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		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1280</id>
		<title>Lords</title>
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		<updated>2025-03-13T23:57:55Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood. Lords may randomly have desires, which decreases their mood unless the desire is fulfilled. Each city can only support 6 lords, excluding lesser lords.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long heirs and formers heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. Severity of nervous breakdowns vary, from mild forms like binge drinking to severe forms like suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Children and lords who have their title revoked are considered lesser lords. Lesser lords cannot be given orders and appear smaller next to the lords list.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences interest gained from other lords and the effectiveness of insights gained from deep conversations. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery, and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, the success of some dark deeds and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army, and contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Every lord can have one or two skill as talents, shown with a yellow star in the skills menu and inherited from their parents. Talent skills can be inherited from parents. Lords gain +5 experience when training in their talent skill. Once a talent skill is raised to level 15 or above the lord will gain a powerful bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Talent&lt;br /&gt;
! Skill&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charismatic&#039;&#039;&#039; || [[File:Manners.png|25px]] Manners || +15 interest from opposite sex lords and can freely visit enemy cities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;City defender&#039;&#039;&#039; || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enlightener&#039;&#039;&#039; || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forecaster&#039;&#039;&#039; || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head chopper&#039;&#039;&#039; || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insightful&#039;&#039;&#039; || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sharp-tongued&#039;&#039;&#039; || [[File:Management.png|25px]] Management || When in charge of the Chancellery the building doesn&#039;t need Paper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Personality traits ==&lt;br /&gt;
Every lord will have a number of personality traits, which affect how the lord behaves.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts&amp;lt;br&amp;gt;20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led&amp;lt;br&amp;gt;Negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while&amp;lt;br&amp;gt;Thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood)&amp;lt;br&amp;gt;-50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== King traits ===&lt;br /&gt;
Kings start with a trait that determines what other kings they will like and dislike.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Likes&lt;br /&gt;
! Dislikes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender of Order&#039;&#039;&#039; || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egalitarian&#039;&#039;&#039; || Vassal kings || Suzerain kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039; || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gullible&#039;&#039;&#039; || Kings who are friends of their friends || Kings who are enemies of their friends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Liberator&#039;&#039;&#039; || Kings without prisoners || Kings with 50% of population as prisoners&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religious&#039;&#039;&#039; || Religious kings || Agnostic kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporter of Power&#039;&#039;&#039; || Kings whose armies are twice bigger || Kings whose armies are twice smaller&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || Kings with higher Intellect skill than themselves || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect the Interest between two lords:&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has has at least 60 Interest with another lord of and their Sex need is below 25% they may fall in love. A lord who is in love will gain a strong positive thought, will only go on dates their love interest, will gift them Holy Rings when deep conversations result in Flattery and will suffer if rejected. Lords in love will also feel jealousy towards any lord of same gender who is a friend of their love interest or in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have went a couple of times on dates or both fall in love with each other they become lovers. Lovers can have sex at any time, they try to spend even more time together, deep conversations that result in Heartfelt Conversation will satisfy the Sex need and their relationship is treated like family. The love relationship will end if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
The relation between two kings decides the relation between their cities. Kings are also biased against women on the throne. Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king they will react in the following ways:&lt;br /&gt;
* If the kings are independent they will begin military actions against each pther&lt;br /&gt;
* If the kings are suzerain and vassal the vassal will rebel&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lord worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
The king has an ambition, which is decided on day 1 at midday. If the ambition is not pursued the king will over time begin to feel like a failure. However if the ambition is completed it will provide a strong Mood bonus. There are 4 ambitions to choose from:&lt;br /&gt;
* &#039;&#039;&#039;Fertile&#039;&#039;&#039;: Increase province population by 50.&lt;br /&gt;
* &#039;&#039;&#039;Conqueror&#039;&#039;&#039;: Add 3 vassals to the kingdom.&lt;br /&gt;
* &#039;&#039;&#039;Unifier&#039;&#039;&#039;: Ally with 3 cities.&lt;br /&gt;
* &#039;&#039;&#039;Economic&#039;&#039;&#039;: Produce daily goods worth 1500 Gold.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners. Until then they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1279</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1279"/>
		<updated>2025-03-13T23:55:06Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Action menu.png|thumb|400px|The action menu]]&lt;br /&gt;
Lords can undertake various actions. If a lord is unhappy they will refuse to do any tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait. Actions between parents and their children will satisfy the [[File:Care Sex.png|25px]] Care need.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
* [[File:Sins.png|35px]] Confess: Costs 3 Holy Rings and is only available if the lord has sins and removes them.&lt;br /&gt;
* [[File:Beg for Forgiveness.png|35px]] Beg for Forgiveness: Costs 15 Holy Rings and stops the bishop from considering the lord an enemy.&lt;br /&gt;
* [[File:Menopause.png|35px]] Divorce: Costs 5 Holy Rings and is only available to married lords and ends their marriage.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Blessing: Costs 4900, removes all sins and gives the Mother state for 10 days.&lt;br /&gt;
* [[File:Depression.png|35px]] Console: Only available if the bishop requires comforting.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
King actions can only be performed by the king on other lords.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Grant a Title: Only available towards free lords or knights, and adds them to the city. Granting a title to a knight costs 100 Gold and 20 relations with all lords but gives them the &amp;quot;Received a title&amp;quot; thought (+23 Mood). Granting a title to a free lord costs even more Gold but does not affect relations.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Revoke Lordship Title: Only available towards the city&#039;s lords and takes away their titles.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.&lt;br /&gt;
* [[File:Pass the Crown.png|35px]] Pass the Crown: Makes the targeted lord the king and resets all relations with all cities. The previous king will become depressed and hate the new king.&lt;br /&gt;
* [[File:Reward.png|35px]] Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the &amp;quot;Rewarded&amp;quot; thought, whose Mood bonus scales with the king&#039;s Persuasion skill, for 3 days.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Threaten: Gives the targeted lord &amp;quot;Threatened&amp;quot; thought (-18 Mood) for 2 days and Loyalty that scales with the king&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Gift to the King.png|35px]] Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the &amp;quot;Rewarded&amp;quot; thought, whose Mood penalty scales with the king&#039;s Persuasion skill, for 4 days.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
Punish actions are unlocked by constructing a Scaffold. They will remove the thought of impunity from any of their victims. Punishing an innocent character will 3-5 acquaintances of the victim the Terror Victim status and punishing a free lord will reduce relationships with all neighbors.&lt;br /&gt;
* [[File:Dead.png|35px]] Execution: The punished character is killed. Some vagabonds who witness the execution might become cutthroats.&lt;br /&gt;
* [[File:Mask of shame.png|35px]] Mask of shame: The punished character wears the Mask of Shame for a day and any character in a bad mood can freely beat them. If they are a simple vagabond they will become a peasant after the punishment expires.&lt;br /&gt;
* [[File:Blindness.png|35px]] Blindness: The punished character gains the Vision Loss status.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
Learn actions increase a lord&#039;s skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher&#039;s Teaching skill and each skill can only be increased up to the teacher&#039;s own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher&#039;s Teaching skill.&lt;br /&gt;
* [[File:Rhetoric.png|35px]] Rhetoric increases [[File:Manners.png|25px]] Manners and [[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
* [[File:Economy.png|35px]] Economy increases [[File:Trade.png|25px]] Trade and [[File:Management.png|25px]] Management&lt;br /&gt;
* [[File:Philosophy.png|35px]] Philosophy increases [[File:Intellect.png|25px]] Intellect and [[File:Teaching.png|25px]] Teaching&lt;br /&gt;
* [[File:Warfare.png|35px]] Warfare increases [[File:Combat.png|25px]] Combat and [[File:Command.png|25px]] Command&lt;br /&gt;
* [[File:General Training.png|35px]] General Training increases first the talent skills and then all remaining skills&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Social actions are only available with other lords.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time: The lords spend time together and have 2 deep conversations, one started by each lord.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting: Only available to adult lords if there are fleshwolves available for hunting in the forest. Both characters gain the &amp;quot;Hunter together&amp;quot; thought (+21 Moood), improveed relationship, and there will be a deep conversation. There is a risk of injury.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Wise Conversation: Each lord has a 1-3% chance to gain a knowledge the other has but they don&#039;t. The chance is doubled if one of the characters has the Enlightener talent and increased by 1.5 if one of the characters is elderly.&lt;br /&gt;
* [[File:Play Dice.png|35px]] Play Dice: Only available to adult lords. Bets 3 Holy Rings. The outcome is random but partially influenced by both lords&#039; Intellect skill.&lt;br /&gt;
* [[File:Attack.png|35px]] Challenge to a Duel: Only available to adult lords from the same city if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
=== Intrigue ===&lt;br /&gt;
* [[File:Seduce.png|35px]] Seduce: Only available towards lords of opposite gender and requires 75 loyalty and at least 50 Interest from the target and makes the lords have sex. If seducing a lord from another city it gives 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king depending on the performer&#039;s Persuasion skill and if loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Poison.png|35px]] Poison: Only available to lords that have the Intellect skill as their talent and skill level is at least 15. If successful nobody will know and if not successful the victim may engage in a fight to the death. The chance of success depends on the difference in Intellect skill between the lord and the victim.&lt;br /&gt;
* [[File:Kill.png|35px]] Kill: Only available towards guests and requires 75 loyalty. Attempts to kill the lord when it&#039;s sleeping.&lt;br /&gt;
* [[File:Bribe.png|35px]] Bribe: Only available towards lords in another city except the king from lords who have at least 75 loyalty. It costs 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king. The amount of loyalty decreased depends on the performer&#039;s Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Invite to Your Province.png|35px]] Invite to Your Province: Only available towards lords in another city who are considered friends. The lord will arrive as a guest for a few days.&lt;br /&gt;
* [[File:Attack.png|35px]] Provoke Duel: Only available to adult lords from other cities if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
This action is only available with a freelance lord. The freelance lord will be hired and the cost will scale with the buying lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
This action is only available with a guest and only lords with at least 75 Loyalty can attempt it. When the guest is sleeping the lord will attempt to take it prisoner. There is a 40% chance to succeed, otherwise the guest will have to be defeated before it can escape. Whether successful or not, relations between the king and the victim and neighboring kings will greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
This action is only available with a guest. The guest will leave but relations between the king and their king will decrease.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
This action is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 50% of their Sex need. The lord will gain the &amp;quot;Shame for sins&amp;quot; thought (-22 Mood) and the peasant will gain the &amp;quot;Was used&amp;quot; thought (-20 Mood) for 2 days. This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
This action is only available with a prisoner and will turn it into a peasant. If the prisoner was yearning for freedom the action will also give it the &amp;quot;Joy of freedom&amp;quot; thought (+48 Mood) for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
This action is only available with a character who is sick or fell into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
This action is only available to lords in another city and will make the lord return to their home city.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
This action is only available to the king if the kingdom contains at least 12 provinces. An inquisition army head to attack the city. Most peasants will lose 40 Mood. Agonistic peasants will lose 20 Mood. The king will wear a new crown.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1278</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1278"/>
		<updated>2025-03-13T23:53:31Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood. Lords may randomly have desires, which decreases their mood unless the desire is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Each city can only support 6 lords. If a 7th lord is born they will become a free lord or join another city upon reaching adulthood.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long heirs and formers heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. Severity of nervous breakdowns vary, from mild forms like binge drinking to severe forms like suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Lords who lose their title and children are considered lesser lords, which cannot be given orders.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences interest gained from other lords and the effectiveness of insights gained from deep conversations. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery, and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, the success of some dark deeds and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army, and contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Every lord can have one or two skill as talents, shown with a yellow star in the skills menu and inherited from their parents. Talent skills can be inherited from parents. Lords gain +5 experience when training in their talent skill. Once a talent skill is raised to level 15 or above the lord will gain a powerful bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Talent&lt;br /&gt;
! Skill&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charismatic&#039;&#039;&#039; || [[File:Manners.png|25px]] Manners || +15 interest from opposite sex lords and can freely visit enemy cities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;City defender&#039;&#039;&#039; || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enlightener&#039;&#039;&#039; || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forecaster&#039;&#039;&#039; || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head chopper&#039;&#039;&#039; || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insightful&#039;&#039;&#039; || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sharp-tongued&#039;&#039;&#039; || [[File:Management.png|25px]] Management || When in charge of the Chancellery the building doesn&#039;t need Paper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Personality traits ==&lt;br /&gt;
Every lord will have a number of personality traits, which affect how the lord behaves.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts&amp;lt;br&amp;gt;20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led&amp;lt;br&amp;gt;Negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while&amp;lt;br&amp;gt;Thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood)&amp;lt;br&amp;gt;-50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== King traits ===&lt;br /&gt;
Kings start with a trait that determines what other kings they will like and dislike.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Likes&lt;br /&gt;
! Dislikes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender of Order&#039;&#039;&#039; || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egalitarian&#039;&#039;&#039; || Vassal kings || Suzerain kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039; || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gullible&#039;&#039;&#039; || Kings who are friends of their friends || Kings who are enemies of their friends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Liberator&#039;&#039;&#039; || Kings without prisoners || Kings with 50% of population as prisoners&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religious&#039;&#039;&#039; || Religious kings || Agnostic kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporter of Power&#039;&#039;&#039; || Kings whose armies are twice bigger || Kings whose armies are twice smaller&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || Kings with higher Intellect skill than themselves || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect the Interest between two lords:&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has has at least 60 Interest with another lord of and their Sex need is below 25% they may fall in love. A lord who is in love will gain a strong positive thought, will only go on dates their love interest, will gift them Holy Rings when deep conversations result in Flattery and will suffer if rejected. Lords in love will also feel jealousy towards any lord of same gender who is a friend of their love interest or in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have went a couple of times on dates or both fall in love with each other they become lovers. Lovers can have sex at any time, they try to spend even more time together, deep conversations that result in Heartfelt Conversation will satisfy the Sex need and their relationship is treated like family. The love relationship will end if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
The relation between two kings decides the relation between their cities. Kings are also biased against women on the throne. Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king they will react in the following ways:&lt;br /&gt;
* If the kings are independent they will begin military actions against each pther&lt;br /&gt;
* If the kings are suzerain and vassal the vassal will rebel&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lord worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
The king has an ambition, which is decided on day 1 at midday. If the ambition is not pursued the king will over time begin to feel like a failure. However if the ambition is completed it will provide a strong Mood bonus. There are 4 ambitions to choose from:&lt;br /&gt;
* &#039;&#039;&#039;Fertile&#039;&#039;&#039;: Increase province population by 50.&lt;br /&gt;
* &#039;&#039;&#039;Conqueror&#039;&#039;&#039;: Add 3 vassals to the kingdom.&lt;br /&gt;
* &#039;&#039;&#039;Unifier&#039;&#039;&#039;: Ally with 3 cities.&lt;br /&gt;
* &#039;&#039;&#039;Economic&#039;&#039;&#039;: Produce daily goods worth 1500 Gold.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners. Until then they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Startup_settings&amp;diff=1277</id>
		<title>Startup settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Startup_settings&amp;diff=1277"/>
		<updated>2025-03-13T23:47:28Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Character creation.png|thumb|300px|The family creation menu]]&lt;br /&gt;
== Starting family ==&lt;br /&gt;
The first step when creating a new game is creating the player family. The family will start with 2-4 lords. At character creation the starting age of an adult lord depends on what skill levels they&#039;re given. The family will begin with a sum of skill levels considered optimal by the game but the skill levels can be redistributed. The maximum starting age is 40, at which point additional skill levels cannot be added. Children cannot be given skills. The following family relations are possible when starting a new game:&lt;br /&gt;
* Two brothers and a wife&lt;br /&gt;
* Husband, wife, child&lt;br /&gt;
* Two sisters and a son&lt;br /&gt;
* Two brothers&lt;br /&gt;
* Three sisters&lt;br /&gt;
* Father and three daughters&lt;br /&gt;
&lt;br /&gt;
== Provinces setup ==&lt;br /&gt;
[[File:Kingdom creation.png|thumb|300px|Kingdom creation]]&lt;br /&gt;
The second step when creating a new game is first choosing a starting province. Then you can expand any of the starting kingdoms, including your own, to vassalize more provinces. By selecting any NPC province you can choose their starting army strength and city size, their culture, their starting relations with your king, as well as whether they will be peaceful and avoid conflicts with other kings or not. You can also make certain cities to start as ruins.&lt;br /&gt;
&lt;br /&gt;
You can also decide the starting relations with every king:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sworn Enemy&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dislike&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sympathy&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Old Ally&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Start scenario ==&lt;br /&gt;
The start scenario determines the initial priorities you will have.&lt;br /&gt;
* &#039;&#039;&#039;Prisoner&#039;&#039;&#039;: Start with 5 warriors. There is a bandit camp with 6 bandits in the city&#039;s province that has kidnapped one of the lords.&lt;br /&gt;
* &#039;&#039;&#039;Nectar&#039;s Children&#039;&#039;&#039;: All starting characters have nectar addiction. Start with the Alchemy Lab and Nectar books.&lt;br /&gt;
* &#039;&#039;&#039;The Sword&#039;s Path&#039;&#039;&#039;: King and his brothers are bastards, start without Flour and only 50 Wood but also with additional weapons and protection equipment and 2 additional warriors.&lt;br /&gt;
* &#039;&#039;&#039;Deserters&#039;&#039;&#039;: There is a bandit camp with 20 bandits in the city&#039;s province.&lt;br /&gt;
* &#039;&#039;&#039;Juice of Life&#039;&#039;&#039;: All starting lords have Hemophilia.&lt;br /&gt;
* &#039;&#039;&#039;By Touch&#039;&#039;&#039;: All starting lords have Vision Loss.&lt;br /&gt;
* &#039;&#039;&#039;The Hammer&#039;s Way&#039;&#039;&#039;: Start with only 300 Gold and the Coal Furnace, Workshop, Weapon Forge, Axes and Swords books.&lt;br /&gt;
* &#039;&#039;&#039;Prison Owners&#039;&#039;&#039;: Start with prisoners instead of peasants and every lord has the Prison Ward knowledge.&lt;br /&gt;
* &#039;&#039;&#039;No scenario&#039;&#039;&#039;: No starting scenario.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
Modifiers can give bonuses or penalties to everyone in the game.&lt;br /&gt;
* &#039;&#039;&#039;Excess Iron&#039;&#039;&#039;: Each Mine has 500 Iron.&lt;br /&gt;
* &#039;&#039;&#039;Lazy Workers&#039;&#039;&#039;: Buildings stop working if instructions expire.&lt;br /&gt;
* &#039;&#039;&#039;Old Grudges&#039;&#039;&#039;: Different culture penalties are increased.&lt;br /&gt;
* &#039;&#039;&#039;Fast Metabolism&#039;&#039;&#039;: Characters age and gain experience twice faster.&lt;br /&gt;
* &#039;&#039;&#039;Wave of Fanaticism&#039;&#039;&#039;: All migrating peasants are Fanatic.&lt;br /&gt;
* &#039;&#039;&#039;After War&#039;&#039;&#039;: Forest bandits have increased Combat skill and better equipment.&lt;br /&gt;
* &#039;&#039;&#039;Trade Decline&#039;&#039;&#039;: The Holy Caravan has only a 25% chance to arrive each day but will appear at least once every 5 days.&lt;br /&gt;
* &#039;&#039;&#039;Strength in Numbers&#039;&#039;&#039;: All peasants and prisoners have a Combat skill of 5-10.&lt;br /&gt;
* &#039;&#039;&#039;No Prophecies&#039;&#039;&#039;: Disasters cannot happen.&lt;br /&gt;
* &#039;&#039;&#039;Longevity&#039;&#039;&#039;: People become Elderly after 60 years.&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;br /&gt;
* &#039;&#039;&#039;Peaceful mode&#039;&#039;&#039;: Start with 3500 Gold and 15 Paper. Neighbors won&#039;t bother you unless you initiate aggressive actions. Difficulty of the game will gradually increase during the first few days and new mechanics and challenges will be introduced gradually.&lt;br /&gt;
* &#039;&#039;&#039;Normal&#039;&#039;&#039;:  Start with 2500 Gold and 5 Paper. Difficulty of the game will gradually increase during the first few days and new mechanics and challenges will be introduced gradually.&lt;br /&gt;
* &#039;&#039;&#039;Hardcore&#039;&#039;&#039;: Start with 1500 Gold and 5 Paper. Challenges can happen at any point.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1276</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1276"/>
		<updated>2025-03-13T23:44:24Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Building management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Afterwards production efficiency will begin to decrease. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher&lt;br /&gt;
* For 5 days each character has a 10% chance of contracting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day&lt;br /&gt;
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higher&lt;br /&gt;
* For 7 days 10-15% of each food and crop will be lost and their price at the Holy Caravan is 3 times higher&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Trade&amp;diff=1275</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Trade&amp;diff=1275"/>
		<updated>2025-03-13T23:36:32Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Trade deals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are three types of trade in Norland, all of them extremely important.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Internal trade ==&lt;br /&gt;
[[File:Finance menu.png|thumb|300px|The Finance menu]]&lt;br /&gt;
Internal trade takes place between the population and Market, Tavern or Drug Den buildings. Lords do not use internal trade and take any resources they need for free.&lt;br /&gt;
&lt;br /&gt;
Internal trade is managed in the Finance menu, where wages and prices for all resources used in internal trade are set. On the left side you can adjust the maximum amount of a certain resource that can be sold every day, as well as its cost. On the right side you can adjust the wages for the population. Peasants, Warriors and Unemployed are paid with Gold while prisoners are paid with food and alcohol resources.&lt;br /&gt;
&lt;br /&gt;
