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		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1299</id>
		<title>Lords</title>
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		<updated>2026-04-30T17:10:41Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: /* Acquiring Skills */  Training Ground formula change&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;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits (this trivia is unverified, might be probabilistic)&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e&amp;lt;sup&amp;gt;0.0648x&amp;lt;/sup&amp;gt;, where x is commander&#039;s [[File:Command.png|25px]] Command skill level. Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&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>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1298</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1298"/>
		<updated>2026-04-30T17:03:40Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: &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;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits (this trivia is unverified, might be probabilistic)&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || Lagrange Interpolation: EXP = (-x&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; + 15x&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - 44x + 210)/(3000), where x is commander&#039;s [[File:Command.png|25px]] Command skill level. Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&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>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1297</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1297"/>
		<updated>2026-04-30T16:59:38Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Added &amp;quot;Waking Up with 85 Happiness&amp;quot;&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;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits (this trivia is unverified, might be probabilistic)&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || Lagrange Interpolation: EXP = (-x&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; + 15x&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - 44x + 210)/(3000). Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&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>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1296</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1296"/>
		<updated>2026-04-30T16:57:14Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Added some entries into Acquiring Skills table&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;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits (this trivia is unverified, might be probabilistic)&lt;br /&gt;
|-&lt;br /&gt;
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || Lagrange Interpolation: EXP = (-x&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; + 15x&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - 44x + 210)/(3000). Limited by commander&#039;s [[File:Combat.png|25px]] Combat skill level&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy Caravan]] || [[File:Trade.png|25px]] Trade || Trading Sesh || 1 || 1.50 || Once per visit after the first lord transaction by clicking the Trade button&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>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1295</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1295"/>
		<updated>2026-04-30T16:01:24Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Added Warrior Training Ground Sesh&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;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 4 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting || 2 || 4 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting || 2 || 4 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructioning || 1 || 4 || Probabilistic. Done while instructing buildings&lt;br /&gt;
|-&lt;br /&gt;
| Warriors || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || 1 || Limited by commander&#039;s skill level&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>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1294</id>
		<title>Lords</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Lords&amp;diff=1294"/>
		<updated>2026-04-30T15:59:33Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Populated Acquiring Skills&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;
=== Acquiring Skills ===&lt;br /&gt;
Each skills can be leveled up by simply doing specific actions. Some actions can only be done by [[Warriors]] or [[Peasants]] but not [[Lords]]. Some actions can be done repeatedly each day, some only once per day.&lt;br /&gt;
&lt;br /&gt;
{| class=&#039;wikitable sortable&#039;&lt;br /&gt;
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 4 || Applies per Lord per encounter, so you can train [[File:Trade.png|25px]] Trade for multiple lords&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting || 2 || 4 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting || 2 || 4 || Probabilistic. Applies to both lords that participate&lt;br /&gt;
|-&lt;br /&gt;
| Lords || [[File:Management.png|25px]] Management || Instructioning || 1 || 4 || Probabilistic. Done while instructing buildings&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>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1293</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1293"/>
		<updated>2026-04-26T10:54:44Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Updated economic Highest buildings and produce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Knowledge menu.png|thumb|300px|The knowledge menu]]&lt;br /&gt;
Many things requires at least one of the lords to have the prerequisite knowledge. Lords that are at least 12 years old gain knowledge by reading or rewriting books, which are housed in the Library. In the Knowledge menu lords can be assigned to study and rewrite books. After studying a book, the lord will be able to create a copy of it using 3 [[File:Paper.png|25px]] Paper. The knowledge menu will display which lords know which knowledge.&lt;br /&gt;
&lt;br /&gt;
Books are mainly bought from the Holy Caravan, who will always sell any missing book as long as its requirements are met. If a lord knows a book they can also write it.&lt;br /&gt;
&lt;br /&gt;
If assigned to read, the lord will do that all day unless they are satisfying a need. If assigned to rewrite, the lord will do it between 9 AM and 6 PM. Other assignments and actions will be completed first before resuming either of these.&lt;br /&gt;
&lt;br /&gt;
The speed at which books are read or written depends on the assigned lord&#039;s [[File:Intellect.png|25px]] Intellect skill. Both decrease Rest.&lt;br /&gt;
&lt;br /&gt;
Very rarely, if a lord&#039;s Mood is high and they are managing a building they may gain a random knowledge. It can also happen as a result of nervous breakdowns. The chance for both is affected by the lord&#039;s [[File:Intellect.png|25px]] Intellect skill.&lt;br /&gt;
&lt;br /&gt;
Every city will start with the Mine and Rye Field and Mill books. Additional books can be added by the selected scenario.&lt;br /&gt;
&lt;br /&gt;
Books come in three levels of rarity, which determines their price, the required [[File:Intellect.png|25px]] Intellect skill to read them and the chance of being shared during a Wise Conversation.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Basic&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 3 skill to read and have a 3% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 9 skill to read and have a 2% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Highest&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 13 skill to read and have a 1% chance of being shared&lt;br /&gt;
&lt;br /&gt;
== Economic knowledge ==&lt;br /&gt;
