end goal
Choose None for the end goal on the new game screen and the win condition disappears, leaving you with an endless sandbox.
Manor Lords has no official cheat console. Developer Slavic Magic did not add a code system to the game and has not said it will. Even so, there are two ways to make the game as easy as you like. The first needs no mods at all: Change the settings on the game's own setup screen. You can turn off raids, remove the rival lord from the map and start with double supplies. The second is to install a mod on PC and open a real console. We cover both separately below.
In Manor Lords the console does not come with the game, it is added by a mod. First you install RE-UE4SS, which adds a command interface to the Unreal engine, then the Console Commands mod, which teaches the game its commands. Once both are installed, the F10 key opens the console in game. If you do not want to install mods, skip this section and look at the game setup settings below; you do not need to install anything for those.
Back up your save files before installing mods. Mods can break after game updates, and in that case you may need to remove them until the mod is updated.
F10
The key that opens the console is F10. It only works after RE-UE4SS and the Console Commands mod are installed; on a clean install nothing happens.
Settings on the new game screen. No mods needed, all of them are the game's own options.
9 codes →Treasury, King's Favor, regional wealth and approval commands.
8 codes →Instant building, demolition and storage capacity.
6 codes →Clay, iron, stone, berries and field yield.
6 codes →Spawn families, grow the population and cure disease.
4 codes →Heal units, teleport, add militia and weaken raiders.
8 codes →Rain, drought, skipping days, game speed and the command list.
7 codes →Choose None for the end goal on the new game screen and the win condition disappears, leaving you with an endless sandbox.
Set Raider frequency to None and no raiders ever come to your village. The most important setting for players who only want to build.
If you do not want to turn raids off completely, you can choose how many years pass before the first attack. The highest option is five years.
Set Off-map adversary to Absent and the AI lord who challenges you for regions never enters the game.
Choose Double for Starting supplies and getting through the first winter becomes much easier. There is also an option to start with nothing.
Set the initial bandit camps to zero and nobody blocks your trade routes. You can also set the random bandit camp spawn limit to zero.
With this setting on, free weapons arrive once you build a storehouse and five homes. No need to wait for a production chain to arm your militia.
Set Weather events to None and rain and drought stay purely visual, without hurting your harvest or production.
Lowers what villagers expect from their homes. For players who want to grow without working to keep approval up.
k.addTreasury
Adds the amount you type to the lord's treasury. The fastest way to hire mercenaries and claim regions.
k.setTreasury
Makes the treasury equal to the number you type instead of adding to it. You can also use it to reset the treasury.
k.addInfluence
Increases the influence you spend on claiming regions and making political moves.
k.addKingsFavor
Adds the points you need to get titles and regions from the king. Normally you earn them through taxes and tasks.
k.addRegionalWealth
Increases the shared wealth of the region. Whether villagers can shop at the market depends on it.
k.addRegionApproval
Increases how satisfied your villagers are. While approval is high, new families move to the region.
k.addRegionPublicOrder
Increases public order in the region. Low public order leads to crime and losses.
k.addDevelopmentPoint
Gives the development points you spend in the region's skill tree. Normally you earn them as the region grows.
k.buildInstantly
Completes construction of the selected building without waiting for materials or workers. Skips the slowest part of the game entirely.
k.finishPlayerBuildings
Completes all of your construction sites at once. Raises a whole neighborhood with a single command.
k.spawnSelectedBuildingsConstructionResources
Does not finish the building outright, it brings the missing construction materials to the site. Construction goes ahead normally, minus the wait.
k.demolishSelectedBuildings
Removes the selected building instantly. Clears a building you placed in the wrong spot without waiting for demolition.
k.setSelectedBuildingsGenericStorageCapacity
Changes how many goods the selected storehouse can hold. Ends the problem of overflowing storage.
k.setSelectedBuildingsPantryStorageCapacity
Changes the food capacity of the selected pantry. Removes the bottleneck while you prepare for winter.
k.addClayDepositAtCursor
Without clay in your region you cannot build the brick and pottery chain. This command places a clay deposit where your mouse cursor is.
k.addIronDepositAtCursor
Iron is the basis of weapon and tool production. If your region has none, this command adds a deposit where your cursor is.
k.markRichIronDepositAtCursor
Makes the iron deposit under the cursor rich. Rich deposits keep producing for longer and yield more.
k.spawnStoneChunkAtCursor
Surface stone is a resource that runs out in Manor Lords. This command drops a new stone chunk where your cursor is.
k.refillRegionBerries
Refills the wild berries that run out as they are gathered. Solves food shortages in the first years of the game.
k.multiplySelectedBuildingsCropsYieldBy
Multiplies the harvest yield of the selected field by the number you type. Clears your grain bottleneck with one command.
k.growRegionPopulation
Raises the number of people in the region. Add a number after it and it adds that many people.
k.spawnNewFamily
Adds a new household that can work. Production depends on the number of families, so this is more useful than the population command.
k.spawnNewFamilyAtCursor
Places the family where your mouse rests instead of a random spot. For filling a particular neighborhood.
k.healRegionFamiliesDisease
Heals every sick family in the region. Saves you from waiting for them to recover one by one during outbreaks.
k.healPlayerUnits
Instantly heals all your wounded militia and mercenaries. No waiting to recover after a battle.
k.teleportSelectedSquadsToCursor
Instantly moves the selected units to the point where your mouse rests. For getting to a raid in time.
k.addMilitiaToRegion
Adds a ready militia squad to the region. Lets you set up a defense without waiting for weapon production.
k.weakenRaiders
Lowers the strength of incoming raiders. The raid still comes, but it drops to a level your militia can handle.
k.weakenBandits
Lowers the strength of bandit units on the map. Makes it easier to clear camps and open up trade routes.
k.spawnRaider
Lets you test your defenses without waiting for a raid. You see whether your militia can hold off an attack.
k.declareWarToBaron
Declares war on the off-map rival lord. For players who want to try the military side of the campaign.
k.declarePeaceToBaron
Ends the ongoing war. Your way out if you got into a war you cannot handle.
k.makeRain
Starts rain in the region. Used to save fields hit by drought.
k.skipDroughtInstantly
Ends an ongoing drought without the wait. Can save a season before it turns into famine.
k.makeDrought
Starts a drought in the region. For players who want to try a famine scenario.
k.forwardDay
Skips as many days as you type. Use it when you do not want to wait for construction, the harvest or winter to finish.
k.setGameSpeed
Pushes the game speed beyond the limits in the interface. For speeding up long waits.
k.printConsoleCommands
Shows the mod's own up-to-date command list with descriptions. The first place to look when a command does not work.
k.triggerVictory
Opens the victory screen as if you had reached your chosen end goal. For players who want to see the end of the campaign.
Some commands need the game's internal code names. Pick from the lists below and the command is written out for you with the right spelling.
Type the amount you want to add to the treasury and the command is ready.
k.addTreasury {miktar}
The command only works while RE-UE4SS and the Console Commands mod are installed.
Choose how many days to skip, then copy the command.
k.forwardDay {gun}
Since the calendar moves forward, construction, harvest and production move forward by the same amount.