Every character consumes 1 food per day, so the amount of food produced should be at least equal to the population and the food price per unit should be lower than the workers&#039; salary. Characters who work also need alcohol every 2-3 days and their mood can be regulated with the quantity and price of the sold alcohol. Prisoners receive food (and alcohol if allowed) for free but require a functioning Prisoner Barns building for that. Internal trade buildings open after 6 PM.&lt;br /&gt;
&lt;br /&gt;
Peasants will buy food from the Holy Caravan if prices are set too high.&lt;br /&gt;
&lt;br /&gt;
== Holy Caravan ==&lt;br /&gt;
[[File:Market saturation.png|thumb|300px|Market saturation for Flour]]&lt;br /&gt;
The Holy Caravan arrives every 2-3 days and is the primary source of gold, holy rings, books and prisoners. Prisoners sold by the Holy Caravan do not have any [[File:Combat.png|25px]] Combat skill.&lt;br /&gt;
&lt;br /&gt;
Prices at the Holy Caravan depend on the [[File:Trade.png|25px]] Trade skill of the lord trading with the Holy Caravan and can also be increased or decreased by buying or selling a large amount of a certain resource. Prices may also change randomly.&lt;br /&gt;
&lt;br /&gt;
Each resource has a local demand and market saturation value. Market saturation increases each time a resource is sold to the Holy Caravan and goes down over time. If market saturation becomes greater than local demand then prices for the resource will drop exponentially at the Holy Caravan, capped at -80%. Resources that are easier to produce have a higher Market Saturation that those that are more difficult to produce. The price of a resource can never fall below 1 Gold.&lt;br /&gt;
&lt;br /&gt;
Sometimes free lords will arrive with the Holy Caravan. Free lords can be hired for 10 days for a price of [[File:Holy Rings.png|25px]] Holy Rings that scales with the hiring lord&#039;s [[File:Persuasion.png|25px]] Persuasion skill and must only be paid after the contract expires. While hired a free lord will function like any other lord. There is a 50% discount on the first free lord hired.&lt;br /&gt;
&lt;br /&gt;
== Trade deals ==&lt;br /&gt;
Each city will buy one resource and sell another. Trading prices are always better than those of the Holy Caravan but creating a trade deal costs 150 Gold and lasts for 10 days. The prices will be adjusted by a further 3% for every point of Trade skill difference between the two kings. The price of resources sold by the other city will also double if the other city is attacked. Kings will only trade if relations are friendly or they are vassals or allied.&lt;br /&gt;
&lt;br /&gt;
Once a trade deal is made a button will appear in the trade menu every day at 11 AM to but or sell the traded resource. The resource will be transported by a peasant on the world map. If the city&#039;s king has 100 relationship with the lord conducting the trade they will offer far better prices. During the first 15 days neighbor cities are more likely to buy simpler products.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1274</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1274"/>
		<updated>2025-03-13T23:32:52Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Communication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Action menu.png|thumb|400px|The action menu]]&lt;br /&gt;
Lords can undertake various actions. If a lord is unhappy they will refuse to do any tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait. Actions between parents and their children will satisfy the [[File:Care Sex.png|25px]] Care need.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
* [[File:Sins.png|35px]] Confess: Costs 3 Holy Rings and is only available if the lord has sins and removes them.&lt;br /&gt;
* [[File:Beg for Forgiveness.png|35px]] Beg for Forgiveness: Costs 15 Holy Rings and stops the bishop from considering the lord an enemy.&lt;br /&gt;
* [[File:Menopause.png|35px]] Divorce: Costs 5 Holy Rings and is only available to married lords and ends their marriage.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Blessing: Costs 4900, removes all sins and gives the Mother state for 10 days.&lt;br /&gt;
* [[File:Depression.png|35px]] Console: Only available if the bishop requires comforting.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
King actions can only be performed by the king on other lords.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Grant a Title: Only available towards free lords or knights, and adds them to the city. Granting a title to a knight costs 100 Gold and 20 relations with all lords but gives them the &amp;quot;Received a title&amp;quot; thought (+23 Mood). Granting a title to a free lord costs even more Gold but does not affect relations.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Revoke Lordship Title: Only available towards the city&#039;s lords and makes the selected lord leaves the city. If they have good attitude towards any of the neighbors they will go there, otherwise they will become a free lord.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.&lt;br /&gt;
* [[File:Pass the Crown.png|35px]] Pass the Crown: Makes the targeted lord the king and resets all relations with all cities. The previous king will become depressed and hate the new king.&lt;br /&gt;
* [[File:Reward.png|35px]] Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the &amp;quot;Rewarded&amp;quot; thought, whose Mood bonus scales with the king&#039;s Persuasion skill, for 3 days.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Threaten: Gives the targeted lord &amp;quot;Threatened&amp;quot; thought (-18 Mood) for 2 days and Loyalty that scales with the king&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Gift to the King.png|35px]] Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the &amp;quot;Rewarded&amp;quot; thought, whose Mood penalty scales with the king&#039;s Persuasion skill, for 4 days.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
Punish actions are unlocked by constructing a Scaffold. They will remove the thought of impunity from any of their victims. Punishing an innocent character will 3-5 acquaintances of the victim the Terror Victim status and punishing a free lord will reduce relationships with all neighbors.&lt;br /&gt;
* [[File:Dead.png|35px]] Execution: The punished character is killed. Some vagabonds who witness the execution might become cutthroats.&lt;br /&gt;
* [[File:Mask of shame.png|35px]] Mask of shame: The punished character wears the Mask of Shame for a day and any character in a bad mood can freely beat them. If they are a simple vagabond they will become a peasant after the punishment expires.&lt;br /&gt;
* [[File:Blindness.png|35px]] Blindness: The punished character gains the Vision Loss status.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
Learn actions increase a lord&#039;s skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher&#039;s Teaching skill and each skill can only be increased up to the teacher&#039;s own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher&#039;s Teaching skill.&lt;br /&gt;
* [[File:Rhetoric.png|35px]] Rhetoric increases [[File:Manners.png|25px]] Manners and [[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
* [[File:Economy.png|35px]] Economy increases [[File:Trade.png|25px]] Trade and [[File:Management.png|25px]] Management&lt;br /&gt;
* [[File:Philosophy.png|35px]] Philosophy increases [[File:Intellect.png|25px]] Intellect and [[File:Teaching.png|25px]] Teaching&lt;br /&gt;
* [[File:Warfare.png|35px]] Warfare increases [[File:Combat.png|25px]] Combat and [[File:Command.png|25px]] Command&lt;br /&gt;
* [[File:General Training.png|35px]] General Training increases first the talent skills and then all remaining skills&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Social actions are only available with other lords.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time: The lords spend time together and have 2 deep conversations, one started by each lord.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting: Only available to adult lords if there are fleshwolves available for hunting in the forest. Both characters gain the &amp;quot;Hunter together&amp;quot; thought (+21 Moood), improveed relationship, and there will be a deep conversation. There is a risk of injury.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Wise Conversation: Each lord has a 1-3% chance to gain a knowledge the other has but they don&#039;t. The chance is doubled if one of the characters has the Enlightener talent and increased by 1.5 if one of the characters is elderly.&lt;br /&gt;
* [[File:Play Dice.png|35px]] Play Dice: Only available to adult lords. Bets 3 Holy Rings. The outcome is random but partially influenced by both lords&#039; Intellect skill.&lt;br /&gt;
* [[File:Attack.png|35px]] Challenge to a Duel: Only available to adult lords from the same city if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
=== Intrigue ===&lt;br /&gt;
* [[File:Seduce.png|35px]] Seduce: Only available towards lords of opposite gender and requires 75 loyalty and at least 50 Interest from the target and makes the lords have sex. If seducing a lord from another city it gives 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king depending on the performer&#039;s Persuasion skill and if loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Poison.png|35px]] Poison: Only available to lords that have the Intellect skill as their talent and skill level is at least 15. If successful nobody will know and if not successful the victim may engage in a fight to the death. The chance of success depends on the difference in Intellect skill between the lord and the victim.&lt;br /&gt;
* [[File:Kill.png|35px]] Kill: Only available towards guests and requires 75 loyalty. Attempts to kill the lord when it&#039;s sleeping.&lt;br /&gt;
* [[File:Bribe.png|35px]] Bribe: Only available towards lords in another city except the king from lords who have at least 75 loyalty. It costs 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king. The amount of loyalty decreased depends on the performer&#039;s Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Invite to Your Province.png|35px]] Invite to Your Province: Only available towards lords in another city who are considered friends. The lord will arrive as a guest for a few days.&lt;br /&gt;
* [[File:Attack.png|35px]] Provoke Duel: Only available to adult lords from other cities if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
This action is only available with a freelance lord. The freelance lord will be hired and the cost will scale with the buying lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
This action is only available with a guest and only lords with at least 75 Loyalty can attempt it. When the guest is sleeping the lord will attempt to take it prisoner. There is a 40% chance to succeed, otherwise the guest will have to be defeated before it can escape. Whether successful or not, relations between the king and the victim and neighboring kings will greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
This action is only available with a guest. The guest will leave but relations between the king and their king will decrease.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
This action is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 50% of their Sex need. The lord will gain the &amp;quot;Shame for sins&amp;quot; thought (-22 Mood) and the peasant will gain the &amp;quot;Was used&amp;quot; thought (-20 Mood) for 2 days. This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
This action is only available with a prisoner and will turn it into a peasant. If the prisoner was yearning for freedom the action will also give it the &amp;quot;Joy of freedom&amp;quot; thought (+48 Mood) for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
This action is only available with a character who is sick or fell into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
This action is only available to lords in another city and will make the lord return to their home city.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
This action is only available to the king if the kingdom contains at least 12 provinces. An inquisition army head to attack the city. Most peasants will lose 40 Mood. Agonistic peasants will lose 20 Mood. The king will wear a new crown.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1262</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1262"/>
		<updated>2024-07-01T12:09:29Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;States are displayed at the bottom of the character tab and have major events upon the character.&lt;br /&gt;
&lt;br /&gt;
== Common states ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from the character being hurt and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
Bleeding can appear from being by attacks from cutting or piercing weapons and comes in three levels. Multiple states of the same level will turn into one of the next level.&lt;br /&gt;
# [[File:Bleeding.png|35px]] Bleeding&lt;br /&gt;
# [[File:Moderate Bleeding.png|35px]] Moderate Bleeding, which cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
# [[File:Severe Bleeding.png|35px]] Severe Bleeding, which cannot be stopped if the character also has Hemophilia. and will cause death if not treated.&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Burn will appear if the character stays too long next to a fire and comes in three levels. Multiple states of the same level will turn into one of the next level. All of them cause pain.&lt;br /&gt;
# [[File:Minor Burn.png|35px]] Minor Burn&lt;br /&gt;
# [[File:Moderate Burn.png|35px]] Moderate Burn&lt;br /&gt;
# [[File:Severe Burn.png|35px]] Severe Burn&lt;br /&gt;
&lt;br /&gt;
== Lord states ==&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Mother: Appears after being blessed by the bishop and lasts for 10 days. Prevents the lord from suffering from sins, allows fanatic peasants to join the army and increases everyone&#039;s opinion.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male lords. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1261</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1261"/>
		<updated>2024-07-01T12:08:01Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;States are displayed at the bottom of the character tab and have major events upon the character.&lt;br /&gt;
&lt;br /&gt;
== Common states ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
Bleeding can appear from being by attacks from cutting or piercing weapons and comes in three levels. Multiple states of the same level will turn into one of the next level.&lt;br /&gt;
# [[File:Bleeding.png|35px]] Bleeding&lt;br /&gt;
# [[File:Moderate Bleeding.png|35px]] Moderate Bleeding, which cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
# [[File:Severe Bleeding.png|35px]] Severe Bleeding, which cannot be stopped if the character also has Hemophilia. and will cause death if not treated.&lt;br /&gt;
&lt;br /&gt;
=== Burn ===&lt;br /&gt;
Burn will appear if the character stays too long next to a fire and comes in three levels. Multiple states of the same level will turn into one of the next level. All of them cause pain.&lt;br /&gt;
# [[File:Minor Burn.png|35px]] Minor Burn&lt;br /&gt;
# [[File:Moderate Burn.png|35px]] Moderate Burn&lt;br /&gt;
# [[File:Severe Burn.png|35px]] Severe Burn&lt;br /&gt;
&lt;br /&gt;
== Lord states ==&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Mother: Appears after being blessed by the bishop and lasts for 10 days. Prevents the lord from suffering from sins, allows fanatic peasants to join the army and increases everyone&#039;s opinion.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male lords. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:Severe_Burn.png&amp;diff=1260</id>
		<title>File:Severe Burn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:Severe_Burn.png&amp;diff=1260"/>
		<updated>2024-07-01T12:06:05Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:Moderate_Burn.png&amp;diff=1259</id>
		<title>File:Moderate Burn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:Moderate_Burn.png&amp;diff=1259"/>
		<updated>2024-07-01T12:04:38Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:Minor_Burn.png&amp;diff=1258</id>
		<title>File:Minor Burn.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:Minor_Burn.png&amp;diff=1258"/>
		<updated>2024-07-01T12:03:27Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1257</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1257"/>
		<updated>2024-07-01T12:02:58Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;States are displayed at the bottom of the character tab and have major events upon the character.&lt;br /&gt;
&lt;br /&gt;
== Common states ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
Bleeding can appear from being by attacks from cutting or piercing weapons and comes in three levels. Multiple states of the same level will turn into one of the next level.&lt;br /&gt;
# [[File:Bleeding.png|35px]] Bleeding&lt;br /&gt;
# [[File:Moderate Bleeding.png|35px]] Moderate Bleeding, which cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
# [[File:Severe Bleeding.png|35px]] Severe Bleeding, which cannot be stopped if the character also has Hemophilia. and will cause death if not treated.&lt;br /&gt;
&lt;br /&gt;
== Lord states ==&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Mother: Appears after being blessed by the bishop and lasts for 10 days. Prevents the lord from suffering from sins, allows fanatic peasants to join the army and increases everyone&#039;s opinion.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male lords. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1256</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1256"/>
		<updated>2024-07-01T11:56:30Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;States are displayed at the bottom of the character tab and have major events upon the character.&lt;br /&gt;
&lt;br /&gt;
== Common states ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
== Lord states ==&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Mother: Appears after being blessed by the bishop and lasts for 10 days. Prevents the lord from suffering from sins, allows fanatic peasants to join the army and increases everyone&#039;s opinion.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male lords. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1255</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1255"/>
		<updated>2024-07-01T11:53:43Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if less than 30% of the city&#039;s population is fanatic. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the Ascetic trait.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1254</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1254"/>
		<updated>2024-07-01T11:53:13Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;States are displayed at the bottom of the character tab and have major events upon the character.&lt;br /&gt;
&lt;br /&gt;
== Common states ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
== Lord states ==&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1253</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=States&amp;diff=1253"/>
		<updated>2024-07-01T11:53:01Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: Created page with &amp;quot;The thoughts of someone with Madness being scrambled States are displayed at the bottom of the character tab and have major events upon the character.  == Common states == * 35px Prisoner: Character is a prisoner. * 35px Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character.&lt;br /&gt;
&lt;br /&gt;
== Common states ==&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
== Faith ==&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
== Lord states ==&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Norland_Official_Wiki&amp;diff=1252</id>
		<title>Norland Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Norland_Official_Wiki&amp;diff=1252"/>
		<updated>2024-07-01T11:52:14Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MainTemplate&lt;br /&gt;
&lt;br /&gt;
| about_title = About this site&lt;br /&gt;
| about_content = &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[[Norland]]&#039;&#039;&#039;&#039;&#039; is a medieval kingdom simulator that generates complex stories. Lead your noble family in this medieval colony sim, facing off against class conflict, religious struggle, and political treachery. Tend to your people’s needs, uncover the lost knowledge of a fallen empire, and engage in nefarious plots against your enemies.&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
If you want to help, [[Special:UserLogin|log in here]] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://discord.com/invite/KJKN939Zae Wiki-specific Discord chat room]&lt;br /&gt;
* [https://store.steampowered.com/app/1857090/Norland/ Steam Page]&lt;br /&gt;
* [https://discord.gg/pCGqcNkKu4 Developer&#039;s Discord]&lt;br /&gt;
&lt;br /&gt;
| sections_title = Important Pages&lt;br /&gt;
| sections_content = {{Mainbox&lt;br /&gt;
|title=Getting Started&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Book.png|30px|link=]] [[Beginner&#039;s Guide]] • [[File:Production.png|30px|link=]] [[Startup settings]] • [[File:Paper.png|30px|link=]] [[Lore]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=Characters&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Dynasty.png|30px|link=]] [[Lords]] • [[File:Peasants.png|30px|link=]] [[Population]] • [[File:Spend Time.png|30px|link=]] [[Actions]] • [[File:Fanatic.png|30px|link=]] [[States]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=City&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Construction.png|30px|link=]] [[Construction]] • [[File:Finance.png|30px|link=]] [[Resources]] • [[File:Knowledge.png|30px|link=]] [[Knowledge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Mainbox&lt;br /&gt;
|title=The World&lt;br /&gt;
|content=&lt;br /&gt;
[[File:Army.png|30px|link=]] [[Warfare]] • [[File:Trade.png|30px|link=]] [[Trade]] • [[File:World.png|30px|link=]] [[World]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| featured_title= Want to help improve the wiki?&lt;br /&gt;
| featured_content= Anyone can contribute to the wiki. If you want to become a contributor please register and check out the &#039;&#039;&#039;[[Project:Work needed|work needed page]]&#039;&#039;&#039;. If you spot anything in need of improvement, don&#039;t hesitate to make an edit. If you plan on making any major changes it is recommended you read the &#039;&#039;&#039;[[Project:Style|style guidelines]]&#039;&#039;&#039; first.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Norland, developed by Long Jaunt and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1251</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1251"/>
		<updated>2024-07-01T11:50:36Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Bishop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Action menu.png|thumb|400px|The action menu]]&lt;br /&gt;
Lords can undertake various actions. If a lord is unhappen they will refuse to do any tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait. Actions between parents and their children will satisfy the [[File:Care Sex.png|25px]] Care need.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
* [[File:Sins.png|35px]] Confess: Costs 3 Holy Rings and is only available if the lord has sins and removes them.&lt;br /&gt;
* [[File:Beg for Forgiveness.png|35px]] Beg for Forgiveness: Costs 15 Holy Rings and stops the bishop from considering the lord an enemy.&lt;br /&gt;
* [[File:Menopause.png|35px]] Divorce: Costs 5 Holy Rings and is only available to married lords and ends their marriage.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Blessing: Costs 4900, removes all sins and gives the Mother state for 10 days.&lt;br /&gt;
* [[File:Depression.png|35px]] Console: Only available if the bishop requires comforting.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
King actions can only be performed by the king on other lords.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Grant a Title: Only available towards free lords or knights, and adds them to the city. Granting a title to a knight costs 100 Gold and 20 relations with all lords but gives them the &amp;quot;Received a title&amp;quot; thought (+23 Mood). Granting a title to a free lord costs even more Gold but does not affect relations.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Revoke Lordship Title: Only available towards the city&#039;s lords and makes the selected lord leaves the city. If they have good attitude towards any of the neighbors they will go there, otherwise they will become a free lord.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.&lt;br /&gt;
* [[File:Pass the Crown.png|35px]] Pass the Crown: Makes the targeted lord the king and resets all relations with all cities. The previous king will become depressed and hate the new king.&lt;br /&gt;
* [[File:Reward.png|35px]] Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the &amp;quot;Rewarded&amp;quot; thought, whose Mood bonus scales with the king&#039;s Persuasion skill, for 3 days.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Threaten: Gives the targeted lord &amp;quot;Threatened&amp;quot; thought (-18 Mood) for 2 days and Loyalty that scales with the king&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Gift to the King.png|35px]] Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the &amp;quot;Rewarded&amp;quot; thought, whose Mood penalty scales with the king&#039;s Persuasion skill, for 4 days.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
Punish actions are unlocked by constructing a Scaffold. They will remove the thought of impunity from any of their victims. Punishing an innocent character will 3-5 acquaintances of the victim the Terror Victim status and punishing a free lord will reduce relationships with all neighbors.&lt;br /&gt;
* [[File:Dead.png|35px]] Execution: The punished character is killed. Some vagabonds who witness the execution might become cutthroats.&lt;br /&gt;
* [[File:Mask of shame.png|35px]] Mask of shame: The punished character wears the Mask of Shame for a day and any character in a bad mood can freely beat them. If they are a simple vagabond they will become a peasant after the punishment expires.&lt;br /&gt;
* [[File:Blindness.png|35px]] Blindness: The punished character gains the Vision Loss status.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
Learn actions increase a lord&#039;s skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher&#039;s Teaching skill and each skill can only be increased up to the teacher&#039;s own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher&#039;s Teaching skill.&lt;br /&gt;
* [[File:Rhetoric.png|35px]] Rhetoric increases [[File:Manners.png|25px]] Manners and [[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
* [[File:Economy.png|35px]] Economy increases [[File:Trade.png|25px]] Trade and [[File:Management.png|25px]] Management&lt;br /&gt;
* [[File:Philosophy.png|35px]] Philosophy increases [[File:Intellect.png|25px]] Intellect and [[File:Teaching.png|25px]] Teaching&lt;br /&gt;
* [[File:Warfare.png|35px]] Warfare increases [[File:Combat.png|25px]] Combat and [[File:Command.png|25px]] Command&lt;br /&gt;
* [[File:General Training.png|35px]] General Training increases first the talent skills and then all remaining skills&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Social actions are only available with other lords.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time: The lords spend time together and have 2 deep conversations, one started by each lord.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting: Only available to adult lords if there are fleshwolves available for hunting in the forest. Both characters gain the &amp;quot;Hunter together&amp;quot; thought (+21 Moood), improveed relationship, and there will be a deep conversation. There is a risk of injury.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Wise Conversation: Each lord has a 1-3% chance to gain a knowledge the other has but they don&#039;t. The chance is doubled if one of the characters has the Enlightener talent and increased by 1.5 if one of the characters is elderly.&lt;br /&gt;
* [[File:Play Dice.png|35px]] Play Dice: Only available to adult lords. Bets 5 Holy Rings. The outcome is random but partially influenced by both lords&#039; Intellect skill.&lt;br /&gt;
* [[File:Attack.png|35px]] Challenge to a Duel: Only available to adult lords from the same city if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
=== Intrigue ===&lt;br /&gt;
* [[File:Seduce.png|35px]] Seduce: Only available towards lords of opposite gender and requires 75 loyalty and at least 50 Interest from the target and makes the lords have sex. If seducing a lord from another city it gives 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king depending on the performer&#039;s Persuasion skill and if loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Poison.png|35px]] Poison: Only available to lords that have the Intellect skill as their talent and skill level is at least 15. If successful nobody will know and if not successful the victim may engage in a fight to the death. The chance of success depends on the difference in Intellect skill between the lord and the victim.&lt;br /&gt;