Economic knowledge unlocks buildings, their upgrades, and resources for production.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Mine&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Sawmill&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Brewery&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Altar&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Archer Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Road Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Granary&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rye Field and Mill&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field and Beer&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Herbalist&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scaffold&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population, Alchemy Lab knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Internal Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population, Mine knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Chancellery&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Training Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Palisade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Defence Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Stone Mining&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorful Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Armor Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Alchemy Lab&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Smelting Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Stone Mining&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Crossbows&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Sawmill building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Heavy Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Armor Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Axes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Swords&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cultural knowledge ==&lt;br /&gt;
Cultural knowledge gives various bonuses if a character knows them but will only be sold by the Holy Caravan if there is at least one lord with the same culture in the city and can only be read by those lords.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Culture&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Poisoner&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| Lord gains the Poisoner trait&lt;br /&gt;
| Alchemy Lab&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 50 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kaiden knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hand to Hand Combat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when not wielding a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidation of Tramps&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Vagabond intimidation lasts 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Captives&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Armies with prisoners move at normal speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Army&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Fear of Death penalty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty Basics&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Double chance for loyalists to appear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Ax Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding an Axe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Eternal Loyalists&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Loyalists remain loyalists forever&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Training&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +30% Training Field Effectiveness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Makha knowledge ===&lt;br /&gt;
The following books can only be read by lords 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;False Fanaticism&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Lord is considered fanatic regardless of actual state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to deal with addiction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Addictions are cured in only 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;The Joy of Enlightenment&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Visiting lords educate for free&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fanatics Terror&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Terror against fanatic characters has no penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from drinking Ale produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade deals can be made at 0 relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Polite Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Doubles relationship bonuses from trade deals&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Secret Deals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Deals with forest bandits do not affect relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Right Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Desire for Nectar produced in the province is halved&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Wearing Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| No penalty from wearing armor at low skill levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tanaya knowledge ===&lt;br /&gt;
The following books can only be read by lords of &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;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +50% Construction Speed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to not worry about sins&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Sin Penalties&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Paper&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Library fires do not burn books&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Effective Preaching&#039;&#039;&#039;&lt;br /&gt;
| Effectiveness of sermons is doubled&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Iron Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Wood Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Wood Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Common Good&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Terror Duration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Faith Defense&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Tax on Warriors&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Happiness of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| Prisoners cannot rebel&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Shields&#039;&#039;&#039;&lt;br /&gt;
| Doubles Shield effectiveness against arrows&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Art of Flirting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20 Interest from opposite sex lords&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Varn knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Cooking Meat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from eating Meat produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Braised Rutabaga&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rutabaga Typhoid no longer causes death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Correct Cutting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trees produce double Wood&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fertilize Correctly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Wood Fertilization Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighting Drought&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Droughts have no effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Rutabaga Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Bow Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding a Bow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Hop Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Longevity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pauses aging by 10 years&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Mace Stun&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Maces are 3 times more likely to stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn Moonshine&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood penalty from drinking Moonshine produced in the province is halves&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1292</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1292"/>
		<updated>2026-04-26T10:52:37Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Removed Military Logstics from Advanced knowledge buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Knowledge menu.png|thumb|300px|The knowledge menu]]&lt;br /&gt;
Many things requires at least one of the lords to have the prerequisite knowledge. Lords that are at least 12 years old gain knowledge by reading or rewriting books, which are housed in the Library. In the Knowledge menu lords can be assigned to study and rewrite books. After studying a book, the lord will be able to create a copy of it using 3 [[File:Paper.png|25px]] Paper. The knowledge menu will display which lords know which knowledge.&lt;br /&gt;
&lt;br /&gt;
Books are mainly bought from the Holy Caravan, who will always sell any missing book as long as its requirements are met. If a lord knows a book they can also write it.&lt;br /&gt;
&lt;br /&gt;
If assigned to read, the lord will do that all day unless they are satisfying a need. If assigned to rewrite, the lord will do it between 9 AM and 6 PM. Other assignments and actions will be completed first before resuming either of these.&lt;br /&gt;
&lt;br /&gt;
The speed at which books are read or written depends on the assigned lord&#039;s [[File:Intellect.png|25px]] Intellect skill. Both decrease Rest.&lt;br /&gt;