* [[File:Kill.png|35px]] Kill: Only available towards guests and requires 75 loyalty. Attempts to kill the lord when it&#039;s sleeping.&lt;br /&gt;
* [[File:Bribe.png|35px]] Bribe: Only available towards lords in another city except the king from lords who have at least 75 loyalty. It costs 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king. The amount of loyalty decreased depends on the performer&#039;s Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Invite to Your Province.png|35px]] Invite to Your Province: Only available towards lords in another city who are considered friends. The lord will arrive as a guest for a few days.&lt;br /&gt;
* [[File:Attack.png|35px]] Provoke Duel: Only available to adult lords from other cities if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
This action is only available with a freelance lord. The freelance lord will be hired and the cost will scale with the buying lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
This action is only available with a guest and only lords with at least 75 Loyalty can attempt it. When the guest is sleeping the lord will attempt to take it prisoner. There is a 40% chance to succeed, otherwise the guest will have to be defeated before it can escape. Whether successful or not, relations between the king and the victim and neighboring kings will greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
This action is only available with a guest. The guest will leave but relations between the king and their king will decrease.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
This action is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 50% of their Sex need. The lord will gain the &amp;quot;Shame for sins&amp;quot; thought (-22 Mood) and the peasant will gain the &amp;quot;Was used&amp;quot; thought (-20 Mood) for 2 days. This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
This action is only available with a prisoner and will turn it into a peasant. If the prisoner was yearning for freedom the action will also give it the &amp;quot;Joy of freedom&amp;quot; thought (+48 Mood) for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
This action is only available with a character who is sick or fell into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
This action is only available to lords in another city and will make the lord return to their home city.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
This action is only available to the king if the kingdom contains at least 12 provinces. An inquisition army head to attack the city. Most peasants will lose 40 Mood. Agonistic peasants will lose 20 Mood. The king will wear a new crown.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1250</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1250"/>
		<updated>2024-07-01T11:38:58Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Declare Yourself Emperor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Action menu.png|thumb|400px|The action menu]]&lt;br /&gt;
Lords can undertake various actions. If a lord is unhappen they will refuse to do any tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait. Actions between parents and their children will satisfy the [[File:Care Sex.png|25px]] Care need.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
* [[File:Sins.png|35px]] Confess: Costs 3 Holy Rings and is only available if the lord has sins and removes them.&lt;br /&gt;
* [[File:Beg for Forgiveness.png|35px]] Beg for Forgiveness: Costs 15 Holy Rings and stops the bishop from considering the lord an enemy.&lt;br /&gt;
* [[File:Menopause.png|35px]] Divorce: Costs 5 Holy Rings and is only available to married lords and ends their marriage.&lt;br /&gt;
* [[File:Depression.png|35px]] Console: Only available if the bishop requires comforting.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
King actions can only be performed by the king on other lords.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Grant a Title: Only available towards free lords or knights, and adds them to the city. Granting a title to a knight costs 100 Gold and 20 relations with all lords but gives them the &amp;quot;Received a title&amp;quot; thought (+23 Mood). Granting a title to a free lord costs even more Gold but does not affect relations.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Revoke Lordship Title: Only available towards the city&#039;s lords and makes the selected lord leaves the city. If they have good attitude towards any of the neighbors they will go there, otherwise they will become a free lord.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.&lt;br /&gt;
* [[File:Pass the Crown.png|35px]] Pass the Crown: Makes the targeted lord the king and resets all relations with all cities. The previous king will become depressed and hate the new king.&lt;br /&gt;
* [[File:Reward.png|35px]] Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the &amp;quot;Rewarded&amp;quot; thought, whose Mood bonus scales with the king&#039;s Persuasion skill, for 3 days.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Threaten: Gives the targeted lord &amp;quot;Threatened&amp;quot; thought (-18 Mood) for 2 days and Loyalty that scales with the king&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Gift to the King.png|35px]] Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the &amp;quot;Rewarded&amp;quot; thought, whose Mood penalty scales with the king&#039;s Persuasion skill, for 4 days.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
Punish actions are unlocked by constructing a Scaffold. They will remove the thought of impunity from any of their victims. Punishing an innocent character will 3-5 acquaintances of the victim the Terror Victim status and punishing a free lord will reduce relationships with all neighbors.&lt;br /&gt;
* [[File:Dead.png|35px]] Execution: The punished character is killed. Some vagabonds who witness the execution might become cutthroats.&lt;br /&gt;
* [[File:Mask of shame.png|35px]] Mask of shame: The punished character wears the Mask of Shame for a day and any character in a bad mood can freely beat them. If they are a simple vagabond they will become a peasant after the punishment expires.&lt;br /&gt;
* [[File:Blindness.png|35px]] Blindness: The punished character gains the Vision Loss status.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
Learn actions increase a lord&#039;s skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher&#039;s Teaching skill and each skill can only be increased up to the teacher&#039;s own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher&#039;s Teaching skill.&lt;br /&gt;
* [[File:Rhetoric.png|35px]] Rhetoric increases [[File:Manners.png|25px]] Manners and [[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
* [[File:Economy.png|35px]] Economy increases [[File:Trade.png|25px]] Trade and [[File:Management.png|25px]] Management&lt;br /&gt;
* [[File:Philosophy.png|35px]] Philosophy increases [[File:Intellect.png|25px]] Intellect and [[File:Teaching.png|25px]] Teaching&lt;br /&gt;
* [[File:Warfare.png|35px]] Warfare increases [[File:Combat.png|25px]] Combat and [[File:Command.png|25px]] Command&lt;br /&gt;
* [[File:General Training.png|35px]] General Training increases first the talent skills and then all remaining skills&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Social actions are only available with other lords.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time: The lords spend time together and have 2 deep conversations, one started by each lord.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting: Only available to adult lords if there are fleshwolves available for hunting in the forest. Both characters gain the &amp;quot;Hunter together&amp;quot; thought (+21 Moood), improveed relationship, and there will be a deep conversation. There is a risk of injury.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Wise Conversation: Each lord has a 1-3% chance to gain a knowledge the other has but they don&#039;t. The chance is doubled if one of the characters has the Enlightener talent and increased by 1.5 if one of the characters is elderly.&lt;br /&gt;
* [[File:Play Dice.png|35px]] Play Dice: Only available to adult lords. Bets 5 Holy Rings. The outcome is random but partially influenced by both lords&#039; Intellect skill.&lt;br /&gt;
* [[File:Attack.png|35px]] Challenge to a Duel: Only available to adult lords from the same city if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
=== Intrigue ===&lt;br /&gt;
* [[File:Seduce.png|35px]] Seduce: Only available towards lords of opposite gender and requires 75 loyalty and at least 50 Interest from the target and makes the lords have sex. If seducing a lord from another city it gives 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king depending on the performer&#039;s Persuasion skill and if loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Poison.png|35px]] Poison: Only available to lords that have the Intellect skill as their talent and skill level is at least 15. If successful nobody will know and if not successful the victim may engage in a fight to the death. The chance of success depends on the difference in Intellect skill between the lord and the victim.&lt;br /&gt;
* [[File:Kill.png|35px]] Kill: Only available towards guests and requires 75 loyalty. Attempts to kill the lord when it&#039;s sleeping.&lt;br /&gt;
* [[File:Bribe.png|35px]] Bribe: Only available towards lords in another city except the king from lords who have at least 75 loyalty. It costs 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king. The amount of loyalty decreased depends on the performer&#039;s Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Invite to Your Province.png|35px]] Invite to Your Province: Only available towards lords in another city who are considered friends. The lord will arrive as a guest for a few days.&lt;br /&gt;
* [[File:Attack.png|35px]] Provoke Duel: Only available to adult lords from other cities if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
This action is only available with a freelance lord. The freelance lord will be hired and the cost will scale with the buying lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
This action is only available with a guest and only lords with at least 75 Loyalty can attempt it. When the guest is sleeping the lord will attempt to take it prisoner. There is a 40% chance to succeed, otherwise the guest will have to be defeated before it can escape. Whether successful or not, relations between the king and the victim and neighboring kings will greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
This action is only available with a guest. The guest will leave but relations between the king and their king will decrease.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
This action is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 50% of their Sex need. The lord will gain the &amp;quot;Shame for sins&amp;quot; thought (-22 Mood) and the peasant will gain the &amp;quot;Was used&amp;quot; thought (-20 Mood) for 2 days. This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
This action is only available with a prisoner and will turn it into a peasant. If the prisoner was yearning for freedom the action will also give it the &amp;quot;Joy of freedom&amp;quot; thought (+48 Mood) for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
This action is only available with a character who is sick or fell into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
This action is only available to lords in another city and will make the lord return to their home city.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
This action is only available to the king if the kingdom contains at least 12 provinces. An inquisition army head to attack the city. Most peasants will lose 40 Mood. Agonistic peasants will lose 20 Mood. The king will wear a new crown.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1249</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1249"/>
		<updated>2024-07-01T11:36:24Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Declare Yourself Emperor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Action menu.png|thumb|400px|The action menu]]&lt;br /&gt;
Lords can undertake various actions. If a lord is unhappen they will refuse to do any tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait. Actions between parents and their children will satisfy the [[File:Care Sex.png|25px]] Care need.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
* [[File:Sins.png|35px]] Confess: Costs 3 Holy Rings and is only available if the lord has sins and removes them.&lt;br /&gt;
* [[File:Beg for Forgiveness.png|35px]] Beg for Forgiveness: Costs 15 Holy Rings and stops the bishop from considering the lord an enemy.&lt;br /&gt;
* [[File:Menopause.png|35px]] Divorce: Costs 5 Holy Rings and is only available to married lords and ends their marriage.&lt;br /&gt;
* [[File:Depression.png|35px]] Console: Only available if the bishop requires comforting.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
King actions can only be performed by the king on other lords.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Grant a Title: Only available towards free lords or knights, and adds them to the city. Granting a title to a knight costs 100 Gold and 20 relations with all lords but gives them the &amp;quot;Received a title&amp;quot; thought (+23 Mood). Granting a title to a free lord costs even more Gold but does not affect relations.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Revoke Lordship Title: Only available towards the city&#039;s lords and makes the selected lord leaves the city. If they have good attitude towards any of the neighbors they will go there, otherwise they will become a free lord.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.&lt;br /&gt;
* [[File:Pass the Crown.png|35px]] Pass the Crown: Makes the targeted lord the king and resets all relations with all cities. The previous king will become depressed and hate the new king.&lt;br /&gt;
* [[File:Reward.png|35px]] Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the &amp;quot;Rewarded&amp;quot; thought, whose Mood bonus scales with the king&#039;s Persuasion skill, for 3 days.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Threaten: Gives the targeted lord &amp;quot;Threatened&amp;quot; thought (-18 Mood) for 2 days and Loyalty that scales with the king&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Gift to the King.png|35px]] Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the &amp;quot;Rewarded&amp;quot; thought, whose Mood penalty scales with the king&#039;s Persuasion skill, for 4 days.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
Punish actions are unlocked by constructing a Scaffold. They will remove the thought of impunity from any of their victims. Punishing an innocent character will 3-5 acquaintances of the victim the Terror Victim status and punishing a free lord will reduce relationships with all neighbors.&lt;br /&gt;
* [[File:Dead.png|35px]] Execution: The punished character is killed. Some vagabonds who witness the execution might become cutthroats.&lt;br /&gt;
* [[File:Mask of shame.png|35px]] Mask of shame: The punished character wears the Mask of Shame for a day and any character in a bad mood can freely beat them. If they are a simple vagabond they will become a peasant after the punishment expires.&lt;br /&gt;
* [[File:Blindness.png|35px]] Blindness: The punished character gains the Vision Loss status.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
Learn actions increase a lord&#039;s skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher&#039;s Teaching skill and each skill can only be increased up to the teacher&#039;s own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher&#039;s Teaching skill.&lt;br /&gt;
* [[File:Rhetoric.png|35px]] Rhetoric increases [[File:Manners.png|25px]] Manners and [[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
* [[File:Economy.png|35px]] Economy increases [[File:Trade.png|25px]] Trade and [[File:Management.png|25px]] Management&lt;br /&gt;
* [[File:Philosophy.png|35px]] Philosophy increases [[File:Intellect.png|25px]] Intellect and [[File:Teaching.png|25px]] Teaching&lt;br /&gt;
* [[File:Warfare.png|35px]] Warfare increases [[File:Combat.png|25px]] Combat and [[File:Command.png|25px]] Command&lt;br /&gt;
* [[File:General Training.png|35px]] General Training increases first the talent skills and then all remaining skills&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Social actions are only available with other lords.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time: The lords spend time together and have 2 deep conversations, one started by each lord.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting: Only available to adult lords if there are fleshwolves available for hunting in the forest. Both characters gain the &amp;quot;Hunter together&amp;quot; thought (+21 Moood), improveed relationship, and there will be a deep conversation. There is a risk of injury.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Wise Conversation: Each lord has a 1-3% chance to gain a knowledge the other has but they don&#039;t. The chance is doubled if one of the characters has the Enlightener talent and increased by 1.5 if one of the characters is elderly.&lt;br /&gt;
* [[File:Play Dice.png|35px]] Play Dice: Only available to adult lords. Bets 5 Holy Rings. The outcome is random but partially influenced by both lords&#039; Intellect skill.&lt;br /&gt;
* [[File:Attack.png|35px]] Challenge to a Duel: Only available to adult lords from the same city if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
=== Intrigue ===&lt;br /&gt;
* [[File:Seduce.png|35px]] Seduce: Only available towards lords of opposite gender and requires 75 loyalty and at least 50 Interest from the target and makes the lords have sex. If seducing a lord from another city it gives 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king depending on the performer&#039;s Persuasion skill and if loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Poison.png|35px]] Poison: Only available to lords that have the Intellect skill as their talent and skill level is at least 15. If successful nobody will know and if not successful the victim may engage in a fight to the death. The chance of success depends on the difference in Intellect skill between the lord and the victim.&lt;br /&gt;
* [[File:Kill.png|35px]] Kill: Only available towards guests and requires 75 loyalty. Attempts to kill the lord when it&#039;s sleeping.&lt;br /&gt;
* [[File:Bribe.png|35px]] Bribe: Only available towards lords in another city except the king from lords who have at least 75 loyalty. It costs 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king. The amount of loyalty decreased depends on the performer&#039;s Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Invite to Your Province.png|35px]] Invite to Your Province: Only available towards lords in another city who are considered friends. The lord will arrive as a guest for a few days.&lt;br /&gt;
* [[File:Attack.png|35px]] Provoke Duel: Only available to adult lords from other cities if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
This action is only available with a freelance lord. The freelance lord will be hired and the cost will scale with the buying lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
This action is only available with a guest and only lords with at least 75 Loyalty can attempt it. When the guest is sleeping the lord will attempt to take it prisoner. There is a 40% chance to succeed, otherwise the guest will have to be defeated before it can escape. Whether successful or not, relations between the king and the victim and neighboring kings will greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
This action is only available with a guest. The guest will leave but relations between the king and their king will decrease.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
This action is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 50% of their Sex need. The lord will gain the &amp;quot;Shame for sins&amp;quot; thought (-22 Mood) and the peasant will gain the &amp;quot;Was used&amp;quot; thought (-20 Mood) for 2 days. This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
This action is only available with a prisoner and will turn it into a peasant. If the prisoner was yearning for freedom the action will also give it the &amp;quot;Joy of freedom&amp;quot; thought (+48 Mood) for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
This action is only available with a character who is sick or fell into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
This action is only available to lords in another city and will make the lord return to their home city.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
This action is only available to the king if the kingdom contains at least 12 provinces. An inquisition army head to attack the city. Most peasants will lose 40 Mood. Agonistic peasants will lose 20 Mood.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=World&amp;diff=1248</id>
		<title>World</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=World&amp;diff=1248"/>
		<updated>2024-07-01T11:27:51Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Unholy Horde */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:World map.png|thumb|400px|The world map]]&lt;br /&gt;
The world map is divided into regions. Every region has a city and two villages. Each city increases its population and gold proportionally with how many lords it has. Hovering over a city&#039;s number of books will list what books it possesses. Lords and armies are also visible on the map. Lords move fast and cannot be attacked. Armies move slow and can be attacked by independent and suzerain kings.&lt;br /&gt;
&lt;br /&gt;
When two armies meet on the world map a battle icon will appear above them. Clicking on it will display a comparison between the two armies, and in the middle a balance of power bar that shows which army is more powerful and by how much. You can then choose to play out the battle automatically, fight it manually, or retreat.&lt;br /&gt;
&lt;br /&gt;
Certain actions on the world map require either an adult lord or a messenger. Sending a messenger costs 1 [[File:Paper.png|25px]] Paper and uses the skills of the king.&lt;br /&gt;
&lt;br /&gt;
The kingdom will start with the protection of the Loving Family, which prevents other kings from attacking you, demanding anything or conducting dark deeds or intrigue. It lasts until the city has a population of 50 or you do one of these actions first.&lt;br /&gt;
&lt;br /&gt;
Cities can be burned to the ground. If burned to the ground, any king can pay 300 Gold to settle the ruins. The province will be restored as a vassal, with the sent lord becoming its king.&lt;br /&gt;
&lt;br /&gt;
== Independence ==&lt;br /&gt;
Kings can be suzerains, independents or vassals.&lt;br /&gt;
* Suzerains are lords that have vassals.&lt;br /&gt;
* Independents are lords which are neither vassals nor do not have vassals.&lt;br /&gt;
* Vassals are lords that have a suzerain.&lt;br /&gt;
&lt;br /&gt;
Vassals cannot attack cities, raid villages or demand tribute from kings and must pay Gold to the suzerain that scales with the vassal&#039;s city population. Anyone who attacks a vassal will severely worsen their relations with the vassal&#039;s suzerain. Dark deeds are not possible between a vassal and a suzerain. When the suzerain king dies all its vassals become independent.&lt;br /&gt;
&lt;br /&gt;
A vassal&#039;s will get between &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion with its suzerain depending on the difference in army strength.&lt;br /&gt;
&lt;br /&gt;
== Provinces ==&lt;br /&gt;
Norland contains 25 provinces. The following provinces are available when starting a new game:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Province&lt;br /&gt;
! colspan=4 | City resources&lt;br /&gt;
! rowspan=2 | Village resources&lt;br /&gt;
! rowspan=2 | Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wood.png|25px]]&lt;br /&gt;
| [[File:Iron.png|25px]]&lt;br /&gt;
| [[File:Herb.png|25px]]&lt;br /&gt;
| [[File:Rye.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchantment&#039;&#039;&#039; || 1 || 1 || 2 || 3 || [[File:Wood.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silverhaven&#039;&#039;&#039; || 2 || 2 || 1 || 2 || [[File:Wood.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparksville&#039;&#039;&#039; || 3 || 1 || 2 || 2 || [[File:Wood.png|25px]][[File:Rye.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brightvale&#039;&#039;&#039; || 3 || 0 || 2 || 3 || [[File:Wood.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystallight&#039;&#039;&#039; || 1 || 2 || 3 || 0 || [[File:Wood.png|25px]][[File:Rye.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goldshire&#039;&#039;&#039; || 3 || 1 || 1 || 2 || [[File:Iron.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystallia&#039;&#039;&#039; || 1 || 1 || 1 || 0 || [[File:Rutabaga.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frostkeep&#039;&#039;&#039; || 3 || 2 || 0 || 0 || [[File:Rye.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
Every province has two villages, which will tribute one resource to the province&#039;s city every 4-6 days.&lt;br /&gt;
&lt;br /&gt;
Independent and suzerain kings can raid a village to take half of the produced tribute and capture prisoners. Villages have a number of defenders armed with Daggers that will fight back if raided and if the village is in the province of another king it will reduce relationship between the two kings by 20.&lt;br /&gt;
&lt;br /&gt;
The owner of a village&#039;s province can pay 400 Gold to double the province&#039;s migration for 5 days and 100 Gold to halve the province&#039;s migration for 5 days. These actions are started by selecting a village but affect every village in the region.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camps ===&lt;br /&gt;
Bandit camps can appear if enough peasants leave to join the forest banding. Unless they are destroyed or bribed the forest bandits will periodically attack the province&#039;s villages and eventually the city. There are two ways of handling bandit camps:&lt;br /&gt;
* [[File:Attack.png|35px]] Attack. If victorious the camp will be destroyed and you will gain 25 Gold per bandit, +5 relationship with neighbors and +12 relationship with the Matriarch and any prisoners in the camp they will be freed. If defeated any hostages will be killed and the bandit camp will send an army to the city in a few days. Hovering over the Attack button will show the possible Gold loot and before sending the selected army the game will display the estimated chance of victory.&lt;br /&gt;
* [[File:Gold.png|35px]] Bribing costs 30 Gold and prevents attacks on the city and the growth of the bandit camp for a week. This action requires a lord or messenger.&lt;br /&gt;
&lt;br /&gt;
Bandit camps in the province of another king may send offers. Accepting an offer reduces relationship with the province&#039;s king by 7 and the bandits can later use the Gold to gain more bandits.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Hiring Bandits costs 350 Gold and gives 7 bandits with a Combat skill of 5 and no weapons&lt;br /&gt;
* [[File:Slave.png|35px]] Sale of Prisoners gives prisoners and costs 12 Gold per prisoner&lt;br /&gt;
* [[File:Holy Rings.png|35px]] Sale of Rings gives Holy Rings at half the price of the Holy Caravan&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
There are multiple kings you can interact with on the world map by clicking on their cities. You can interact with specific lords in another city by choosing &amp;quot;Lords&amp;quot; from the action menu. Lords will have a flag behind them in the actions menu which shows what city they&#039;re from.&lt;br /&gt;
&lt;br /&gt;
Send the guest will make the selected lord go to the selected city and interact with the lords present. This action cannot be performed by messengers.&lt;br /&gt;
&lt;br /&gt;
Independent and suzerain kings can attack cities. This will reduce relationship with its king and if the city&#039;s king is not an enemy it will also reduce relations with all neighbors and the bishop by 20. If victorious it will steal some Gold.&lt;br /&gt;
&lt;br /&gt;
Marriage is only available if the relationship between two kings is at least +5. The bride will move to the husband&#039;s city and the husband will pay a price in Gold that scales with the strength of the bride&#039;s city. Relationship between the two kings will be increased by 30.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relationships ===&lt;br /&gt;
The following actions will improve relationships with the selected city:&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time is identical to the regular action.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting is identical to the regular action.&lt;br /&gt;