&lt;br /&gt;
Very rarely, if a lord&#039;s Mood is high and they are managing a building they may gain a random knowledge. It can also happen as a result of nervous breakdowns. The chance for both is affected by the lord&#039;s [[File:Intellect.png|25px]] Intellect skill.&lt;br /&gt;
&lt;br /&gt;
Every city will start with the Mine and Rye Field and Mill books. Additional books can be added by the selected scenario.&lt;br /&gt;
&lt;br /&gt;
Books come in three levels of rarity, which determines their price, the required [[File:Intellect.png|25px]] Intellect skill to read them and the chance of being shared during a Wise Conversation.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Basic&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 3 skill to read and have a 3% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 9 skill to read and have a 2% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Highest&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 13 skill to read and have a 1% chance of being shared&lt;br /&gt;
&lt;br /&gt;
== Economic knowledge ==&lt;br /&gt;
Economic knowledge unlocks buildings, their upgrades, and resources for production.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Mine&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Sawmill&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Brewery&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Altar&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Archer Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Road Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Granary&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rye Field and Mill&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field and Beer&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Herbalist&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scaffold&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population, Alchemy Lab knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Internal Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population, Mine knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Chancellery&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Training Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Palisade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Defence Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Stone Mining&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorful Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Armor Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Alchemy Lab&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Smelting Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Heavy Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Armor Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Axes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Swords&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cultural knowledge ==&lt;br /&gt;
Cultural knowledge gives various bonuses if a character knows them but will only be sold by the Holy Caravan if there is at least one lord with the same culture in the city and can only be read by those lords.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Culture&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Poisoner&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| Lord gains the Poisoner trait&lt;br /&gt;
| Alchemy Lab&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 50 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kaiden knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hand to Hand Combat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when not wielding a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidation of Tramps&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Vagabond intimidation lasts 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Captives&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Armies with prisoners move at normal speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Army&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Fear of Death penalty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty Basics&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Double chance for loyalists to appear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Ax Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding an Axe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Eternal Loyalists&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Loyalists remain loyalists forever&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Training&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +30% Training Field Effectiveness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Makha knowledge ===&lt;br /&gt;
The following books can only be read by lords 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;False Fanaticism&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Lord is considered fanatic regardless of actual state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to deal with addiction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Addictions are cured in only 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;The Joy of Enlightenment&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Visiting lords educate for free&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fanatics Terror&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Terror against fanatic characters has no penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from drinking Ale produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade deals can be made at 0 relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Polite Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Doubles relationship bonuses from trade deals&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Secret Deals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Deals with forest bandits do not affect relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Right Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Desire for Nectar produced in the province is halved&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Wearing Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| No penalty from wearing armor at low skill levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tanaya knowledge ===&lt;br /&gt;
The following books can only be read by lords of &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;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +50% Construction Speed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to not worry about sins&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Sin Penalties&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Paper&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Library fires do not burn books&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Effective Preaching&#039;&#039;&#039;&lt;br /&gt;
| Effectiveness of sermons is doubled&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Iron Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Wood Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Wood Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Common Good&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Terror Duration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Faith Defense&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Tax on Warriors&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Happiness of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| Prisoners cannot rebel&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Shields&#039;&#039;&#039;&lt;br /&gt;
| Doubles Shield effectiveness against arrows&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Art of Flirting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20 Interest from opposite sex lords&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Varn knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Cooking Meat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from eating Meat produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Braised Rutabaga&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rutabaga Typhoid no longer causes death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Correct Cutting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trees produce double Wood&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fertilize Correctly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Wood Fertilization Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighting Drought&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Droughts have no effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Rutabaga Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Bow Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding a Bow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Hop Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Longevity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pauses aging by 10 years&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Mace Stun&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Maces are 3 times more likely to stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn Moonshine&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood penalty from drinking Moonshine produced in the province is halves&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1291</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1291"/>