* [[File:Envoy.png|35px]] The Envoy&#039;s Visit improves relations depending on the performer&#039;s Manners skill level.&lt;br /&gt;
* [[File:Gold.png|35px]] Offering to the king: Transfers 200 Gold from the city to the targeted city and improves relations depending on the performer&#039;s Manners skill level but repeated use will lead to lower increases.&lt;br /&gt;
* [[File:Repair Relationships.png|35px]] Restore Relations is only available if one of the lords has the Persuasion skill as their talent and skill level is at least 15, costs 10 Holy Rings and improves relationships.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics are actions that will change the relationship between two cities.&lt;br /&gt;
* [[File:Attack.png|35px]] Threat of Plunder. The city&#039;s king will surrender all their Gold or refuse. If they refuse you will be required to attack their city. If you win you will take all Gold from the city. If relationship is Enmity or Mortal Enemy it reduces relationship with the city&#039;s king by 15. Otherwise reduces relationship with the city&#039;s king by 50 and with everyone else by 20.&lt;br /&gt;
* [[File:Raid the Village.png|35px]] Burning to the Ground threatens to destroy the city and reduces relationship with the city&#039;s king by 130 and with everyone else by 20.&lt;br /&gt;
* [[File:Snake.png|35px]] Slander against a neighbor requires at least 25 relationship between the kings. It worsens relations between the target and another king depending on the performer&#039;s Persuasion skill but also reduces relationships.&lt;br /&gt;
* [[File:Praise of the Neighbor.png|35px]] Praise of the Neighbor requires at least 25 relationship between the kings and improves relations between the target and another king depending on the performer&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Peace Treaty.png|35px]] Peace Treaty requires at least 25 relationship between the kings and costs 200 Gold. If accepted, for 10 days both kings cannot attack each other&#039;s cities, raid each other&#039;s villages, offer each other vassalage, perform dark deeds on each other, and their relationship is increased by 20. The treaty will end early if one of the kings dies.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Withdrawal from Vassalage is only available towards the suzerain lord. If the suzerain is significantly weaker they will grant independence. Otherwise they will attack the city in a few days. If their army is defeated you will become independent, otherwise you will remain a vassal. Reduces relationship with the suzerain king by 20 and with all neighbors who dislike you by 10.&lt;br /&gt;
* [[File:Gold.png|35px]] Politely Demand Tribute is only available to kings who are not vassals and will demand 500 Gold. Relationship with the city&#039;s king are reduced by 25 and the king will refuse if they have a sufficiently large army.&lt;br /&gt;
&lt;br /&gt;
==== Expansion ====&lt;br /&gt;
Expansion politics are actions that will expand the border of the cities.&lt;br /&gt;
* [[File:Free.png|35px]] Invite to your Alliance requires an army that is not twice smaller than that of the city&#039;s king&#039;s.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Demand Vassalage is only available between independent kings and reduces the relationship between them by 25. The city&#039;s king will either become a vassal or refuse. If they refuse you will be required to attack their city. If you win the king will become your vassal. Removes the protection of the Loving Family.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Offer Vassalage is only available between independent kings whose relationship is at least friendship and reduces the relationship between them by 50. The city&#039;s king will either become a vassal or refuse. If they refuse you will be required to attack their city. If you win the king will become your vassal. Removes the protection of the Loving Family. They are more likely to accept.&lt;br /&gt;
&lt;br /&gt;
=== Dark Deeds ===&lt;br /&gt;
Dark Deeds are actions that require cutthroats to be present in the city and cost 50 [[File:Gold.png|25px]] Gold per persuaded cutthroat. Their success depends on the number of cutthroats that the sender can persuade to undertake the deed. Whether they succeed or not they will reduce relationship with the city&#039;s king and the Matriarch. All Dark Deeds remove the protection of the Loving Family.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dark Deed&lt;br /&gt;
! Objective&lt;br /&gt;
! Success chance&lt;br /&gt;
! Relationships with king&lt;br /&gt;
! Relationships with Matriarch&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
| Kill the selected adult lord&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
| Kidnap the selected adult lord&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library Robbery.png|25px]] Library Robbery&lt;br /&gt;
| Steal all books from the city&lt;br /&gt;
| 20% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
| Steal 200 Gold per convinced cutthroat&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unholy Horde ==&lt;br /&gt;
[[File:Unholy Horde.png|thumb|250px|The capital of the Unholy Horde]]&lt;br /&gt;
The Unholy Horde will only appear if it has been enabled at game creation. On day 3 you will receive a notification about a cult in the norther woods. On day 5 the Unholy Horde appears in the north-western corner of the map. The Unholy Horde will raid all villages of neighboring cities and every 5 days it will attempt to conquer another province. If they win the city and all lords are destroyed. The king of the Unholy Horde has very high [[File:Combat.png|25px]] Combat and [[File:Command.png]] Command skill levels.&lt;br /&gt;
&lt;br /&gt;
The Unholy Horde cannot be negotiated with. Their cities can be attacked and if victorious will improve relations with everyone by 50.&lt;br /&gt;
&lt;br /&gt;
The Unholy Horde will leave after 55 days and can be defeated earlier by capturing its capital city.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1247</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1247"/>
		<updated>2024-07-01T11:25:53Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Bishop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if less than 30% of the city&#039;s population is fanatic. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the Ascetic trait.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=World&amp;diff=1246</id>
		<title>World</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=World&amp;diff=1246"/>
		<updated>2024-07-01T11:23:28Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Bandit camps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:World map.png|thumb|400px|The world map]]&lt;br /&gt;
The world map is divided into regions. Every region has a city and two villages. Each city increases its population and gold proportionally with how many lords it has. Hovering over a city&#039;s number of books will list what books it possesses. Lords and armies are also visible on the map. Lords move fast and cannot be attacked. Armies move slow and can be attacked by independent and suzerain kings.&lt;br /&gt;
&lt;br /&gt;
When two armies meet on the world map a battle icon will appear above them. Clicking on it will display a comparison between the two armies, and in the middle a balance of power bar that shows which army is more powerful and by how much. You can then choose to play out the battle automatically, fight it manually, or retreat.&lt;br /&gt;
&lt;br /&gt;
Certain actions on the world map require either an adult lord or a messenger. Sending a messenger costs 1 [[File:Paper.png|25px]] Paper and uses the skills of the king.&lt;br /&gt;
&lt;br /&gt;
The kingdom will start with the protection of the Loving Family, which prevents other kings from attacking you, demanding anything or conducting dark deeds or intrigue. It lasts until the city has a population of 50 or you do one of these actions first.&lt;br /&gt;
&lt;br /&gt;
Cities can be burned to the ground. If burned to the ground, any king can pay 300 Gold to settle the ruins. The province will be restored as a vassal, with the sent lord becoming its king.&lt;br /&gt;
&lt;br /&gt;
== Independence ==&lt;br /&gt;
Kings can be suzerains, independents or vassals.&lt;br /&gt;
* Suzerains are lords that have vassals.&lt;br /&gt;
* Independents are lords which are neither vassals nor do not have vassals.&lt;br /&gt;
* Vassals are lords that have a suzerain.&lt;br /&gt;
&lt;br /&gt;
Vassals cannot attack cities, raid villages or demand tribute from kings and must pay Gold to the suzerain that scales with the vassal&#039;s city population. Anyone who attacks a vassal will severely worsen their relations with the vassal&#039;s suzerain. Dark deeds are not possible between a vassal and a suzerain. When the suzerain king dies all its vassals become independent.&lt;br /&gt;
&lt;br /&gt;
A vassal&#039;s will get between &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion with its suzerain depending on the difference in army strength.&lt;br /&gt;
&lt;br /&gt;
== Provinces ==&lt;br /&gt;
Norland contains 25 provinces. The following provinces are available when starting a new game:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Province&lt;br /&gt;
! colspan=4 | City resources&lt;br /&gt;
! rowspan=2 | Village resources&lt;br /&gt;
! rowspan=2 | Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wood.png|25px]]&lt;br /&gt;
| [[File:Iron.png|25px]]&lt;br /&gt;
| [[File:Herb.png|25px]]&lt;br /&gt;
| [[File:Rye.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchantment&#039;&#039;&#039; || 1 || 1 || 2 || 3 || [[File:Wood.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silverhaven&#039;&#039;&#039; || 2 || 2 || 1 || 2 || [[File:Wood.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparksville&#039;&#039;&#039; || 3 || 1 || 2 || 2 || [[File:Wood.png|25px]][[File:Rye.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brightvale&#039;&#039;&#039; || 3 || 0 || 2 || 3 || [[File:Wood.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystallight&#039;&#039;&#039; || 1 || 2 || 3 || 0 || [[File:Wood.png|25px]][[File:Rye.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goldshire&#039;&#039;&#039; || 3 || 1 || 1 || 2 || [[File:Iron.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystallia&#039;&#039;&#039; || 1 || 1 || 1 || 0 || [[File:Rutabaga.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frostkeep&#039;&#039;&#039; || 3 || 2 || 0 || 0 || [[File:Rye.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
Every province has two villages, which will tribute one resource to the province&#039;s city every 4-6 days.&lt;br /&gt;
&lt;br /&gt;
Independent and suzerain kings can raid a village to take half of the produced tribute and capture prisoners. Villages have a number of defenders armed with Daggers that will fight back if raided and if the village is in the province of another king it will reduce relationship between the two kings by 20.&lt;br /&gt;
&lt;br /&gt;
The owner of a village&#039;s province can pay 400 Gold to double the province&#039;s migration for 5 days and 100 Gold to halve the province&#039;s migration for 5 days. These actions are started by selecting a village but affect every village in the region.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camps ===&lt;br /&gt;
Bandit camps can appear if enough peasants leave to join the forest banding. Unless they are destroyed or bribed the forest bandits will periodically attack the province&#039;s villages and eventually the city. There are two ways of handling bandit camps:&lt;br /&gt;
* [[File:Attack.png|35px]] Attack. If victorious the camp will be destroyed and you will gain 25 Gold per bandit, +5 relationship with neighbors and +12 relationship with the Matriarch and any prisoners in the camp they will be freed. If defeated any hostages will be killed and the bandit camp will send an army to the city in a few days. Hovering over the Attack button will show the possible Gold loot and before sending the selected army the game will display the estimated chance of victory.&lt;br /&gt;
* [[File:Gold.png|35px]] Bribing costs 30 Gold and prevents attacks on the city and the growth of the bandit camp for a week. This action requires a lord or messenger.&lt;br /&gt;
&lt;br /&gt;
Bandit camps in the province of another king may send offers. Accepting an offer reduces relationship with the province&#039;s king by 7 and the bandits can later use the Gold to gain more bandits.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Hiring Bandits costs 350 Gold and gives 7 bandits with a Combat skill of 5 and no weapons&lt;br /&gt;
* [[File:Slave.png|35px]] Sale of Prisoners gives prisoners and costs 12 Gold per prisoner&lt;br /&gt;
* [[File:Holy Rings.png|35px]] Sale of Rings gives Holy Rings at half the price of the Holy Caravan&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
There are multiple kings you can interact with on the world map by clicking on their cities. You can interact with specific lords in another city by choosing &amp;quot;Lords&amp;quot; from the action menu. Lords will have a flag behind them in the actions menu which shows what city they&#039;re from.&lt;br /&gt;
&lt;br /&gt;
Send the guest will make the selected lord go to the selected city and interact with the lords present. This action cannot be performed by messengers.&lt;br /&gt;
&lt;br /&gt;
Independent and suzerain kings can attack cities. This will reduce relationship with its king and if the city&#039;s king is not an enemy it will also reduce relations with all neighbors and the bishop by 20. If victorious it will steal some Gold.&lt;br /&gt;
&lt;br /&gt;
Marriage is only available if the relationship between two kings is at least +5. The bride will move to the husband&#039;s city and the husband will pay a price in Gold that scales with the strength of the bride&#039;s city. Relationship between the two kings will be increased by 30.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relationships ===&lt;br /&gt;
The following actions will improve relationships with the selected city:&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time is identical to the regular action.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting is identical to the regular action.&lt;br /&gt;
* [[File:Envoy.png|35px]] The Envoy&#039;s Visit improves relations depending on the performer&#039;s Manners skill level.&lt;br /&gt;
* [[File:Gold.png|35px]] Offering to the king: Transfers 200 Gold from the city to the targeted city and improves relations depending on the performer&#039;s Manners skill level but repeated use will lead to lower increases.&lt;br /&gt;
* [[File:Repair Relationships.png|35px]] Restore Relations is only available if one of the lords has the Persuasion skill as their talent and skill level is at least 15, costs 10 Holy Rings and improves relationships.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics are actions that will change the relationship between two cities.&lt;br /&gt;
* [[File:Attack.png|35px]] Threat of Plunder. The city&#039;s king will surrender all their Gold or refuse. If they refuse you will be required to attack their city. If you win you will take all Gold from the city. If relationship is Enmity or Mortal Enemy it reduces relationship with the city&#039;s king by 15. Otherwise reduces relationship with the city&#039;s king by 50 and with everyone else by 20.&lt;br /&gt;
* [[File:Raid the Village.png|35px]] Burning to the Ground threatens to destroy the city and reduces relationship with the city&#039;s king by 130 and with everyone else by 20.&lt;br /&gt;
* [[File:Snake.png|35px]] Slander against a neighbor requires at least 25 relationship between the kings. It worsens relations between the target and another king depending on the performer&#039;s Persuasion skill but also reduces relationships.&lt;br /&gt;
* [[File:Praise of the Neighbor.png|35px]] Praise of the Neighbor requires at least 25 relationship between the kings and improves relations between the target and another king depending on the performer&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Peace Treaty.png|35px]] Peace Treaty requires at least 25 relationship between the kings and costs 200 Gold. If accepted, for 10 days both kings cannot attack each other&#039;s cities, raid each other&#039;s villages, offer each other vassalage, perform dark deeds on each other, and their relationship is increased by 20. The treaty will end early if one of the kings dies.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Withdrawal from Vassalage is only available towards the suzerain lord. If the suzerain is significantly weaker they will grant independence. Otherwise they will attack the city in a few days. If their army is defeated you will become independent, otherwise you will remain a vassal. Reduces relationship with the suzerain king by 20 and with all neighbors who dislike you by 10.&lt;br /&gt;
* [[File:Gold.png|35px]] Politely Demand Tribute is only available to kings who are not vassals and will demand 500 Gold. Relationship with the city&#039;s king are reduced by 25 and the king will refuse if they have a sufficiently large army.&lt;br /&gt;
&lt;br /&gt;
==== Expansion ====&lt;br /&gt;
Expansion politics are actions that will expand the border of the cities.&lt;br /&gt;
* [[File:Free.png|35px]] Invite to your Alliance requires an army that is not twice smaller than that of the city&#039;s king&#039;s.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Demand Vassalage is only available between independent kings and reduces the relationship between them by 25. The city&#039;s king will either become a vassal or refuse. If they refuse you will be required to attack their city. If you win the king will become your vassal. Removes the protection of the Loving Family.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Offer Vassalage is only available between independent kings whose relationship is at least friendship and reduces the relationship between them by 50. The city&#039;s king will either become a vassal or refuse. If they refuse you will be required to attack their city. If you win the king will become your vassal. Removes the protection of the Loving Family. They are more likely to accept.&lt;br /&gt;
&lt;br /&gt;
=== Dark Deeds ===&lt;br /&gt;
Dark Deeds are actions that require cutthroats to be present in the city and cost 50 [[File:Gold.png|25px]] Gold per persuaded cutthroat. Their success depends on the number of cutthroats that the sender can persuade to undertake the deed. Whether they succeed or not they will reduce relationship with the city&#039;s king and the Matriarch. All Dark Deeds remove the protection of the Loving Family.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dark Deed&lt;br /&gt;
! Objective&lt;br /&gt;
! Success chance&lt;br /&gt;
! Relationships with king&lt;br /&gt;
! Relationships with Matriarch&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
| Kill the selected adult lord&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
| Kidnap the selected adult lord&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library Robbery.png|25px]] Library Robbery&lt;br /&gt;
| Steal all books from the city&lt;br /&gt;
| 20% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
| Steal 200 Gold per convinced cutthroat&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unholy Horde ==&lt;br /&gt;
[[File:Unholy Horde.png|thumb|250px|The capital of the Unholy Horde]]&lt;br /&gt;
The Unholy Horde will only appear if it has been enabled at game creation. On day 3 you will receive a notification about a cult in the norther woods. On day 5 the Unholy Horde appears in the north-western corner of the map. The Unholy Horde will raid all villages of neighboring cities and every 5 days it will attempt to conquer another province. If they win the city and all lords are destroyed.&lt;br /&gt;
&lt;br /&gt;
The Unholy Horde cannot be negotiated with. Their cities can be attacked and if victorious will improve relations with everyone by 50.&lt;br /&gt;
&lt;br /&gt;
The Unholy Horde will leave after 55 days and can be defeated earlier by capturing its capital city.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1245</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1245"/>
		<updated>2024-07-01T11:21:05Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: Undo revision 1239 by 76561198107421680 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher&lt;br /&gt;
* For 5 days each character has a 10% chance of contacting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day&lt;br /&gt;
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higher&lt;br /&gt;
* For 7 days 10-15% of each food and crop will be lost and their price at the Holy Caravan is 3 times higher&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1244</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1244"/>
		<updated>2024-07-01T11:16:19Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the baby or both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the Ascetic trait.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1243</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1243"/>
		<updated>2024-07-01T11:04:20Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Bishop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the Ascetic trait.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1242</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1242"/>
		<updated>2024-07-01T11:02:09Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Faith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1241</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1241"/>
		<updated>2024-07-01T11:01:48Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
Every character may be Fanatic, Agonistic or Loyalist. Fanatic and Loyalist are mutually exclusive.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Loyalist: Can appear if the character is happy for long enough. If the character is a peasant their productivity is increased by 30% and they no longer fear death. If the character is a lord their loyalty is always 100 and they cannot be bribed. Disappears if the character becomes unhappy.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1240</id>
		<title>Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Actions&amp;diff=1240"/>
		<updated>2024-07-01T10:57:53Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Action menu.png|thumb|400px|The action menu]]&lt;br /&gt;
Lords can undertake various actions. If a lord is unhappen they will refuse to do any tasks unless they have the &amp;quot;Strong will&amp;quot; personality trait. Actions between parents and their children will satisfy the [[File:Care Sex.png|25px]] Care need.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
Bishop actions can only be performed while the bishop is in the city.&lt;br /&gt;
* [[File:Sins.png|35px]] Confess: Costs 3 Holy Rings and is only available if the lord has sins and removes them.&lt;br /&gt;
* [[File:Beg for Forgiveness.png|35px]] Beg for Forgiveness: Costs 15 Holy Rings and stops the bishop from considering the lord an enemy.&lt;br /&gt;
* [[File:Menopause.png|35px]] Divorce: Costs 5 Holy Rings and is only available to married lords and ends their marriage.&lt;br /&gt;
* [[File:Depression.png|35px]] Console: Only available if the bishop requires comforting.&lt;br /&gt;
&lt;br /&gt;
== King ==&lt;br /&gt;
King actions can only be performed by the king on other lords.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Grant a Title: Only available towards free lords or knights, and adds them to the city. Granting a title to a knight costs 100 Gold and 20 relations with all lords but gives them the &amp;quot;Received a title&amp;quot; thought (+23 Mood). Granting a title to a free lord costs even more Gold but does not affect relations.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Revoke Lordship Title: Only available towards the city&#039;s lords and makes the selected lord leaves the city. If they have good attitude towards any of the neighbors they will go there, otherwise they will become a free lord.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.&lt;br /&gt;
* [[File:Pass the Crown.png|35px]] Pass the Crown: Makes the targeted lord the king and resets all relations with all cities. The previous king will become depressed and hate the new king.&lt;br /&gt;
* [[File:Reward.png|35px]] Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the &amp;quot;Rewarded&amp;quot; thought, whose Mood bonus scales with the king&#039;s Persuasion skill, for 3 days.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Threaten: Gives the targeted lord &amp;quot;Threatened&amp;quot; thought (-18 Mood) for 2 days and Loyalty that scales with the king&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Gift to the King.png|35px]] Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the &amp;quot;Rewarded&amp;quot; thought, whose Mood penalty scales with the king&#039;s Persuasion skill, for 4 days.&lt;br /&gt;
&lt;br /&gt;
== Punish ==&lt;br /&gt;
Punish actions are unlocked by constructing a Scaffold. They will remove the thought of impunity from any of their victims. Punishing an innocent character will 3-5 acquaintances of the victim the Terror Victim status and punishing a free lord will reduce relationships with all neighbors.&lt;br /&gt;
* [[File:Dead.png|35px]] Execution: The punished character is killed. Some vagabonds who witness the execution might become cutthroats.&lt;br /&gt;
* [[File:Mask of shame.png|35px]] Mask of shame: The punished character wears the Mask of Shame for a day and any character in a bad mood can freely beat them. If they are a simple vagabond they will become a peasant after the punishment expires.&lt;br /&gt;
* [[File:Blindness.png|35px]] Blindness: The punished character gains the Vision Loss status.&lt;br /&gt;
&lt;br /&gt;
== Learn ==&lt;br /&gt;
Learn actions increase a lord&#039;s skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher&#039;s Teaching skill and each skill can only be increased up to the teacher&#039;s own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher&#039;s Teaching skill.&lt;br /&gt;
* [[File:Rhetoric.png|35px]] Rhetoric increases [[File:Manners.png|25px]] Manners and [[File:Persuasion.png|25px]] Persuasion&lt;br /&gt;
* [[File:Economy.png|35px]] Economy increases [[File:Trade.png|25px]] Trade and [[File:Management.png|25px]] Management&lt;br /&gt;
* [[File:Philosophy.png|35px]] Philosophy increases [[File:Intellect.png|25px]] Intellect and [[File:Teaching.png|25px]] Teaching&lt;br /&gt;
* [[File:Warfare.png|35px]] Warfare increases [[File:Combat.png|25px]] Combat and [[File:Command.png|25px]] Command&lt;br /&gt;
* [[File:General Training.png|35px]] General Training increases first the talent skills and then all remaining skills&lt;br /&gt;
&lt;br /&gt;
== Social ==&lt;br /&gt;
Social actions are only available with other lords.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time: The lords spend time together and have 2 deep conversations, one started by each lord.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting: Only available to adult lords if there are fleshwolves available for hunting in the forest. Both characters gain the &amp;quot;Hunter together&amp;quot; thought (+21 Moood), improveed relationship, and there will be a deep conversation. There is a risk of injury.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Wise Conversation: Each lord has a 1-3% chance to gain a knowledge the other has but they don&#039;t. The chance is doubled if one of the characters has the Enlightener talent and increased by 1.5 if one of the characters is elderly.&lt;br /&gt;
* [[File:Play Dice.png|35px]] Play Dice: Only available to adult lords. Bets 5 Holy Rings. The outcome is random but partially influenced by both lords&#039; Intellect skill.&lt;br /&gt;
* [[File:Attack.png|35px]] Challenge to a Duel: Only available to adult lords from the same city if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
=== Intrigue ===&lt;br /&gt;
* [[File:Seduce.png|35px]] Seduce: Only available towards lords of opposite gender and requires 75 loyalty and at least 50 Interest from the target and makes the lords have sex. If seducing a lord from another city it gives 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king depending on the performer&#039;s Persuasion skill and if loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Poison.png|35px]] Poison: Only available to lords that have the Intellect skill as their talent and skill level is at least 15. If successful nobody will know and if not successful the victim may engage in a fight to the death. The chance of success depends on the difference in Intellect skill between the lord and the victim.&lt;br /&gt;
* [[File:Kill.png|35px]] Kill: Only available towards guests and requires 75 loyalty. Attempts to kill the lord when it&#039;s sleeping.&lt;br /&gt;