		<updated>2026-04-26T10:49:54Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Populated Advanced economic knowledge table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Knowledge menu.png|thumb|300px|The knowledge menu]]&lt;br /&gt;
Many things requires at least one of the lords to have the prerequisite knowledge. Lords that are at least 12 years old gain knowledge by reading or rewriting books, which are housed in the Library. In the Knowledge menu lords can be assigned to study and rewrite books. After studying a book, the lord will be able to create a copy of it using 3 [[File:Paper.png|25px]] Paper. The knowledge menu will display which lords know which knowledge.&lt;br /&gt;
&lt;br /&gt;
Books are mainly bought from the Holy Caravan, who will always sell any missing book as long as its requirements are met. If a lord knows a book they can also write it.&lt;br /&gt;
&lt;br /&gt;
If assigned to read, the lord will do that all day unless they are satisfying a need. If assigned to rewrite, the lord will do it between 9 AM and 6 PM. Other assignments and actions will be completed first before resuming either of these.&lt;br /&gt;
&lt;br /&gt;
The speed at which books are read or written depends on the assigned lord&#039;s [[File:Intellect.png|25px]] Intellect skill. Both decrease Rest.&lt;br /&gt;
&lt;br /&gt;
Very rarely, if a lord&#039;s Mood is high and they are managing a building they may gain a random knowledge. It can also happen as a result of nervous breakdowns. The chance for both is affected by the lord&#039;s [[File:Intellect.png|25px]] Intellect skill.&lt;br /&gt;
&lt;br /&gt;
Every city will start with the Mine and Rye Field and Mill books. Additional books can be added by the selected scenario.&lt;br /&gt;
&lt;br /&gt;
Books come in three levels of rarity, which determines their price, the required [[File:Intellect.png|25px]] Intellect skill to read them and the chance of being shared during a Wise Conversation.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Basic&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 3 skill to read and have a 3% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 9 skill to read and have a 2% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Highest&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 13 skill to read and have a 1% chance of being shared&lt;br /&gt;
&lt;br /&gt;
== Economic knowledge ==&lt;br /&gt;
Economic knowledge unlocks buildings, their upgrades, and resources for production.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Mine&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Sawmill&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Brewery&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Altar&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Archer Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Road Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Granary&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rye Field and Mill&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field and Beer&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Herbalist&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scaffold&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population, Alchemy Lab knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Internal Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population, Mine knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Chancellery&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Training Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Palisade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Defence Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Stone Mining&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorful Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Armor Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Alchemy Lab&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Smelting Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Light Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 1&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Heavy Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Armor Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Axes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Swords&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cultural knowledge ==&lt;br /&gt;
Cultural knowledge gives various bonuses if a character knows them but will only be sold by the Holy Caravan if there is at least one lord with the same culture in the city and can only be read by those lords.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Culture&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Poisoner&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| Lord gains the Poisoner trait&lt;br /&gt;
| Alchemy Lab&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 50 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kaiden knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hand to Hand Combat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when not wielding a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidation of Tramps&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Vagabond intimidation lasts 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Captives&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Armies with prisoners move at normal speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Army&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Fear of Death penalty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty Basics&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Double chance for loyalists to appear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Ax Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding an Axe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Eternal Loyalists&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Loyalists remain loyalists forever&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Training&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +30% Training Field Effectiveness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Makha knowledge ===&lt;br /&gt;
The following books can only be read by lords 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;False Fanaticism&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Lord is considered fanatic regardless of actual state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to deal with addiction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Addictions are cured in only 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;The Joy of Enlightenment&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Visiting lords educate for free&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fanatics Terror&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Terror against fanatic characters has no penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from drinking Ale produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade deals can be made at 0 relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Polite Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Doubles relationship bonuses from trade deals&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Secret Deals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Deals with forest bandits do not affect relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Right Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Desire for Nectar produced in the province is halved&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Wearing Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| No penalty from wearing armor at low skill levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tanaya knowledge ===&lt;br /&gt;
The following books can only be read by lords of &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;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +50% Construction Speed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to not worry about sins&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Sin Penalties&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Paper&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Library fires do not burn books&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Effective Preaching&#039;&#039;&#039;&lt;br /&gt;