* [[File:Bribe.png|35px]] Bribe: Only available towards lords in another city except the king from lords who have at least 75 loyalty. It costs 7 Holy Rings and decreases the targeted lord&#039;s loyalty towards their king. The amount of loyalty decreased depends on the performer&#039;s Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.&lt;br /&gt;
* [[File:Invite to Your Province.png|35px]] Invite to Your Province: Only available towards lords in another city who are considered friends. The lord will arrive as a guest for a few days.&lt;br /&gt;
* [[File:Attack.png|35px]] Provoke Duel: Only available to adult lords from other cities if both participants have armor and weapons and are enemies. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes. Hovering over the initiating character will display both characters&#039; equipment.&lt;br /&gt;
&lt;br /&gt;
== Hire a Lord ==&lt;br /&gt;
This action is only available with a freelance lord. The freelance lord will be hired and the cost will scale with the buying lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== Capture ==&lt;br /&gt;
This action is only available with a guest and only lords with at least 75 Loyalty can attempt it. When the guest is sleeping the lord will attempt to take it prisoner. There is a 40% chance to succeed, otherwise the guest will have to be defeated before it can escape. Whether successful or not, relations between the king and the victim and neighboring kings will greatly decrease.&lt;br /&gt;
&lt;br /&gt;
== Exile ==&lt;br /&gt;
This action is only available with a guest. The guest will leave but relations between the king and their king will decrease.&lt;br /&gt;
&lt;br /&gt;
== Proposition ==&lt;br /&gt;
This action is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 50% of their Sex need. The lord will gain the &amp;quot;Shame for sins&amp;quot; thought (-22 Mood) and the peasant will gain the &amp;quot;Was used&amp;quot; thought (-20 Mood) for 2 days. This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.&lt;br /&gt;
&lt;br /&gt;
== Free ==&lt;br /&gt;
This action is only available with a prisoner and will turn it into a peasant. If the prisoner was yearning for freedom the action will also give it the &amp;quot;Joy of freedom&amp;quot; thought (+48 Mood) for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Visit the Sick ==&lt;br /&gt;
This action is only available with a character who is sick or fell into madness.&lt;br /&gt;
&lt;br /&gt;
== Send Home ==&lt;br /&gt;
This action is only available to lords in another city and will make the lord return to their home city.&lt;br /&gt;
&lt;br /&gt;
== Declare Yourself Emperor ==&lt;br /&gt;
This action is only available to the king if the kingdom contains at least 12 provinces. An inquisition army head to attack the city.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1239</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1239"/>
		<updated>2024-07-01T10:40:32Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Building management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and daily instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher&lt;br /&gt;
* For 5 days each character has a 10% chance of contacting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day&lt;br /&gt;
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higher&lt;br /&gt;
* For 7 days 10-15% of each food and crop will be lost and their price at the Holy Caravan is 3 times higher&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1238</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1238"/>
		<updated>2024-07-01T10:12:11Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Disasters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher&lt;br /&gt;
* For 5 days each character has a 10% chance of contacting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day&lt;br /&gt;
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higher&lt;br /&gt;
* For 7 days 10-15% of each food and crop will be lost and their price at the Holy Caravan is 3 times higher&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1237</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1237"/>
		<updated>2024-07-01T10:06:13Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Disasters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one crop produce nothing for 3 days and its Holy Caravan price is tripled&lt;br /&gt;
* For 5 days each character has a 10% chance of contacting smallpox&lt;br /&gt;
* For 5 days all migrants are vagabonds or cutthroats&lt;br /&gt;
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1236</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1236"/>
		<updated>2024-07-01T10:01:21Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Immunity.png|35px]] Immunity: Can appear after recovering naturally from Rutabaga Fever or Smallpox and provides immunity to both.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=File:Immunity.png&amp;diff=1235</id>
		<title>File:Immunity.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=File:Immunity.png&amp;diff=1235"/>
		<updated>2024-07-01T10:00:39Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1234</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1234"/>
		<updated>2024-07-01T09:59:35Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve. Surviving without a Medicinal Salve can cause 10 Scarred, Blindness and Immunity.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1233</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1233"/>
		<updated>2024-07-01T09:49:42Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster and lasts for 2 days. Reduces Mood by 10 in the first day and 22 in the second. In the second day it causes Loss of Mobility. On the third day there is a 50% chance to disappear and a 50% chance to kill the character. Can be removed by consuming a Medicinal Salve.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1232</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1232"/>
		<updated>2024-07-01T09:45:31Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster. It can be removed by consuming a Medicinal Salve. Reduces Mood by 10 and worsens in a day if not cured.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1231</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1231"/>
		<updated>2024-07-01T09:44:35Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* States */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Sick.png|35px]] Smallpox: Can appear as a disaster. It can be removed by consuming a Medicinal Salve. Worsens in a day if not cured.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1230</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1230"/>
		<updated>2024-07-01T09:40:16Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* King traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lord view.png|thumb|300px|A lord]]&lt;br /&gt;
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;yellow&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; background depending on their Mood.&lt;br /&gt;
&lt;br /&gt;
Each city can only support 5 lords. If a 6th lord is born they will become a free lord or join another city upon reaching adulthood.&lt;br /&gt;
&lt;br /&gt;
Lords can be obtained by being born in the city or by being given a title.&lt;br /&gt;
&lt;br /&gt;
All lords have a Loyalty value, which changes slightly every day depending on their mood and opinion of the king. High Loyalty provides a positive thought and allows the lord to use certain risky actions. If Loyalty falls below 25 for too long heirs and formers heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.&lt;br /&gt;
&lt;br /&gt;
Lords can visit each other&#039;s cities. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has consequences.&lt;br /&gt;
&lt;br /&gt;
Lords who are unhappy for long enough may experience a nervous breakdown. Severity of nervous breakdowns vary, from mild forms like binge drinking to severe forms like suicide, and is usually affected by how low the lord&#039;s Mood was. The first nervous breakdown of any character will be mild.&lt;br /&gt;
&lt;br /&gt;
Lords may randomly have desires, which decreases their mood unless the desire is fulfilled.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.&lt;br /&gt;
* [[File:Manners.png]] &#039;&#039;&#039;Manners&#039;&#039;&#039; influences interest gained from other lords and the effectiveness of insights gained from deep conversations. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Trade.png]] &#039;&#039;&#039;Trade&#039;&#039;&#039; determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. It is increased by learning Economy.&lt;br /&gt;
* [[File:Persuasion.png]] &#039;&#039;&#039;Persuasion&#039;&#039;&#039; determines the effectiveness of actions related to influencing other lords, including dark deeds, bribery, and other intrigues. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.&lt;br /&gt;
* [[File:Intellect.png]] &#039;&#039;&#039;Intellect&#039;&#039;&#039; determines the speed of acquiring knowledge, the speed of writing books, the likelihood of insight, the success of some dark deeds and the probability of winning dice games. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Management.png]] &#039;&#039;&#039;Management&#039;&#039;&#039; determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.&lt;br /&gt;
* [[File:Teaching.png]] &#039;&#039;&#039;Teaching&#039;&#039;&#039; determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.&lt;br /&gt;
* [[File:Command.png]] &#039;&#039;&#039;Command&#039;&#039;&#039; determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army, and contributes to the success chance of certain dark deeds. It is increased by learning Warfare.&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
Every lord can have one or two skill as talents, shown with a yellow star in the skills menu and inherited from their parents. Talent skills can be inherited from parents. Lords gain +5 experience when training in their talent skill. Once a talent skill is raised to level 15 or above the lord will gain a powerful bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Talent&lt;br /&gt;
! Skill&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charismatic&#039;&#039;&#039; || [[File:Manners.png|25px]] Manners || +15 interest from opposite sex lords and can freely visit enemy cities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;City defender&#039;&#039;&#039; || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diplomat&#039;&#039;&#039; || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enlightener&#039;&#039;&#039; || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forecaster&#039;&#039;&#039; || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head chopper&#039;&#039;&#039; || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Insightful&#039;&#039;&#039; || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sharp-tongued&#039;&#039;&#039; || [[File:Management.png|25px]] Management || When in charge of the Chancellery the building doesn&#039;t need Paper&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Personality traits ==&lt;br /&gt;
Every lord will have a number of personality traits, which affect how the lord behaves.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
! Reason&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Unattractive&#039;&#039;&#039; || -10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Attractive&#039;&#039;&#039; || +10 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beautiful&#039;&#039;&#039; || +20 Interest from all lords || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ascetic&#039;&#039;&#039; || No thoughts from lack or excess of Holy Rings || Long time fanatic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sublimation&#039;&#039;&#039; || Low Sex need does not give negative thoughts&amp;lt;br&amp;gt;20% higher chance of nervous breakdowns || Long time without sex&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Anxious&#039;&#039;&#039; || Always wakes up during a home invasion || Experienced a home invasion or captivity&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devout&#039;&#039;&#039; || Always fanatic || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Premature Graying&#039;&#039;&#039; || -10 Interest from all lords || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sarcastic&#039;&#039;&#039; || +40 base chance for a mean joke || Nervous breakdown or someone close passed away&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Substance aversion&#039;&#039;&#039; || Hates lords with addiction || Someone close has an addiction&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coward&#039;&#039;&#039; || Negative thought about this lord from the army they led&amp;lt;br&amp;gt;Negative thought about this lord from all lords || Commanded an army and fled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pacifist&#039;&#039;&#039; || Unhappy when having to command troops || Commanded an army that was defeated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Happy childhood traits ===&lt;br /&gt;
Happy childhood traits can be gained if the lord had high Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Calm&#039;&#039;&#039; || All nervous breakdowns are light&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courageous&#039;&#039;&#039; || Higher threshold for bravery&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empathetic&#039;&#039;&#039; || Social thoughts are enhanced&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monogamous&#039;&#039;&#039; || Falls in love only once&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strong will&#039;&#039;&#039; || Works when unhappy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resistance to addictions&#039;&#039;&#039; || Lower chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unhappy childhood traits ===&lt;br /&gt;
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cynic&#039;&#039;&#039; || Social thoughts and thoughts about the death of loved ones are weaker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Envious&#039;&#039;&#039; || More prone to feeling envious towards others&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gambling addiction&#039;&#039;&#039; || Gives a bad thought if the lord did not play dice games in a while&amp;lt;br&amp;gt;Thoughts on winning and losing have greater effect on Mood&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lustful&#039;&#039;&#039; || Sex need becomes unfulfilled twice as fast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nervous&#039;&#039;&#039; || All nervous breakdowns are severe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tendency to addiction&#039;&#039;&#039; || Higher chance of developing dependencies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inherited traits ===&lt;br /&gt;
Inherited traits have a chance to be inherited from parents at birth.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Difficult childbirth&#039;&#039;&#039; || Increased chance of dying during childbirth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Early balding&#039;&#039;&#039; || High chance of experiencing baldness earlier than usual&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High fertility&#039;&#039;&#039; || +30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Low fertility&#039;&#039;&#039; || -30% chance of getting pregnant&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mental impairment&#039;&#039;&#039; || Has the &amp;quot;Joy of foolishness&amp;quot; thought (+8 Mood)&amp;lt;br&amp;gt;-50% experience from learning&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== King traits ===&lt;br /&gt;
Kings start with a trait that determines what other kings they will like and dislike.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Trait&lt;br /&gt;
! Likes&lt;br /&gt;
! Dislikes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Defender of Order&#039;&#039;&#039; || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egalitarian&#039;&#039;&#039; || Vassal kings || Suzerain kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039; || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gullible&#039;&#039;&#039; || Kings who are friends of their friends || Kings who are enemies of their friends&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Liberator&#039;&#039;&#039; || Kings without prisoners || Kings with 50% of population as prisoners&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religious&#039;&#039;&#039; || Religious kings || Agnostic kings&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supporter of Power&#039;&#039;&#039; || Kings whose armies are twice bigger || Kings whose armies are twice smaller&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scientist&#039;&#039;&#039; || Kings with higher Intellect skill than themselves || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Relationships between lords are measured on a scale from &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; and can change as a result of social thoughts and deep conversations.&lt;br /&gt;
* If relationship is above &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered friends. Friends are inclined to spend time together, visit each other during illness, stand up for each other in a fight, and deep conversations with them are more likely to end well.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered enemies. Enemies have reduced Interest with each other, are the subject of Intrigue deep conversations, and deep conversations with them are more likely to end badly.&lt;br /&gt;
* If relationship is below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; the lords are considered mortal enemies. Mortal enemies may attempt to kill each other. If the bishop makes a mortal enemy he can trigger a religious fanatic rebellion.&lt;br /&gt;
&lt;br /&gt;
Lords who are part of the same family or are lovers have increased relationships with each other, visit each other in case of illness and mourn each other if one of them dies.&lt;br /&gt;
&lt;br /&gt;
=== Interest ===&lt;br /&gt;
Lords are drawn to each other with varying degrees of Interest, which is displayed in the Relationships tab. Interest affects the likelihood of telling a joke during a deep conversation and falling in love. At least 50 Interest is required for two lords to be willing to go on a date.&lt;br /&gt;
&lt;br /&gt;
The following factors affect the Interest between two lords:&lt;br /&gt;
* Difference in Manners skill level&lt;br /&gt;
* Family relation&lt;br /&gt;
* Existing relationships&lt;br /&gt;
* Age&lt;br /&gt;
* Social status&lt;br /&gt;
* Alcohol consumption&lt;br /&gt;
* Rumors&lt;br /&gt;
* Previous interactions&lt;br /&gt;
* Unattractive, Attractive and Beautiful personality traits&lt;br /&gt;
* Sex need&lt;br /&gt;
&lt;br /&gt;
If a lord has has at least 60 Interest with another lord of and their Sex need is below 25% they may fall in love. A lord who is in love will gain a strong positive thought, will only go on dates their love interest, will gift them Holy Rings when deep conversations result in Flattery and will suffer if rejected. Lords in love will also feel jealousy towards any lord of same gender who is a friend of their love interest or in love with them.&lt;br /&gt;
&lt;br /&gt;
If two lords have went a couple of times on dates or both fall in love with each other they become lovers. Lovers can have sex at any time, they try to spend even more time together, deep conversations that result in Heartfelt Conversation will satisfy the Sex need and their relationship is treated like family. The love relationship will end if either partner&#039;s Interest drops below 0.&lt;br /&gt;
&lt;br /&gt;
=== Relationships between kings ===&lt;br /&gt;
The relation between two kings decides the relation between their cities. Kings are also biased against women on the throne. Depending on the relationship between the kings, cities may have the following relationship levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level&lt;br /&gt;
! Relationship&lt;br /&gt;
! Trade offers&lt;br /&gt;
! Marriage and guests&lt;br /&gt;
! Removes penalty for&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendship&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neutral&#039;&#039;&#039;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Unfriendly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Gold.png|25px]] PolitelyDemand Tribute&amp;lt;br&amp;gt;[[File:Appoint as Heir.png|25px]] Offer Vassalage&amp;lt;br&amp;gt;[[File:Library Robbery.png|25px]] Library Robbery&amp;lt;br&amp;gt;[[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Enmity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Raid the Village.png|25px]] Raid the Village&amp;lt;br&amp;gt;[[File:Attack.png|25px]] Plunder the City&amp;lt;br&amp;gt;[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Mortal Enemy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-100&#039;&#039;&#039;&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If relations are reduced below &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; with an NPC king they will react in the following ways:&lt;br /&gt;
* If the kings are independent they will begin military actions against each pther&lt;br /&gt;
* If the kings are suzerain and vassal the vassal will rebel&lt;br /&gt;
* If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance&lt;br /&gt;
&lt;br /&gt;
== Deep conversations ==&lt;br /&gt;
Deep conversations will happen randomly if two lords are around each other, regardless of what they are doing, and may also be triggered manually via the Spend Time action. Depending on circumstances, the conversation will go in one of eight ways:&lt;br /&gt;
* &#039;&#039;&#039;Heartfelt Conversation&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely to happen if the initiating lord is in a good Mood or the lords are friends.&lt;br /&gt;
* &#039;&#039;&#039;Ignoring&#039;&#039;&#039;: The ignored lord receives a negative thought and worsens their relationship with the ignoring lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Mockery&#039;&#039;&#039;: The mocked lord receives a negative thought and worsens their relationship with the mocking lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies.&lt;br /&gt;
* &#039;&#039;&#039;Insult&#039;&#039;&#039;: The insulted lord receives a negative thought and worsens their relationship with the insulting lord. It is more likely to happen if the initiating lord is in a bad Mood or the lords are enemies. An insult has a chance to trigger a retaliatory insult or a fight.&lt;br /&gt;
* &#039;&#039;&#039;Joke&#039;&#039;&#039;: Both lords gain a positive thought and improve their relationship. It is more likely if the initiating lord has high Interest in the partner and is in a neutral or good Mood.&lt;br /&gt;
* &#039;&#039;&#039;Flattery&#039;&#039;&#039;: Both lords improve their relationship. It is more likely if the initiating lord has high Interest in the flattered lord or the flattered lord is a king. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Intrigue&#039;&#039;&#039;: Both lord worsen their relationship with one of the enemies of the initiating lord. Requires the initiating lord to have an enemy and is more likely if the enemy is a king. The amount of relationship worsened depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
* &#039;&#039;&#039;Apology&#039;&#039;&#039;: Both lords improve their relationship. Requires the lords to be enemies and the initiating lord to have a relationship above 45 with their enemy. The amount of relationship improved depends on the initiating lord&#039;s Persuasion skill.&lt;br /&gt;
&lt;br /&gt;
== King&#039;s ambition ==&lt;br /&gt;
The king has an ambition, which is decided on day 1 at midday. If the ambition is not pursued the king will over time begin to feel like a failure. However if the ambition is completed it will provide a strong Mood bonus. There are 4 ambitions to choose from:&lt;br /&gt;
* &#039;&#039;&#039;Fertile&#039;&#039;&#039;: Increase province population by 50.&lt;br /&gt;
* &#039;&#039;&#039;Conqueror&#039;&#039;&#039;: Add 3 vassals to the kingdom.&lt;br /&gt;
* &#039;&#039;&#039;Unifier&#039;&#039;&#039;: Ally with 3 cities.&lt;br /&gt;
* &#039;&#039;&#039;Economic&#039;&#039;&#039;: Produce daily goods worth 1500 Gold.&lt;br /&gt;
&lt;br /&gt;
== Hostages ==&lt;br /&gt;
Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:&lt;br /&gt;
* Guests can be kidnapped via the Capture action.&lt;br /&gt;
* You can order the kidnapping of a lord from a neighboring province.&lt;br /&gt;
* Unconscious lords in a defeated army will be kidnapped by the victor.&lt;br /&gt;
&lt;br /&gt;
Hostages start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners. Until then they will try to escape like prisoners.&lt;br /&gt;
&lt;br /&gt;
Hostages can be assigned to any action except military ones.&lt;br /&gt;
&lt;br /&gt;
Hostages can be returned either by paying a ransom or by defeating the kidnapper.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1229</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1229"/>
		<updated>2024-07-01T09:35:40Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Disasters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city&lt;br /&gt;
* Fields for one crop produce nothing for 3 days and its Holy Caravan price is tripled&lt;br /&gt;
* For 5 days each character has a 10% chance of contacting smallpox&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1228</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Beginner%27s_Guide&amp;diff=1228"/>
		<updated>2024-07-01T09:27:34Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.&lt;br /&gt;
&lt;br /&gt;
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.&lt;br /&gt;
&lt;br /&gt;
If all adult lords die the game will end.&lt;br /&gt;
&lt;br /&gt;
== Beginner tips ==&lt;br /&gt;
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).&lt;br /&gt;
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.&lt;br /&gt;
* Always assign lords to tasks best matching their skills:&lt;br /&gt;
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.&lt;br /&gt;
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.&lt;br /&gt;
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.&lt;br /&gt;
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.&lt;br /&gt;
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.&lt;br /&gt;
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.&lt;br /&gt;
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.&lt;br /&gt;
&lt;br /&gt;
=== Defeating stronger enemies ===&lt;br /&gt;
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:&lt;br /&gt;
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.&lt;br /&gt;
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.&lt;br /&gt;
* Neutralize their lords with the highest Command skill using intrigues.&lt;br /&gt;
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province&#039;s army and number of lords.&lt;br /&gt;
* Finally, you can sit out the dangerous time and gather strength by becoming someone&#039;s vassal, which will protect you from enemies.&lt;br /&gt;
&lt;br /&gt;
== Building management ==&lt;br /&gt;
[[File:Production menu.png|thumb|300px|The production menu]]&lt;br /&gt;
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.&lt;br /&gt;
&lt;br /&gt;
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.&lt;br /&gt;
&lt;br /&gt;
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.&lt;br /&gt;
&lt;br /&gt;
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.&lt;br /&gt;
&lt;br /&gt;
== Disasters ==&lt;br /&gt;
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy days in advance. The following disasters are possible:&lt;br /&gt;
* 4 fleshwolves attack the city in 6-8 days&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1227</id>
		<title>Population</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Population&amp;diff=1227"/>
		<updated>2024-07-01T09:22:59Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Bishop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.&lt;br /&gt;
&lt;br /&gt;
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the &amp;quot;Life is fulfilling&amp;quot; thought, which increases Mood by 10.&lt;br /&gt;
&lt;br /&gt;
Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.&lt;br /&gt;
&lt;br /&gt;
Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.&lt;br /&gt;
&lt;br /&gt;
== Age ==&lt;br /&gt;
Characters age at a rate of one year every 2 days, or every day if the game has the &amp;quot;Fast Metabolism&amp;quot; modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Age&lt;br /&gt;
! Need&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Child&#039;&#039;&#039;&lt;br /&gt;
| 0-13&lt;br /&gt;
| [[File:Care Sex.png]] Care&lt;br /&gt;
| &lt;br /&gt;
* Randomly improves skills every day&lt;br /&gt;
* Cannot be targeted by hostile actions&lt;br /&gt;
* Can acquire happy or unhappy childhood traits depending on Mood&lt;br /&gt;
* Does not require housing and sleeps in the same bed as the mother&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adult&#039;&#039;&#039;&lt;br /&gt;
| 14-50&lt;br /&gt;
| [[File:Care Sex.png]] Sex&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elderly&#039;&#039;&#039;&lt;br /&gt;
| 51+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Combat skill is reduced&lt;br /&gt;
* Movement speed is reduced&lt;br /&gt;
* Every day there is a chance the character will lose some knowledge&lt;br /&gt;
* Increased knowledge chance from wise conversations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs, thoughts and mood ==&lt;br /&gt;
[[File:Needs.png|thumb|300px|The Needs tab]]&lt;br /&gt;
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.&lt;br /&gt;
&lt;br /&gt;
Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:&lt;br /&gt;
* [[File:Sleep.png|25px]] &#039;&#039;&#039;Sleep&#039;&#039;&#039;: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.&lt;br /&gt;
* [[File:Food.png|25px]] &#039;&#039;&#039;Food&#039;&#039;&#039;: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.&lt;br /&gt;
* [[File:Rest.png|25px]] &#039;&#039;&#039;Rest&#039;&#039;&#039;: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.&lt;br /&gt;
* [[File:Piety.png|25px]] &#039;&#039;&#039;Piety&#039;&#039;&#039;: It is satisfied slowly through praying and quicker at Temples or Altars.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Care&#039;&#039;&#039;: Only available to children. Is it satisfied by actions between parents and their child.&lt;br /&gt;
* [[File:Care Sex.png]] &#039;&#039;&#039;Sex&#039;&#039;&#039;: Only available to adults who aren&#039;t elderly. Is it satisfied during dating or sex for payment.&lt;br /&gt;
&lt;br /&gt;
Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn&#039;t any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord&#039;s culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture and the bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture&lt;br /&gt;
! Values&lt;br /&gt;
! Production bonus&lt;br /&gt;
! Enemy culture&lt;br /&gt;
! width=70% | Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Strength&lt;br /&gt;
| Armor Forge&amp;lt;br&amp;gt;Weapon Forge&amp;lt;br&amp;gt;Archery Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Peace&lt;br /&gt;
| Rutabaga Field&amp;lt;br&amp;gt;Pig Farm&amp;lt;br&amp;gt;Herbalist&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Intrigues&lt;br /&gt;
| Paper Workshop&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade&lt;br /&gt;
| Workshop&amp;lt;br&amp;gt;Brewery&amp;lt;br&amp;gt;Alchemy&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== States ==&lt;br /&gt;
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]&lt;br /&gt;
States are displayed at the bottom of the character tab and have major events upon the character:&lt;br /&gt;
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the &amp;quot;Spirit of freedom&amp;quot; thought (-19 Mood) if they are turned into warriors.&lt;br /&gt;
* [[File:Fearlesness.png|35px]] Fearlesness: Appears on all Unholy Horde characters and prevents them from running from battle.&lt;br /&gt;
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.&lt;br /&gt;
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn&#039;t have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.&lt;br /&gt;
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don&#039;t drink. The dependency may randomly end after a mental breakdown or if the character does not drink Nectar for 4 days.&lt;br /&gt;
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.&lt;br /&gt;
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.&lt;br /&gt;
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.&lt;br /&gt;
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn&#039;t eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn&#039;t eaten in 3 days and becomes Death in 24 hours unless the character eats.&lt;br /&gt;
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.&lt;br /&gt;
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn&#039;t improved.&lt;br /&gt;
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn&#039;t improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.&lt;br /&gt;
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the &amp;quot;Early balding&amp;quot; personality trait.&lt;br /&gt;
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.&lt;br /&gt;
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.&lt;br /&gt;
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.&lt;br /&gt;
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.&lt;br /&gt;
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.&lt;br /&gt;
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the &amp;quot;Devout&amp;quot; personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.&lt;br /&gt;
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple. Decreases Mood by 6 and Piety need decreases 3 times slower.&lt;br /&gt;
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.&lt;br /&gt;
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the &amp;quot;Juice of Life&amp;quot; scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.&lt;br /&gt;
* [[File:Dead.png|35px]] Dead: Character is dead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]&lt;br /&gt;
Wounds are states that result from fighting and are always negative.&lt;br /&gt;
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.&lt;br /&gt;
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.&lt;br /&gt;
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.&lt;br /&gt;
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.&lt;br /&gt;
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.&lt;br /&gt;
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.&lt;br /&gt;
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.&lt;br /&gt;
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.&lt;br /&gt;
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.&lt;br /&gt;
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.&lt;br /&gt;
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Lord states ===&lt;br /&gt;
The following states can only appear on lords:&lt;br /&gt;
* [[File:Inspired.png|35px]] Inspired: Appears if Mood is high for long enough and increases all skills by 5 until the end of the day or until the lord becomes unhappy.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.&lt;br /&gt;
&lt;br /&gt;
Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:&lt;br /&gt;
* +15 if the prisoner is 14-15 years old&lt;br /&gt;
* +10 if the prisoner is 16-25 years old&lt;br /&gt;
* +5 if the prisoner is 26-35 years old&lt;br /&gt;
* +40 if the prisoner has combat skills&lt;br /&gt;
* +5 if the prisoner is female and can become pregnant&lt;br /&gt;
* +10 if the prisoner is not yearning for freedom&lt;br /&gt;
&lt;br /&gt;
== Vagabonds ==&lt;br /&gt;
Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.&lt;br /&gt;
&lt;br /&gt;
After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.&lt;br /&gt;
&lt;br /&gt;
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.&lt;br /&gt;
&lt;br /&gt;
== Migration ==&lt;br /&gt;
&lt;br /&gt;
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.&lt;br /&gt;
&lt;br /&gt;
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.&lt;br /&gt;
&lt;br /&gt;
== Bishop ==&lt;br /&gt;
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]&lt;br /&gt;
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.&lt;br /&gt;
&lt;br /&gt;
The bishop&#039;s opinion affects the Matriarch&#039;s opinion. In addition the Matriach&#039;s opinion is increased if there are many fanatics in the city and decreased if there are few fanatics in the city. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.&lt;br /&gt;
&lt;br /&gt;
The bishop has &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
&lt;br /&gt;
== Rebellions ==&lt;br /&gt;
Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.&lt;br /&gt;
* Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.&lt;br /&gt;
* Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.&lt;br /&gt;
* Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city&#039;s lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.&lt;br /&gt;
* The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1226</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1226"/>
		<updated>2024-07-01T09:18:45Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Housing buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Construction menu.png|thumb|300px|The construction menu]]&lt;br /&gt;
[[File:Broken Burning Burned.png|thumb|300px|A broken, a burning and a burned building]]&lt;br /&gt;
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of [[File:Wood.png|25px]] 5 Wood. They can also be removed but this will not refund any construction materials.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.&lt;br /&gt;
&lt;br /&gt;
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.&lt;br /&gt;
&lt;br /&gt;
Buildings require [[File:Tools.png|25px]] Tools and a lord with the knowledge required for its construction for repairs. If a building hasn&#039;t been repaired in a long time it may catch fire.&lt;br /&gt;
&lt;br /&gt;
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.&lt;br /&gt;
&lt;br /&gt;
== Hall ==&lt;br /&gt;
[[File:Castle.png|thumb|100px|The Hall]]&lt;br /&gt;
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.&lt;br /&gt;
&lt;br /&gt;
The Hall cannot be manually destroyed.&lt;br /&gt;
&lt;br /&gt;
== Resources buildings ==&lt;br /&gt;
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.&lt;br /&gt;
&lt;br /&gt;
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using [[File:Wood.png|25px]] Wood equal to half of the field&#039;s construction cost.&lt;br /&gt;
&lt;br /&gt;
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutter.png|50px]] Lumbermill || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] Wood || 1 || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rutabaga Field || [[File:Wood.png|25px]] 40 Wood || [[File:Rutabaga.png|25px]] Rutabaga || 3 || Cannot be upgraded || Cannot be upgraded || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rye Field || [[File:Wood.png|25px]] 80 Wood || [[File:Rye.png|25px]] Rye || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Hop Field || [[File:Wood.png|25px]] 40 Wood || [[File:Hops.png|25px]] Hops || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mine.png|50px]] Mine || [[File:Wood.png|25px]] 50 Wood || [[File:Iron.png|25px]] Iron || 1 || [[File:Wood.png|25px]] 80 Wood || [[File:Wood.png|25px]] 140 Wood || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forester.png|50px]] Herbalist || [[File:Wood.png|25px]] 25 Wood || [[File:Herb.png|25px]] Herb || 1 || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 2 Tools || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig farm.png|50px]] Pig Farm || [[File:Wood.png|25px]] 40 Wood || [[File:Meat.png|25px]] Meat || 1 || [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Production buildings ==&lt;br /&gt;
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! colspan=3 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery.png|50px]] Brewery&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Moonshine.png|25px]] Moonshine&amp;lt;br&amp;gt;[[File:Beer.png|25px]] Beer (requires knowledge)&amp;lt;br&amp;gt;[[File:Flavorful Ale.png|25px]] Flavorful Ale (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mill.png|50px]] Mill&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Flour.png|25px]] Flour&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sawmill.png|50px]] Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| [[File:Tools.png|25px]] Tools&amp;lt;br&amp;gt;[[File:Dagger.png|25px]] Dagger&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alchimestry.png|50px]] Alchemy Lab&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Medicinal Salve.png|25px]] Medicinal Salve&amp;lt;br&amp;gt;[[File:Nectar.png|25px]] Nectar (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 15 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal furnace.png|50px]] Coal Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Coal.png|25px]] Coal&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paper factory.png|50px]] Paper Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Paper.png|25px]] Paper&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Armorsmith.png|50px]] Armor Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Shield.png|25px]] Shield&amp;lt;br&amp;gt;[[File:Light Armor.png|25px]] Light Armor&amp;lt;br&amp;gt;[[File:Heavy Armor.png|25px]] Heavy Armor (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forge.png|50px]] Weapon Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Mace.png|25px]] Mace&amp;lt;br&amp;gt;[[File:Spear.png|25px]] Spear&amp;lt;br&amp;gt;[[File:Axe.png|25px]] Axe (requires knowledge)&amp;lt;br&amp;gt;[[File:Sword.png|25px]] Sword (requires knowledge)&lt;br /&gt;
| [[File:Iron.png|25px]] 10 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 3 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 7 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melting furnace.png|50px]] Smelting Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 60 Wood&lt;br /&gt;
| [[File:Iron.png|25px]] Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 70 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 90 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service buildings ==&lt;br /&gt;
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! width=60% | Effect&lt;br /&gt;
! width=1% | Workers&lt;br /&gt;
! width=1% | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern.png|50px]] Tavern&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells alcohol&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drug deg.png|50px]] Drug Den&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| Sells nectar&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Market.png|50px]] Market&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells food resources, medicinal salves and daggers&amp;lt;br&amp;gt;Resources can manually be disallowed from being sold&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar.png|50px]] Altar&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| Praying at an Altar replenishes 10% of Piety&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage.png|50px]] Warehouse&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| People deposit and take resources from a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Peasants receive their wage at a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Workers construct buildings&lt;br /&gt;
| 3&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library.png|50px]] Library&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&lt;br /&gt;
| Required to learn and rewrite books&amp;lt;br&amp;gt;Only one building can be constructed&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Church.png|50px]] Temple&lt;br /&gt;
| [[File:Wood.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Praying at the Temple restores 10% Piety&amp;lt;br&amp;gt;Praying at the Temple gives the &amp;quot;Morning service&amp;quot; thought (+8 Mood) for 8 hours&amp;lt;br&amp;gt;Each building can support 40 people&amp;lt;br&amp;gt;Priests perform weddings and funerals and visit the sick&amp;lt;br&amp;gt;Homeless people will sleep in the temple&amp;lt;br&amp;gt;Lords can deliver sermons whose effectiveness scales with the lord&#039;s Persuasion&lt;br /&gt;
* [[File:Fanatic.png|25px]] Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic&lt;br /&gt;
* [[File:Agonistic.png|25px]] Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallows.png|50px]] Scaffold&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Enables Punish actions (this does not require workers)&amp;lt;br&amp;gt;Workers search for criminals and sentence them with the selected punishment&amp;lt;br&amp;gt;Each worker can intimidate one vagabond, preventing them from committing crimes next day&amp;lt;br&amp;gt;People who are around the building when a punishment is carried out will gain the &amp;quot;Execution spectacle&amp;quot; thought, which gives a Mood bonus that scales with the punishment&amp;lt;br&amp;gt;Has a Terror option which can be set for a certain culture or everyone, and has the following effects:&lt;br /&gt;
* Workers will punish everyone in the following order: vagabonds, unemployed, peasants&lt;br /&gt;
* Average happiness and migration will decrease&lt;br /&gt;
* Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chancellery.png|50px]] Chancellery&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Workers can be assigned as managers to other buildings&amp;lt;br&amp;gt;Requires the constant presence of a lord to function&amp;lt;br&amp;gt;Each worker uses 1 Paper per assigned building&amp;lt;br&amp;gt;Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army buildings ==&lt;br /&gt;
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barracks.png|50px]] Barracks || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || Provides sleeping space for 10 warriors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Training ground.png|50px]] Training Ground || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 20 Iron || Allows training warriors&amp;lt;br&amp;gt;Requires a manager&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Night Patrol || Free || Marks a circle area around it for patrolling during evening&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near warehouses and housing buildings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Day Patrol || Free || Marks a circle area around it for patrolling during daytime&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near lumberjacks, herbalists and buildings that use prisoners&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing buildings ==&lt;br /&gt;
Housing buildings provide living space to a certain category of people.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Living space&lt;br /&gt;
! Houses&lt;br /&gt;
! Notes&lt;br /&gt;
! Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Noble house.png|50px]] Lord&#039;s House || [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:House.png|50px]] Peasant&#039;s House || [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 2 || Peasants || Gives the &amp;quot;Separate housing&amp;quot; thought (+10 Mood) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slaves barrack.png|50px]] Prisoner Ward || [[File:Wood.png|25px]] 25 Wood || 21 || Prisoners || Contains an Altar inside&amp;lt;br&amp;gt;Requires a worker&amp;lt;br&amp;gt;Required to give resources to prisoners || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[File:Roads.png|thumb|300px|A city making use of roads]]&lt;br /&gt;
All roads cost 4 [[File:Gold.png|25px]] Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Decor buildings ==&lt;br /&gt;
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1225</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1225"/>
		<updated>2024-07-01T09:18:11Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Army buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Construction menu.png|thumb|300px|The construction menu]]&lt;br /&gt;
[[File:Broken Burning Burned.png|thumb|300px|A broken, a burning and a burned building]]&lt;br /&gt;
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of [[File:Wood.png|25px]] 5 Wood. They can also be removed but this will not refund any construction materials.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.&lt;br /&gt;
&lt;br /&gt;
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.&lt;br /&gt;
&lt;br /&gt;
Buildings require [[File:Tools.png|25px]] Tools and a lord with the knowledge required for its construction for repairs. If a building hasn&#039;t been repaired in a long time it may catch fire.&lt;br /&gt;
&lt;br /&gt;
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.&lt;br /&gt;
&lt;br /&gt;
== Hall ==&lt;br /&gt;
[[File:Castle.png|thumb|100px|The Hall]]&lt;br /&gt;
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.&lt;br /&gt;
&lt;br /&gt;
The Hall cannot be manually destroyed.&lt;br /&gt;
&lt;br /&gt;
== Resources buildings ==&lt;br /&gt;
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.&lt;br /&gt;
&lt;br /&gt;
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using [[File:Wood.png|25px]] Wood equal to half of the field&#039;s construction cost.&lt;br /&gt;
&lt;br /&gt;
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutter.png|50px]] Lumbermill || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] Wood || 1 || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rutabaga Field || [[File:Wood.png|25px]] 40 Wood || [[File:Rutabaga.png|25px]] Rutabaga || 3 || Cannot be upgraded || Cannot be upgraded || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rye Field || [[File:Wood.png|25px]] 80 Wood || [[File:Rye.png|25px]] Rye || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Hop Field || [[File:Wood.png|25px]] 40 Wood || [[File:Hops.png|25px]] Hops || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mine.png|50px]] Mine || [[File:Wood.png|25px]] 50 Wood || [[File:Iron.png|25px]] Iron || 1 || [[File:Wood.png|25px]] 80 Wood || [[File:Wood.png|25px]] 140 Wood || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forester.png|50px]] Herbalist || [[File:Wood.png|25px]] 25 Wood || [[File:Herb.png|25px]] Herb || 1 || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 2 Tools || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig farm.png|50px]] Pig Farm || [[File:Wood.png|25px]] 40 Wood || [[File:Meat.png|25px]] Meat || 1 || [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Production buildings ==&lt;br /&gt;
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! colspan=3 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery.png|50px]] Brewery&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Moonshine.png|25px]] Moonshine&amp;lt;br&amp;gt;[[File:Beer.png|25px]] Beer (requires knowledge)&amp;lt;br&amp;gt;[[File:Flavorful Ale.png|25px]] Flavorful Ale (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mill.png|50px]] Mill&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Flour.png|25px]] Flour&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sawmill.png|50px]] Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| [[File:Tools.png|25px]] Tools&amp;lt;br&amp;gt;[[File:Dagger.png|25px]] Dagger&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alchimestry.png|50px]] Alchemy Lab&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Medicinal Salve.png|25px]] Medicinal Salve&amp;lt;br&amp;gt;[[File:Nectar.png|25px]] Nectar (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 15 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal furnace.png|50px]] Coal Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Coal.png|25px]] Coal&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paper factory.png|50px]] Paper Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Paper.png|25px]] Paper&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Armorsmith.png|50px]] Armor Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Shield.png|25px]] Shield&amp;lt;br&amp;gt;[[File:Light Armor.png|25px]] Light Armor&amp;lt;br&amp;gt;[[File:Heavy Armor.png|25px]] Heavy Armor (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forge.png|50px]] Weapon Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Mace.png|25px]] Mace&amp;lt;br&amp;gt;[[File:Spear.png|25px]] Spear&amp;lt;br&amp;gt;[[File:Axe.png|25px]] Axe (requires knowledge)&amp;lt;br&amp;gt;[[File:Sword.png|25px]] Sword (requires knowledge)&lt;br /&gt;
| [[File:Iron.png|25px]] 10 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 3 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 7 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melting furnace.png|50px]] Smelting Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 60 Wood&lt;br /&gt;
| [[File:Iron.png|25px]] Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 70 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 90 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service buildings ==&lt;br /&gt;
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! width=60% | Effect&lt;br /&gt;
! width=1% | Workers&lt;br /&gt;
! width=1% | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern.png|50px]] Tavern&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells alcohol&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drug deg.png|50px]] Drug Den&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| Sells nectar&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Market.png|50px]] Market&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells food resources, medicinal salves and daggers&amp;lt;br&amp;gt;Resources can manually be disallowed from being sold&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar.png|50px]] Altar&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| Praying at an Altar replenishes 10% of Piety&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage.png|50px]] Warehouse&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| People deposit and take resources from a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Peasants receive their wage at a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Workers construct buildings&lt;br /&gt;
| 3&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library.png|50px]] Library&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&lt;br /&gt;
| Required to learn and rewrite books&amp;lt;br&amp;gt;Only one building can be constructed&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Church.png|50px]] Temple&lt;br /&gt;
| [[File:Wood.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Praying at the Temple restores 10% Piety&amp;lt;br&amp;gt;Praying at the Temple gives the &amp;quot;Morning service&amp;quot; thought (+8 Mood) for 8 hours&amp;lt;br&amp;gt;Each building can support 40 people&amp;lt;br&amp;gt;Priests perform weddings and funerals and visit the sick&amp;lt;br&amp;gt;Homeless people will sleep in the temple&amp;lt;br&amp;gt;Lords can deliver sermons whose effectiveness scales with the lord&#039;s Persuasion&lt;br /&gt;
* [[File:Fanatic.png|25px]] Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic&lt;br /&gt;
* [[File:Agonistic.png|25px]] Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallows.png|50px]] Scaffold&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Enables Punish actions (this does not require workers)&amp;lt;br&amp;gt;Workers search for criminals and sentence them with the selected punishment&amp;lt;br&amp;gt;Each worker can intimidate one vagabond, preventing them from committing crimes next day&amp;lt;br&amp;gt;People who are around the building when a punishment is carried out will gain the &amp;quot;Execution spectacle&amp;quot; thought, which gives a Mood bonus that scales with the punishment&amp;lt;br&amp;gt;Has a Terror option which can be set for a certain culture or everyone, and has the following effects:&lt;br /&gt;
* Workers will punish everyone in the following order: vagabonds, unemployed, peasants&lt;br /&gt;
* Average happiness and migration will decrease&lt;br /&gt;
* Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chancellery.png|50px]] Chancellery&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Workers can be assigned as managers to other buildings&amp;lt;br&amp;gt;Requires the constant presence of a lord to function&amp;lt;br&amp;gt;Each worker uses 1 Paper per assigned building&amp;lt;br&amp;gt;Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army buildings ==&lt;br /&gt;
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barracks.png|50px]] Barracks || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || Provides sleeping space for 10 warriors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Training ground.png|50px]] Training Ground || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 20 Iron || Allows training warriors&amp;lt;br&amp;gt;Requires a manager&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Night Patrol || Free || Marks a circle area around it for patrolling during evening&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near warehouses and housing buildings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Day Patrol || Free || Marks a circle area around it for patrolling during daytime&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near lumberjacks, herbalists and buildings that use prisoners&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing buildings ==&lt;br /&gt;
Housing buildings provide living space to a certain category of people.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Living space&lt;br /&gt;
! Houses&lt;br /&gt;
! Notes&lt;br /&gt;
! Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Noble house.png|50px]] Lord&#039;s House || [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:House.png|50px]] Peasant&#039;s House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the &amp;quot;Separate housing&amp;quot; thought (+10 Mood) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slaves barrack.png|50px]] Prisoner Ward || [[File:Wood.png|25px]] 25 Wood || 21 || Prisoners || Contains an Altar inside&amp;lt;br&amp;gt;Requires a worker&amp;lt;br&amp;gt;Required to give resources to prisoners || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[File:Roads.png|thumb|300px|A city making use of roads]]&lt;br /&gt;