| Effectiveness of sermons is doubled&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Iron Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Wood Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Wood Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Common Good&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Terror Duration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Faith Defense&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Tax on Warriors&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Happiness of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| Prisoners cannot rebel&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Shields&#039;&#039;&#039;&lt;br /&gt;
| Doubles Shield effectiveness against arrows&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Art of Flirting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20 Interest from opposite sex lords&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Varn knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Cooking Meat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from eating Meat produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Braised Rutabaga&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rutabaga Typhoid no longer causes death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Correct Cutting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trees produce double Wood&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fertilize Correctly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Wood Fertilization Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighting Drought&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Droughts have no effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Rutabaga Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Bow Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding a Bow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Hop Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Longevity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pauses aging by 10 years&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Mace Stun&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Maces are 3 times more likely to stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn Moonshine&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood penalty from drinking Moonshine produced in the province is halves&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199064054296</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1290</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Norland/index.php?title=Knowledge&amp;diff=1290"/>
		<updated>2026-04-26T10:43:57Z</updated>

		<summary type="html">&lt;p&gt;76561199064054296: Populated Basic economic knowledge table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Knowledge menu.png|thumb|300px|The knowledge menu]]&lt;br /&gt;
Many things requires at least one of the lords to have the prerequisite knowledge. Lords that are at least 12 years old gain knowledge by reading or rewriting books, which are housed in the Library. In the Knowledge menu lords can be assigned to study and rewrite books. After studying a book, the lord will be able to create a copy of it using 3 [[File:Paper.png|25px]] Paper. The knowledge menu will display which lords know which knowledge.&lt;br /&gt;
&lt;br /&gt;
Books are mainly bought from the Holy Caravan, who will always sell any missing book as long as its requirements are met. If a lord knows a book they can also write it.&lt;br /&gt;
&lt;br /&gt;
If assigned to read, the lord will do that all day unless they are satisfying a need. If assigned to rewrite, the lord will do it between 9 AM and 6 PM. Other assignments and actions will be completed first before resuming either of these.&lt;br /&gt;
&lt;br /&gt;
The speed at which books are read or written depends on the assigned lord&#039;s [[File:Intellect.png|25px]] Intellect skill. Both decrease Rest.&lt;br /&gt;
&lt;br /&gt;
Very rarely, if a lord&#039;s Mood is high and they are managing a building they may gain a random knowledge. It can also happen as a result of nervous breakdowns. The chance for both is affected by the lord&#039;s [[File:Intellect.png|25px]] Intellect skill.&lt;br /&gt;
&lt;br /&gt;
Every city will start with the Mine and Rye Field and Mill books. Additional books can be added by the selected scenario.&lt;br /&gt;
&lt;br /&gt;
Books come in three levels of rarity, which determines their price, the required [[File:Intellect.png|25px]] Intellect skill to read them and the chance of being shared during a Wise Conversation.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Basic&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 3 skill to read and have a 3% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 9 skill to read and have a 2% chance of being shared&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Highest&#039;&#039;&#039;&amp;lt;/span&amp;gt; books need at least 13 skill to read and have a 1% chance of being shared&lt;br /&gt;
&lt;br /&gt;
== Economic knowledge ==&lt;br /&gt;
Economic knowledge unlocks buildings, their upgrades, and resources for production.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Warehouse&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Mine&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Sawmill&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Brewery&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Altar&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Archer Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Road Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt; ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Granary&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Rye Field and Mill&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field and Beer&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Herbalist&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scaffold&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fletcher&#039;s Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Berry Infusion&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 20 Population, Alchemy Lab knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Internal Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population, Mine knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Small Temple&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Chancellery&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 40 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Training Ground&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Palisade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 55 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Defence Tower&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 70 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Stone Mining&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 85 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorful Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm&#039;&#039;&#039;&amp;lt;/span&amp;gt; || 30 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Armor Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Workshop knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Smelting Furnace&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Workshop knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Workshop knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Forge&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Workshop knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Alchemy Lab&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Herbalist knowledge&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Brewery: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Brewery level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Lumbermill: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Lumbermill level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mill: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Mill level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Mine: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Mine level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Herbalist: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Herbalist level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Pig Farm: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Pig Farm level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Coal Furnace: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Coal Furnace level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Workshop: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Workshop level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Armor Forge: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Armor Forge level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Smelting Furnace: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Smelting Furnace level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Paper Workshop: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Paper Workshop level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Forge: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge level 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Alchemist Lab: Upgrade&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Alchemist Lab level 3&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: left; margin-right: 20px;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Heavy Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Armor Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Axes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Swords&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Weapon Forge building&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cultural knowledge ==&lt;br /&gt;
Cultural knowledge gives various bonuses if a character knows them but will only be sold by the Holy Caravan if there is at least one lord with the same culture in the city and can only be read by those lords.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Culture&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Poisoner&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| Lord gains the Poisoner trait&lt;br /&gt;
| Alchemy Lab&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 50 Population&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Military Logistics Vol. 2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &#039;&#039;&#039;All&#039;&#039;&#039;&lt;br /&gt;
| +50% Army Movement&lt;br /&gt;
| 70 Population&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kaiden knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Hand to Hand Combat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when not wielding a weapon&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidation of Tramps&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Vagabond intimidation lasts 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Captives&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Armies with prisoners move at normal speed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Army&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Fear of Death penalty&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Loyalty Basics&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Double chance for loyalists to appear&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Ax Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding an Axe&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Eternal Loyalists&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Loyalists remain loyalists forever&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Kaiden Training&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +30% Training Field Effectiveness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Makha knowledge ===&lt;br /&gt;
The following books can only be read by lords 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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;False Fanaticism&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Lord is considered fanatic regardless of actual state&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to deal with addiction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Addictions are cured in only 2 days&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;The Joy of Enlightenment&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Visiting lords educate for free&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fanatics Terror&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Terror against fanatic characters has no penalties&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Ale&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from drinking Ale produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Makha Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trade deals can be made at 0 relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Polite Trade&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Doubles relationship bonuses from trade deals&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Secret Deals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Deals with forest bandits do not affect relations&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Right Nectar&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Desire for Nectar produced in the province is halved&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Wearing Armor&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| No penalty from wearing armor at low skill levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tanaya knowledge ===&lt;br /&gt;
The following books can only be read by lords of &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;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +50% Construction Speed&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;How to not worry about sins&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Sin Penalties&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Paper&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Library fires do not burn books&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Effective Preaching&#039;&#039;&#039;&lt;br /&gt;
| Effectiveness of sermons is doubled&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Iron Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Wood Economical Construction&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Wood Construction and Upgrade Costs&lt;br /&gt;
| 10 days passed&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Common Good&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Terror Duration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Faith Defense&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -30% Tax on Warriors&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Happiness of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| Prisoners cannot rebel&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Tanaya Shields&#039;&#039;&#039;&lt;br /&gt;
| Doubles Shield effectiveness against arrows&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;The Art of Flirting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20 Interest from opposite sex lords&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Varn knowledge ===&lt;br /&gt;
The following books can only be read by lords of &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn&#039;&#039;&#039;&amp;lt;/span&amp;gt; culture.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Knowledge&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Cooking Meat&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood bonus from eating Meat produced in the province is doubled&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Braised Rutabaga&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Rutabaga Typhoid no longer causes death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Correct Cutting&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Trees produce double Wood&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fertilize Correctly&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| -50% Wood Fertilization Cost&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Fighting Drought&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Droughts have no effects&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Rutabaga Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Rutabaga Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Bow Proficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Combat skill is doubled when wielding a Bow&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Hop Field: Efficiency&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| +20% Hop Field Production&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Longevity&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Pauses aging by 10 years&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Mace Stun&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Maces are 3 times more likely to stun&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Varn Moonshine&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Mood penalty from drinking Moonshine produced in the province is halves&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199064054296</name></author>
	</entry>
</feed>