All roads cost 4 [[File:Gold.png|25px]] Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Decor buildings ==&lt;br /&gt;
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1224</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1224"/>
		<updated>2024-07-01T09:17:57Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Service buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Construction menu.png|thumb|300px|The construction menu]]&lt;br /&gt;
[[File:Broken Burning Burned.png|thumb|300px|A broken, a burning and a burned building]]&lt;br /&gt;
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of [[File:Wood.png|25px]] 5 Wood. They can also be removed but this will not refund any construction materials.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.&lt;br /&gt;
&lt;br /&gt;
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.&lt;br /&gt;
&lt;br /&gt;
Buildings require [[File:Tools.png|25px]] Tools and a lord with the knowledge required for its construction for repairs. If a building hasn&#039;t been repaired in a long time it may catch fire.&lt;br /&gt;
&lt;br /&gt;
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.&lt;br /&gt;
&lt;br /&gt;
== Hall ==&lt;br /&gt;
[[File:Castle.png|thumb|100px|The Hall]]&lt;br /&gt;
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.&lt;br /&gt;
&lt;br /&gt;
The Hall cannot be manually destroyed.&lt;br /&gt;
&lt;br /&gt;
== Resources buildings ==&lt;br /&gt;
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.&lt;br /&gt;
&lt;br /&gt;
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using [[File:Wood.png|25px]] Wood equal to half of the field&#039;s construction cost.&lt;br /&gt;
&lt;br /&gt;
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutter.png|50px]] Lumbermill || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] Wood || 1 || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rutabaga Field || [[File:Wood.png|25px]] 40 Wood || [[File:Rutabaga.png|25px]] Rutabaga || 3 || Cannot be upgraded || Cannot be upgraded || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rye Field || [[File:Wood.png|25px]] 80 Wood || [[File:Rye.png|25px]] Rye || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Hop Field || [[File:Wood.png|25px]] 40 Wood || [[File:Hops.png|25px]] Hops || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mine.png|50px]] Mine || [[File:Wood.png|25px]] 50 Wood || [[File:Iron.png|25px]] Iron || 1 || [[File:Wood.png|25px]] 80 Wood || [[File:Wood.png|25px]] 140 Wood || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forester.png|50px]] Herbalist || [[File:Wood.png|25px]] 25 Wood || [[File:Herb.png|25px]] Herb || 1 || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 2 Tools || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig farm.png|50px]] Pig Farm || [[File:Wood.png|25px]] 40 Wood || [[File:Meat.png|25px]] Meat || 1 || [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Production buildings ==&lt;br /&gt;
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! colspan=3 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery.png|50px]] Brewery&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Moonshine.png|25px]] Moonshine&amp;lt;br&amp;gt;[[File:Beer.png|25px]] Beer (requires knowledge)&amp;lt;br&amp;gt;[[File:Flavorful Ale.png|25px]] Flavorful Ale (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mill.png|50px]] Mill&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Flour.png|25px]] Flour&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sawmill.png|50px]] Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| [[File:Tools.png|25px]] Tools&amp;lt;br&amp;gt;[[File:Dagger.png|25px]] Dagger&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alchimestry.png|50px]] Alchemy Lab&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Medicinal Salve.png|25px]] Medicinal Salve&amp;lt;br&amp;gt;[[File:Nectar.png|25px]] Nectar (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 15 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal furnace.png|50px]] Coal Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Coal.png|25px]] Coal&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paper factory.png|50px]] Paper Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Paper.png|25px]] Paper&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Armorsmith.png|50px]] Armor Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Shield.png|25px]] Shield&amp;lt;br&amp;gt;[[File:Light Armor.png|25px]] Light Armor&amp;lt;br&amp;gt;[[File:Heavy Armor.png|25px]] Heavy Armor (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forge.png|50px]] Weapon Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Mace.png|25px]] Mace&amp;lt;br&amp;gt;[[File:Spear.png|25px]] Spear&amp;lt;br&amp;gt;[[File:Axe.png|25px]] Axe (requires knowledge)&amp;lt;br&amp;gt;[[File:Sword.png|25px]] Sword (requires knowledge)&lt;br /&gt;
| [[File:Iron.png|25px]] 10 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 3 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 7 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melting furnace.png|50px]] Smelting Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 60 Wood&lt;br /&gt;
| [[File:Iron.png|25px]] Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 70 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 90 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service buildings ==&lt;br /&gt;
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! width=60% | Effect&lt;br /&gt;
! width=1% | Workers&lt;br /&gt;
! width=1% | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern.png|50px]] Tavern&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells alcohol&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drug deg.png|50px]] Drug Den&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| Sells nectar&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Market.png|50px]] Market&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells food resources, medicinal salves and daggers&amp;lt;br&amp;gt;Resources can manually be disallowed from being sold&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar.png|50px]] Altar&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| Praying at an Altar replenishes 10% of Piety&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage.png|50px]] Warehouse&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| People deposit and take resources from a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Peasants receive their wage at a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Workers construct buildings&lt;br /&gt;
| 3&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library.png|50px]] Library&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&lt;br /&gt;
| Required to learn and rewrite books&amp;lt;br&amp;gt;Only one building can be constructed&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Church.png|50px]] Temple&lt;br /&gt;
| [[File:Wood.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Praying at the Temple restores 10% Piety&amp;lt;br&amp;gt;Praying at the Temple gives the &amp;quot;Morning service&amp;quot; thought (+8 Mood) for 8 hours&amp;lt;br&amp;gt;Each building can support 40 people&amp;lt;br&amp;gt;Priests perform weddings and funerals and visit the sick&amp;lt;br&amp;gt;Homeless people will sleep in the temple&amp;lt;br&amp;gt;Lords can deliver sermons whose effectiveness scales with the lord&#039;s Persuasion&lt;br /&gt;
* [[File:Fanatic.png|25px]] Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic&lt;br /&gt;
* [[File:Agonistic.png|25px]] Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallows.png|50px]] Scaffold&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Enables Punish actions (this does not require workers)&amp;lt;br&amp;gt;Workers search for criminals and sentence them with the selected punishment&amp;lt;br&amp;gt;Each worker can intimidate one vagabond, preventing them from committing crimes next day&amp;lt;br&amp;gt;People who are around the building when a punishment is carried out will gain the &amp;quot;Execution spectacle&amp;quot; thought, which gives a Mood bonus that scales with the punishment&amp;lt;br&amp;gt;Has a Terror option which can be set for a certain culture or everyone, and has the following effects:&lt;br /&gt;
* Workers will punish everyone in the following order: vagabonds, unemployed, peasants&lt;br /&gt;
* Average happiness and migration will decrease&lt;br /&gt;
* Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chancellery.png|50px]] Chancellery&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Workers can be assigned as managers to other buildings&amp;lt;br&amp;gt;Requires the constant presence of a lord to function&amp;lt;br&amp;gt;Each worker uses 1 Paper per assigned building&amp;lt;br&amp;gt;Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army buildings ==&lt;br /&gt;
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barracks.png|50px]] Barracks || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || Provides sleeping space for 10 warriors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Training ground.png|50px]] Training Ground || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Allows training warriors&amp;lt;br&amp;gt;Requires a manager&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Night Patrol || Free || Marks a circle area around it for patrolling during evening&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near warehouses and housing buildings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Day Patrol || Free || Marks a circle area around it for patrolling during daytime&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near lumberjacks, herbalists and buildings that use prisoners&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing buildings ==&lt;br /&gt;
Housing buildings provide living space to a certain category of people.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Living space&lt;br /&gt;
! Houses&lt;br /&gt;
! Notes&lt;br /&gt;
! Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Noble house.png|50px]] Lord&#039;s House || [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:House.png|50px]] Peasant&#039;s House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the &amp;quot;Separate housing&amp;quot; thought (+10 Mood) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slaves barrack.png|50px]] Prisoner Ward || [[File:Wood.png|25px]] 25 Wood || 21 || Prisoners || Contains an Altar inside&amp;lt;br&amp;gt;Requires a worker&amp;lt;br&amp;gt;Required to give resources to prisoners || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[File:Roads.png|thumb|300px|A city making use of roads]]&lt;br /&gt;
All roads cost 4 [[File:Gold.png|25px]] Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Decor buildings ==&lt;br /&gt;
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1223</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1223"/>
		<updated>2024-07-01T09:16:51Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Production buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Construction menu.png|thumb|300px|The construction menu]]&lt;br /&gt;
[[File:Broken Burning Burned.png|thumb|300px|A broken, a burning and a burned building]]&lt;br /&gt;
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of [[File:Wood.png|25px]] 5 Wood. They can also be removed but this will not refund any construction materials.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.&lt;br /&gt;
&lt;br /&gt;
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.&lt;br /&gt;
&lt;br /&gt;
Buildings require [[File:Tools.png|25px]] Tools and a lord with the knowledge required for its construction for repairs. If a building hasn&#039;t been repaired in a long time it may catch fire.&lt;br /&gt;
&lt;br /&gt;
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.&lt;br /&gt;
&lt;br /&gt;
== Hall ==&lt;br /&gt;
[[File:Castle.png|thumb|100px|The Hall]]&lt;br /&gt;
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.&lt;br /&gt;
&lt;br /&gt;
The Hall cannot be manually destroyed.&lt;br /&gt;
&lt;br /&gt;
== Resources buildings ==&lt;br /&gt;
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.&lt;br /&gt;
&lt;br /&gt;
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using [[File:Wood.png|25px]] Wood equal to half of the field&#039;s construction cost.&lt;br /&gt;
&lt;br /&gt;
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutter.png|50px]] Lumbermill || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] Wood || 1 || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rutabaga Field || [[File:Wood.png|25px]] 40 Wood || [[File:Rutabaga.png|25px]] Rutabaga || 3 || Cannot be upgraded || Cannot be upgraded || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rye Field || [[File:Wood.png|25px]] 80 Wood || [[File:Rye.png|25px]] Rye || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Hop Field || [[File:Wood.png|25px]] 40 Wood || [[File:Hops.png|25px]] Hops || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mine.png|50px]] Mine || [[File:Wood.png|25px]] 50 Wood || [[File:Iron.png|25px]] Iron || 1 || [[File:Wood.png|25px]] 80 Wood || [[File:Wood.png|25px]] 140 Wood || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forester.png|50px]] Herbalist || [[File:Wood.png|25px]] 25 Wood || [[File:Herb.png|25px]] Herb || 1 || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 2 Tools || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig farm.png|50px]] Pig Farm || [[File:Wood.png|25px]] 40 Wood || [[File:Meat.png|25px]] Meat || 1 || [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Production buildings ==&lt;br /&gt;
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! colspan=3 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery.png|50px]] Brewery&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Moonshine.png|25px]] Moonshine&amp;lt;br&amp;gt;[[File:Beer.png|25px]] Beer (requires knowledge)&amp;lt;br&amp;gt;[[File:Flavorful Ale.png|25px]] Flavorful Ale (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mill.png|50px]] Mill&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Flour.png|25px]] Flour&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sawmill.png|50px]] Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| [[File:Tools.png|25px]] Tools&amp;lt;br&amp;gt;[[File:Dagger.png|25px]] Dagger&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alchimestry.png|50px]] Alchemy Lab&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Medicinal Salve.png|25px]] Medicinal Salve&amp;lt;br&amp;gt;[[File:Nectar.png|25px]] Nectar (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 15 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal furnace.png|50px]] Coal Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Coal.png|25px]] Coal&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paper factory.png|50px]] Paper Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Paper.png|25px]] Paper&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Armorsmith.png|50px]] Armor Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Shield.png|25px]] Shield&amp;lt;br&amp;gt;[[File:Light Armor.png|25px]] Light Armor&amp;lt;br&amp;gt;[[File:Heavy Armor.png|25px]] Heavy Armor (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forge.png|50px]] Weapon Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Mace.png|25px]] Mace&amp;lt;br&amp;gt;[[File:Spear.png|25px]] Spear&amp;lt;br&amp;gt;[[File:Axe.png|25px]] Axe (requires knowledge)&amp;lt;br&amp;gt;[[File:Sword.png|25px]] Sword (requires knowledge)&lt;br /&gt;
| [[File:Iron.png|25px]] 10 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 3 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 7 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melting furnace.png|50px]] Smelting Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 60 Wood&lt;br /&gt;
| [[File:Iron.png|25px]] Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 70 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 90 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service buildings ==&lt;br /&gt;
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! width=60% | Effect&lt;br /&gt;
! width=1% | Workers&lt;br /&gt;
! width=1% | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern.png|50px]] Tavern&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells alcohol&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drug deg.png|50px]] Drug Den&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| Sells nectar&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Market.png|50px]] Market&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells food resources, medicinal salves and daggers&amp;lt;br&amp;gt;Resources can manually be disallowed from being sold&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar.png|50px]] Altar&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| Praying at an Altar replenishes 10% of Piety&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage.png|50px]] Warehouse&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| People deposit and take resources from a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Peasants receive their wage at a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Workers construct buildings&lt;br /&gt;
| 3&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library.png|50px]] Library&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&lt;br /&gt;
| Required to learn and rewrite books&amp;lt;br&amp;gt;Only one building can be constructed&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Church.png|50px]] Temple&lt;br /&gt;
| [[File:Wood.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Praying at the Temple restores 30% Piety&amp;lt;br&amp;gt;Praying at the Temple gives the &amp;quot;Morning service&amp;quot; thought (+8 Mood) for 8 hours&amp;lt;br&amp;gt;Each building can support 40 people&amp;lt;br&amp;gt;Priests perform weddings and funerals and visit the sick&amp;lt;br&amp;gt;Homeless people will sleep in the temple&amp;lt;br&amp;gt;Lords can deliver sermons whose effectiveness scales with the lord&#039;s Persuasion&lt;br /&gt;
* [[File:Fanatic.png|25px]] Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic&lt;br /&gt;
* [[File:Agonistic.png|25px]] Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallows.png|50px]] Scaffold&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Enables Punish actions (this does not require workers)&amp;lt;br&amp;gt;Workers search for criminals and sentence them with the selected punishment&amp;lt;br&amp;gt;Each worker can intimidate one vagabond, preventing them from committing crimes next day&amp;lt;br&amp;gt;People who are around the building when a punishment is carried out will gain the &amp;quot;Execution spectacle&amp;quot; thought, which gives a Mood bonus that scales with the punishment&amp;lt;br&amp;gt;Has a Terror option which can be set for a certain culture or everyone, and has the following effects:&lt;br /&gt;
* Workers will punish everyone in the following order: vagabonds, unemployed, peasants&lt;br /&gt;
* Average happiness and migration will decrease&lt;br /&gt;
* Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chancellery.png|50px]] Chancellery&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Workers can be assigned as managers to other buildings&amp;lt;br&amp;gt;Requires the constant presence of a lord to function&amp;lt;br&amp;gt;Each worker uses 1 Paper per assigned building&amp;lt;br&amp;gt;Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army buildings ==&lt;br /&gt;
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barracks.png|50px]] Barracks || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || Provides sleeping space for 10 warriors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Training ground.png|50px]] Training Ground || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Allows training warriors&amp;lt;br&amp;gt;Requires a manager&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Night Patrol || Free || Marks a circle area around it for patrolling during evening&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near warehouses and housing buildings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Day Patrol || Free || Marks a circle area around it for patrolling during daytime&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near lumberjacks, herbalists and buildings that use prisoners&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing buildings ==&lt;br /&gt;
Housing buildings provide living space to a certain category of people.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Living space&lt;br /&gt;
! Houses&lt;br /&gt;
! Notes&lt;br /&gt;
! Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Noble house.png|50px]] Lord&#039;s House || [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:House.png|50px]] Peasant&#039;s House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the &amp;quot;Separate housing&amp;quot; thought (+10 Mood) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slaves barrack.png|50px]] Prisoner Ward || [[File:Wood.png|25px]] 25 Wood || 21 || Prisoners || Contains an Altar inside&amp;lt;br&amp;gt;Requires a worker&amp;lt;br&amp;gt;Required to give resources to prisoners || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[File:Roads.png|thumb|300px|A city making use of roads]]&lt;br /&gt;
All roads cost 4 [[File:Gold.png|25px]] Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Decor buildings ==&lt;br /&gt;
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1222</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1222"/>
		<updated>2024-07-01T09:15:23Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Resources buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Construction menu.png|thumb|300px|The construction menu]]&lt;br /&gt;
[[File:Broken Burning Burned.png|thumb|300px|A broken, a burning and a burned building]]&lt;br /&gt;
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of [[File:Wood.png|25px]] 5 Wood. They can also be removed but this will not refund any construction materials.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.&lt;br /&gt;
&lt;br /&gt;
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.&lt;br /&gt;
&lt;br /&gt;
Buildings require [[File:Tools.png|25px]] Tools and a lord with the knowledge required for its construction for repairs. If a building hasn&#039;t been repaired in a long time it may catch fire.&lt;br /&gt;
&lt;br /&gt;
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.&lt;br /&gt;
&lt;br /&gt;
== Hall ==&lt;br /&gt;
[[File:Castle.png|thumb|100px|The Hall]]&lt;br /&gt;
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.&lt;br /&gt;
&lt;br /&gt;
The Hall cannot be manually destroyed.&lt;br /&gt;
&lt;br /&gt;
== Resources buildings ==&lt;br /&gt;
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.&lt;br /&gt;
&lt;br /&gt;
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using [[File:Wood.png|25px]] Wood equal to half of the field&#039;s construction cost.&lt;br /&gt;
&lt;br /&gt;
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutter.png|50px]] Lumbermill || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] Wood || 1 || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rutabaga Field || [[File:Wood.png|25px]] 40 Wood || [[File:Rutabaga.png|25px]] Rutabaga || 3 || Cannot be upgraded || Cannot be upgraded || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rye Field || [[File:Wood.png|25px]] 80 Wood || [[File:Rye.png|25px]] Rye || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Hop Field || [[File:Wood.png|25px]] 40 Wood || [[File:Hops.png|25px]] Hops || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mine.png|50px]] Mine || [[File:Wood.png|25px]] 50 Wood || [[File:Iron.png|25px]] Iron || 1 || [[File:Wood.png|25px]] 80 Wood || [[File:Wood.png|25px]] 140 Wood || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forester.png|50px]] Herbalist || [[File:Wood.png|25px]] 25 Wood || [[File:Herb.png|25px]] Herb || 1 || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 2 Tools || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig farm.png|50px]] Pig Farm || [[File:Wood.png|25px]] 40 Wood || [[File:Meat.png|25px]] Meat || 1 || [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Production buildings ==&lt;br /&gt;
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! colspan=3 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery.png|50px]] Brewery&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Moonshine.png|25px]] Moonshine&amp;lt;br&amp;gt;[[File:Beer.png|25px]] Beer (requires knowledge)&amp;lt;br&amp;gt;[[File:Flavorful Ale.png|25px]] Flavorful Ale (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mill.png|50px]] Mill&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Flour.png|25px]] Flour&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sawmill.png|50px]] Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| [[File:Tools.png|25px]] Tools&amp;lt;br&amp;gt;[[File:Dagger.png|25px]] Dagger&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alchimestry.png|50px]] Alchemy Lab&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Medicinal Salve.png|25px]] Medicinal Salve&amp;lt;br&amp;gt;[[File:Nectar.png|25px]] Nectar (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 15 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal furnace.png|50px]] Coal Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Coal.png|25px]] Coal&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paper factory.png|50px]] Paper Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Paper.png|25px]] Paper&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Armorsmith.png|50px]] Armor Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Shield.png|25px]] Shield&amp;lt;br&amp;gt;[[File:Light Armor.png|25px]] Light Armor&amp;lt;br&amp;gt;[[File:Heavy Armor.png|25px]] Heavy Armor (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forge.png|50px]] Weapon Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Mace.png|25px]] Mace&amp;lt;br&amp;gt;[[File:Spear.png|25px]] Spear&amp;lt;br&amp;gt;[[File:Axe.png|25px]] Axe (requires knowledge)&amp;lt;br&amp;gt;[[File:Sword.png|25px]] Sword (requires knowledge)&lt;br /&gt;
| [[File:Iron.png|25px]] 10 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 3 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 7 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melting furnace.png|50px]] Smelting Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 60 Wood&lt;br /&gt;
| [[File:Iron.png|25px]] Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 70 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 90 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service buildings ==&lt;br /&gt;
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! width=60% | Effect&lt;br /&gt;
! width=1% | Workers&lt;br /&gt;
! width=1% | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern.png|50px]] Tavern&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells alcohol&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drug deg.png|50px]] Drug Den&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| Sells nectar&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Market.png|50px]] Market&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells food resources, medicinal salves and daggers&amp;lt;br&amp;gt;Resources can manually be disallowed from being sold&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar.png|50px]] Altar&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| Praying at an Altar replenishes 10% of Piety&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage.png|50px]] Warehouse&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| People deposit and take resources from a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Peasants receive their wage at a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Workers construct buildings&lt;br /&gt;
| 3&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library.png|50px]] Library&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&lt;br /&gt;
| Required to learn and rewrite books&amp;lt;br&amp;gt;Only one building can be constructed&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Church.png|50px]] Temple&lt;br /&gt;
| [[File:Wood.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Praying at the Temple restores 30% Piety&amp;lt;br&amp;gt;Praying at the Temple gives the &amp;quot;Morning service&amp;quot; thought (+8 Mood) for 8 hours&amp;lt;br&amp;gt;Each building can support 40 people&amp;lt;br&amp;gt;Priests perform weddings and funerals and visit the sick&amp;lt;br&amp;gt;Homeless people will sleep in the temple&amp;lt;br&amp;gt;Lords can deliver sermons whose effectiveness scales with the lord&#039;s Persuasion&lt;br /&gt;
* [[File:Fanatic.png|25px]] Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic&lt;br /&gt;
* [[File:Agonistic.png|25px]] Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallows.png|50px]] Scaffold&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Enables Punish actions (this does not require workers)&amp;lt;br&amp;gt;Workers search for criminals and sentence them with the selected punishment&amp;lt;br&amp;gt;Each worker can intimidate one vagabond, preventing them from committing crimes next day&amp;lt;br&amp;gt;People who are around the building when a punishment is carried out will gain the &amp;quot;Execution spectacle&amp;quot; thought, which gives a Mood bonus that scales with the punishment&amp;lt;br&amp;gt;Has a Terror option which can be set for a certain culture or everyone, and has the following effects:&lt;br /&gt;
* Workers will punish everyone in the following order: vagabonds, unemployed, peasants&lt;br /&gt;
* Average happiness and migration will decrease&lt;br /&gt;
* Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chancellery.png|50px]] Chancellery&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Workers can be assigned as managers to other buildings&amp;lt;br&amp;gt;Requires the constant presence of a lord to function&amp;lt;br&amp;gt;Each worker uses 1 Paper per assigned building&amp;lt;br&amp;gt;Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army buildings ==&lt;br /&gt;
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barracks.png|50px]] Barracks || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || Provides sleeping space for 10 warriors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Training ground.png|50px]] Training Ground || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Allows training warriors&amp;lt;br&amp;gt;Requires a manager&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Night Patrol || Free || Marks a circle area around it for patrolling during evening&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near warehouses and housing buildings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Day Patrol || Free || Marks a circle area around it for patrolling during daytime&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near lumberjacks, herbalists and buildings that use prisoners&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing buildings ==&lt;br /&gt;
Housing buildings provide living space to a certain category of people.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Living space&lt;br /&gt;
! Houses&lt;br /&gt;
! Notes&lt;br /&gt;
! Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Noble house.png|50px]] Lord&#039;s House || [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:House.png|50px]] Peasant&#039;s House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the &amp;quot;Separate housing&amp;quot; thought (+10 Mood) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slaves barrack.png|50px]] Prisoner Ward || [[File:Wood.png|25px]] 25 Wood || 21 || Prisoners || Contains an Altar inside&amp;lt;br&amp;gt;Requires a worker&amp;lt;br&amp;gt;Required to give resources to prisoners || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[File:Roads.png|thumb|300px|A city making use of roads]]&lt;br /&gt;
All roads cost 4 [[File:Gold.png|25px]] Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Decor buildings ==&lt;br /&gt;
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1221</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Construction&amp;diff=1221"/>
		<updated>2024-07-01T09:12:06Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Resources buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Construction menu.png|thumb|300px|The construction menu]]&lt;br /&gt;
[[File:Broken Burning Burned.png|thumb|300px|A broken, a burning and a burned building]]&lt;br /&gt;
Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of [[File:Wood.png|25px]] 5 Wood. They can also be removed but this will not refund any construction materials.&lt;br /&gt;
&lt;br /&gt;
Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.&lt;br /&gt;
&lt;br /&gt;
Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.&lt;br /&gt;
&lt;br /&gt;
Buildings require [[File:Tools.png|25px]] Tools and a lord with the knowledge required for its construction for repairs. If a building hasn&#039;t been repaired in a long time it may catch fire.&lt;br /&gt;
&lt;br /&gt;
Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.&lt;br /&gt;
&lt;br /&gt;
== Hall ==&lt;br /&gt;
[[File:Castle.png|thumb|100px|The Hall]]&lt;br /&gt;
Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.&lt;br /&gt;
&lt;br /&gt;
The Hall cannot be manually destroyed.&lt;br /&gt;
&lt;br /&gt;
== Resources buildings ==&lt;br /&gt;
Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.&lt;br /&gt;
&lt;br /&gt;
The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using [[File:Wood.png|25px]] Wood equal to half of the field&#039;s construction cost.&lt;br /&gt;
&lt;br /&gt;
Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! rowspan=2 | Workers&lt;br /&gt;
! colspan=2 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Woodcutter.png|50px]] Lumbermill || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] Wood || 1 || [[File:Wood.png|25px]] 15 Wood || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rutabaga Field || [[File:Wood.png|25px]] 40 Wood || [[File:Rutabaga.png|25px]] Rutabaga || 3 || Cannot be upgraded || Cannot be upgraded || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Rye Field || [[File:Wood.png|25px]] 80 Wood || [[File:Rye.png|25px]] Rye || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hop farm.png|50px]] Hop Field || [[File:Wood.png|25px]] 40 Wood || [[File:Hops.png|25px]] Hops || 3 || Cannot be upgraded || Cannot be upgraded || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mine.png|50px]] Mine || [[File:Wood.png|25px]] 50 Wood || [[File:Iron.png|25px]] Iron || 1 || [[File:Wood.png|25px]] 80 Wood || [[File:Wood.png|25px]] 140 Wood || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forester.png|50px]] Herbalist || [[File:Wood.png|25px]] 25 Wood || [[File:Herb.png|25px]] Herb || 1 || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 2 Tools || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pig farm.png|50px]] Pig Farm || [[File:Wood.png|25px]] 40 Wood || [[File:Meat.png|25px]] Meat || 1 || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Production buildings ==&lt;br /&gt;
Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Building&lt;br /&gt;
! rowspan=2 | Cost&lt;br /&gt;
! rowspan=2 | Produces&lt;br /&gt;
! colspan=3 | Upgrade cost&lt;br /&gt;
! rowspan=2 | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
! Level 2&lt;br /&gt;
! Level 3&lt;br /&gt;
! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Brewery.png|50px]] Brewery&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Moonshine.png|25px]] Moonshine&amp;lt;br&amp;gt;[[File:Beer.png|25px]] Beer (requires knowledge)&amp;lt;br&amp;gt;[[File:Flavorful Ale.png|25px]] Flavorful Ale (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mill.png|50px]] Mill&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&lt;br /&gt;
| [[File:Flour.png|25px]] Flour&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 3 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sawmill.png|50px]] Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| [[File:Tools.png|25px]] Tools&amp;lt;br&amp;gt;[[File:Dagger.png|25px]] Dagger&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alchimestry.png|50px]] Alchemy Lab&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Medicinal Salve.png|25px]] Medicinal Salve&amp;lt;br&amp;gt;[[File:Nectar.png|25px]] Nectar (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 15 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Coal furnace.png|50px]] Coal Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| [[File:Coal.png|25px]] Coal&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Paper factory.png|50px]] Paper Workshop&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Paper.png|25px]] Paper&lt;br /&gt;
| [[File:Wood.png|25px]] 35 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 45 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 1 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Armorsmith.png|50px]] Armor Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Shield.png|25px]] Shield&amp;lt;br&amp;gt;[[File:Light Armor.png|25px]] Light Armor&amp;lt;br&amp;gt;[[File:Heavy Armor.png|25px]] Heavy Armor (requires knowledge)&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 15 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forge.png|50px]] Weapon Forge&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Mace.png|25px]] Mace&amp;lt;br&amp;gt;[[File:Spear.png|25px]] Spear&amp;lt;br&amp;gt;[[File:Axe.png|25px]] Axe (requires knowledge)&amp;lt;br&amp;gt;[[File:Sword.png|25px]] Sword (requires knowledge)&lt;br /&gt;
| [[File:Iron.png|25px]] 10 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 3 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 7 Tools&lt;br /&gt;
| [[File:Iron.png|25px]] 5 Iron&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 10 Tools&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melting furnace.png|50px]] Smelting Furnace&lt;br /&gt;
| [[File:Wood.png|25px]] 60 Wood&lt;br /&gt;
| [[File:Iron.png|25px]] Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 70 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| [[File:Wood.png|25px]] 90 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Service buildings ==&lt;br /&gt;
Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! width=60% | Effect&lt;br /&gt;
! width=1% | Workers&lt;br /&gt;
! width=1% | Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tavern.png|50px]] Tavern&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells alcohol&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drug deg.png|50px]] Drug Den&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| Sells nectar&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Market.png|50px]] Market&lt;br /&gt;
| [[File:Wood.png|25px]] 25 Wood&lt;br /&gt;
| Sells food resources, medicinal salves and daggers&amp;lt;br&amp;gt;Resources can manually be disallowed from being sold&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Altar.png|50px]] Altar&lt;br /&gt;
| [[File:Wood.png|25px]] 30 Wood&lt;br /&gt;
| Praying at an Altar replenishes 10% of Piety&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storage.png|50px]] Warehouse&lt;br /&gt;
| [[File:Wood.png|25px]] 15 Wood&lt;br /&gt;
| People deposit and take resources from a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Peasants receive their wage at a Warehouse (this does not require workers)&amp;lt;br&amp;gt;Workers construct buildings&lt;br /&gt;
| 3&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library.png|50px]] Library&lt;br /&gt;
| [[File:Wood.png|25px]] 40 Wood&lt;br /&gt;
| Required to learn and rewrite books&amp;lt;br&amp;gt;Only one building can be constructed&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Church.png|50px]] Temple&lt;br /&gt;
| [[File:Wood.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron&lt;br /&gt;
| Praying at the Temple restores 30% Piety&amp;lt;br&amp;gt;Praying at the Temple gives the &amp;quot;Morning service&amp;quot; thought (+8 Mood) for 8 hours&amp;lt;br&amp;gt;Each building can support 40 people&amp;lt;br&amp;gt;Priests perform weddings and funerals and visit the sick&amp;lt;br&amp;gt;Homeless people will sleep in the temple&amp;lt;br&amp;gt;Lords can deliver sermons whose effectiveness scales with the lord&#039;s Persuasion&lt;br /&gt;
* [[File:Fanatic.png|25px]] Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic&lt;br /&gt;
* [[File:Agonistic.png|25px]] Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallows.png|50px]] Scaffold&lt;br /&gt;
| [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron&lt;br /&gt;
| Enables Punish actions (this does not require workers)&amp;lt;br&amp;gt;Workers search for criminals and sentence them with the selected punishment&amp;lt;br&amp;gt;Each worker can intimidate one vagabond, preventing them from committing crimes next day&amp;lt;br&amp;gt;People who are around the building when a punishment is carried out will gain the &amp;quot;Execution spectacle&amp;quot; thought, which gives a Mood bonus that scales with the punishment&amp;lt;br&amp;gt;Has a Terror option which can be set for a certain culture or everyone, and has the following effects:&lt;br /&gt;
* Workers will punish everyone in the following order: vagabonds, unemployed, peasants&lt;br /&gt;
* Average happiness and migration will decrease&lt;br /&gt;
* Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chancellery.png|50px]] Chancellery&lt;br /&gt;
| [[File:Wood.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:Tools.png|25px]] 5 Tools&lt;br /&gt;
| Workers can be assigned as managers to other buildings&amp;lt;br&amp;gt;Requires the constant presence of a lord to function&amp;lt;br&amp;gt;Each worker uses 1 Paper per assigned building&amp;lt;br&amp;gt;Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Army buildings ==&lt;br /&gt;
Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Barracks.png|50px]] Barracks || [[File:Wood.png|25px]] 30 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || Provides sleeping space for 10 warriors&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Training ground.png|50px]] Training Ground || [[File:Wood.png|25px]] 10 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 10 Iron || Allows training warriors&amp;lt;br&amp;gt;Requires a manager&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Night Patrol || Free || Marks a circle area around it for patrolling during evening&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near warehouses and housing buildings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Patrol sign.png|50px]] Day Patrol || Free || Marks a circle area around it for patrolling during daytime&amp;lt;br&amp;gt;Constructed and moved instantly&amp;lt;br&amp;gt;Best placed near lumberjacks, herbalists and buildings that use prisoners&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Housing buildings ==&lt;br /&gt;
Housing buildings provide living space to a certain category of people.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Living space&lt;br /&gt;
! Houses&lt;br /&gt;
! Notes&lt;br /&gt;
! Requires knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Noble house.png|50px]] Lord&#039;s House || [[File:Wood.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No&lt;br /&gt;
|-&lt;br /&gt;
| [[File:House.png|50px]] Peasant&#039;s House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the &amp;quot;Separate housing&amp;quot; thought (+10 Mood) || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slaves barrack.png|50px]] Prisoner Ward || [[File:Wood.png|25px]] 25 Wood || 21 || Prisoners || Contains an Altar inside&amp;lt;br&amp;gt;Requires a worker&amp;lt;br&amp;gt;Required to give resources to prisoners || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roads ==&lt;br /&gt;
[[File:Roads.png|thumb|300px|A city making use of roads]]&lt;br /&gt;
All roads cost 4 [[File:Gold.png|25px]] Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Decor buildings ==&lt;br /&gt;
Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=World&amp;diff=1220</id>
		<title>World</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=World&amp;diff=1220"/>
		<updated>2024-07-01T09:07:39Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Improving Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:World map.png|thumb|400px|The world map]]&lt;br /&gt;
The world map is divided into regions. Every region has a city and two villages. Each city increases its population and gold proportionally with how many lords it has. Hovering over a city&#039;s number of books will list what books it possesses. Lords and armies are also visible on the map. Lords move fast and cannot be attacked. Armies move slow and can be attacked by independent and suzerain kings.&lt;br /&gt;
&lt;br /&gt;
When two armies meet on the world map a battle icon will appear above them. Clicking on it will display a comparison between the two armies, and in the middle a balance of power bar that shows which army is more powerful and by how much. You can then choose to play out the battle automatically, fight it manually, or retreat.&lt;br /&gt;
&lt;br /&gt;
Certain actions on the world map require either an adult lord or a messenger. Sending a messenger costs 1 [[File:Paper.png|25px]] Paper and uses the skills of the king.&lt;br /&gt;
&lt;br /&gt;
The kingdom will start with the protection of the Loving Family, which prevents other kings from attacking you, demanding anything or conducting dark deeds or intrigue. It lasts until the city has a population of 50 or you do one of these actions first.&lt;br /&gt;
&lt;br /&gt;
Cities can be burned to the ground. If burned to the ground, any king can pay 300 Gold to settle the ruins. The province will be restored as a vassal, with the sent lord becoming its king.&lt;br /&gt;
&lt;br /&gt;
== Independence ==&lt;br /&gt;
Kings can be suzerains, independents or vassals.&lt;br /&gt;
* Suzerains are lords that have vassals.&lt;br /&gt;
* Independents are lords which are neither vassals nor do not have vassals.&lt;br /&gt;
* Vassals are lords that have a suzerain.&lt;br /&gt;
&lt;br /&gt;
Vassals cannot attack cities, raid villages or demand tribute from kings and must pay Gold to the suzerain that scales with the vassal&#039;s city population. Anyone who attacks a vassal will severely worsen their relations with the vassal&#039;s suzerain. Dark deeds are not possible between a vassal and a suzerain. When the suzerain king dies all its vassals become independent.&lt;br /&gt;
&lt;br /&gt;
A vassal&#039;s will get between &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion with its suzerain depending on the difference in army strength.&lt;br /&gt;
&lt;br /&gt;
== Provinces ==&lt;br /&gt;
Norland contains 25 provinces. The following provinces are available when starting a new game:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=2 | Province&lt;br /&gt;
! colspan=4 | City resources&lt;br /&gt;
! rowspan=2 | Village resources&lt;br /&gt;
! rowspan=2 | Difficulty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wood.png|25px]]&lt;br /&gt;
| [[File:Iron.png|25px]]&lt;br /&gt;
| [[File:Herb.png|25px]]&lt;br /&gt;
| [[File:Rye.png|25px]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enchantment&#039;&#039;&#039; || 1 || 1 || 2 || 3 || [[File:Wood.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Silverhaven&#039;&#039;&#039; || 2 || 2 || 1 || 2 || [[File:Wood.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sparksville&#039;&#039;&#039; || 3 || 1 || 2 || 2 || [[File:Wood.png|25px]][[File:Rye.png|25px]] || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Easy&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brightvale&#039;&#039;&#039; || 3 || 0 || 2 || 3 || [[File:Wood.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystallight&#039;&#039;&#039; || 1 || 2 || 3 || 0 || [[File:Wood.png|25px]][[File:Rye.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goldshire&#039;&#039;&#039; || 3 || 1 || 1 || 2 || [[File:Iron.png|25px]][[File:Herb.png|25px]] || &amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Normal&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crystallia&#039;&#039;&#039; || 1 || 1 || 1 || 0 || [[File:Rutabaga.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frostkeep&#039;&#039;&#039; || 3 || 2 || 0 || 0 || [[File:Rye.png|25px]][[File:Rutabaga.png|25px]] || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Hard&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Villages ===&lt;br /&gt;
Every province has two villages, which will tribute one resource to the province&#039;s city every 4-6 days.&lt;br /&gt;
&lt;br /&gt;
Independent and suzerain kings can raid a village to take half of the produced tribute and capture prisoners. Villages have a number of defenders armed with Daggers that will fight back if raided and if the village is in the province of another king it will reduce relationship between the two kings by 20.&lt;br /&gt;
&lt;br /&gt;
The owner of a village&#039;s province can pay 400 Gold to double the province&#039;s migration for 5 days and 100 Gold to halve the province&#039;s migration for 5 days. These actions are started by selecting a village but affect every village in the region.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camps ===&lt;br /&gt;
Bandit camps can appear if enough peasants leave to join the forest banding. Unless they are destroyed or bribed the forest bandits will periodically attack the province&#039;s villages and eventually the city. There are two ways of handling bandit camps:&lt;br /&gt;
* [[File:Attack.png|35px]] Attack. If victorious the camp will be destroyed and you will gain 25 Gold per bandit, +5 relationship with neighbors and +12 relationship with the Matriarch and any prisoners in the camp they will be freed. If defeated any hostages will be killed and the bandit camp will send an army to the city in a few days. Hovering over the Attack button will show the possible Gold loot and before sending the selected army the game will display the estimated chance of victory.&lt;br /&gt;
* [[File:Gold.png|35px]] Bribing costs 30 Gold and prevents attacks on the city and the growth of the bandit camp for a week. This action requires a lord or messenger.&lt;br /&gt;
&lt;br /&gt;
Bandit camps in the province of another king may send offers. Accepting an offer reduces relationship with the province&#039;s king by 7 and the bandits can later use the Gold to gain more bandits.&lt;br /&gt;
* [[File:Hiring Bandits.png|35px]] Hiring Bandits costs 350 Gold and gives 7 bandits with a Combat skill of 5 and no weapons&lt;br /&gt;
* [[File:Slave.png|35px]] Sale of Prisoners gives prisoners and costs 12 Gold per prisoner&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
There are multiple kings you can interact with on the world map by clicking on their cities. You can interact with specific lords in another city by choosing &amp;quot;Lords&amp;quot; from the action menu. Lords will have a flag behind them in the actions menu which shows what city they&#039;re from.&lt;br /&gt;
&lt;br /&gt;
Send the guest will make the selected lord go to the selected city and interact with the lords present. This action cannot be performed by messengers.&lt;br /&gt;
&lt;br /&gt;
Independent and suzerain kings can attack cities. This will reduce relationship with its king and if the city&#039;s king is not an enemy it will also reduce relations with all neighbors and the bishop by 20. If victorious it will steal some Gold.&lt;br /&gt;
&lt;br /&gt;
Marriage is only available if the relationship between two kings is at least +5. The bride will move to the husband&#039;s city and the husband will pay a price in Gold that scales with the strength of the bride&#039;s city. Relationship between the two kings will be increased by 30.&lt;br /&gt;
&lt;br /&gt;
=== Improving Relationships ===&lt;br /&gt;
The following actions will improve relationships with the selected city:&lt;br /&gt;
* [[File:Spend Time.png|35px]] Spend Time is identical to the regular action.&lt;br /&gt;
* [[File:Wolf Hunting.png|35px]] Wolf Hunting is identical to the regular action.&lt;br /&gt;
* [[File:Envoy.png|35px]] The Envoy&#039;s Visit improves relations depending on the performer&#039;s Manners skill level.&lt;br /&gt;
* [[File:Gold.png|35px]] Offering to the king: Transfers 200 Gold from the city to the targeted city and improves relations depending on the performer&#039;s Manners skill level but repeated use will lead to lower increases.&lt;br /&gt;
* [[File:Repair Relationships.png|35px]] Restore Relations is only available if one of the lords has the Persuasion skill as their talent and skill level is at least 15, costs 10 Holy Rings and improves relationships.&lt;br /&gt;
&lt;br /&gt;
=== Politics ===&lt;br /&gt;
Politics are actions that will change the relationship between two cities.&lt;br /&gt;
* [[File:Attack.png|35px]] Threat of Plunder. The city&#039;s king will surrender all their Gold or refuse. If they refuse you will be required to attack their city. If you win you will take all Gold from the city. If relationship is Enmity or Mortal Enemy it reduces relationship with the city&#039;s king by 15. Otherwise reduces relationship with the city&#039;s king by 50 and with everyone else by 20.&lt;br /&gt;
* [[File:Raid the Village.png|35px]] Burning to the Ground threatens to destroy the city and reduces relationship with the city&#039;s king by 130 and with everyone else by 20.&lt;br /&gt;
* [[File:Snake.png|35px]] Slander against a neighbor requires at least 25 relationship between the kings. It worsens relations between the target and another king depending on the performer&#039;s Persuasion skill but also reduces relationships.&lt;br /&gt;
* [[File:Praise of the Neighbor.png|35px]] Praise of the Neighbor requires at least 25 relationship between the kings and improves relations between the target and another king depending on the performer&#039;s Persuasion skill.&lt;br /&gt;
* [[File:Peace Treaty.png|35px]] Peace Treaty requires at least 25 relationship between the kings and costs 200 Gold. If accepted, for 10 days both kings cannot attack each other&#039;s cities, raid each other&#039;s villages, offer each other vassalage, perform dark deeds on each other, and their relationship is increased by 20. The treaty will end early if one of the kings dies.&lt;br /&gt;
* [[File:Withdrawal from Vassalage.png|35px]] Withdrawal from Vassalage is only available towards the suzerain lord. If the suzerain is significantly weaker they will grant independence. Otherwise they will attack the city in a few days. If their army is defeated you will become independent, otherwise you will remain a vassal. Reduces relationship with the suzerain king by 20 and with all neighbors who dislike you by 10.&lt;br /&gt;
* [[File:Gold.png|35px]] Politely Demand Tribute is only available to kings who are not vassals and will demand 500 Gold. Relationship with the city&#039;s king are reduced by 25 and the king will refuse if they have a sufficiently large army.&lt;br /&gt;
&lt;br /&gt;
==== Expansion ====&lt;br /&gt;
Expansion politics are actions that will expand the border of the cities.&lt;br /&gt;
* [[File:Free.png|35px]] Invite to your Alliance requires an army that is not twice smaller than that of the city&#039;s king&#039;s.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Demand Vassalage is only available between independent kings and reduces the relationship between them by 25. The city&#039;s king will either become a vassal or refuse. If they refuse you will be required to attack their city. If you win the king will become your vassal. Removes the protection of the Loving Family.&lt;br /&gt;
* [[File:Appoint as Heir.png|35px]] Offer Vassalage is only available between independent kings whose relationship is at least friendship and reduces the relationship between them by 50. The city&#039;s king will either become a vassal or refuse. If they refuse you will be required to attack their city. If you win the king will become your vassal. Removes the protection of the Loving Family. They are more likely to accept.&lt;br /&gt;
&lt;br /&gt;
=== Dark Deeds ===&lt;br /&gt;
Dark Deeds are actions that require cutthroats to be present in the city and cost 50 [[File:Gold.png|25px]] Gold per persuaded cutthroat. Their success depends on the number of cutthroats that the sender can persuade to undertake the deed. Whether they succeed or not they will reduce relationship with the city&#039;s king and the Matriarch. All Dark Deeds remove the protection of the Loving Family.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dark Deed&lt;br /&gt;
! Objective&lt;br /&gt;
! Success chance&lt;br /&gt;
! Relationships with king&lt;br /&gt;
! Relationships with Matriarch&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kill.png|25px]] Lord&#039;s Assassination&lt;br /&gt;
| Kill the selected adult lord&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord&lt;br /&gt;
| Kidnap the selected adult lord&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Library Robbery.png|25px]] Library Robbery&lt;br /&gt;
| Steal all books from the city&lt;br /&gt;
| 20% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gold.png|25px]] Hall Robbery&lt;br /&gt;
| Steal 200 Gold per convinced cutthroat&lt;br /&gt;
| 10% per persuaded cutthroat&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unholy Horde ==&lt;br /&gt;
[[File:Unholy Horde.png|thumb|250px|The capital of the Unholy Horde]]&lt;br /&gt;
The Unholy Horde will only appear if it has been enabled at game creation. On day 3 you will receive a notification about a cult in the norther woods. On day 5 the Unholy Horde appears in the north-western corner of the map. The Unholy Horde will raid all villages of neighboring cities and every 5 days it will attempt to conquer another province. If they win the city and all lords are destroyed.&lt;br /&gt;
&lt;br /&gt;
The Unholy Horde cannot be negotiated with. Their cities can be attacked and if victorious will improve relations with everyone by 50.&lt;br /&gt;
&lt;br /&gt;
The Unholy Horde will leave after 55 days and can be defeated earlier by capturing its capital city.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
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