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[[File:Lord view.png|thumb|300px|A lord]]
[[File:Lord view.png|thumb|300px|A lord]]


Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed at the top of the screen, where they have a <span style="color:green;">'''green'''</span>, <span style="color:yellow;">'''yellow'''</span> or <span style="color:red;">'''red'''</span> background depending on their Mood. Lords may randomly have desires, which decrease their Mood unless fulfilled. Each city can only support 6 lords, excluding lesser lords.
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 <span style="color:green;">'''green'''</span>, <span style="color:yellow;">'''yellow'''</span> or <span style="color:red;">'''red'''</span> 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.


Lords can be obtained by being born in the city or by being given a title.
Lords can be obtained by being born in the city or by being given a title.


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 former heirs may raise a rebellion and other lords may decide to move to another king. The king always has 100 Loyalty.
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 former heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.


Lords can visit each other's cities as guests. Treating visiting lords well may lead them to offer to train one of the city's lords. Visiting lords can also be kidnapped, but doing so has diplomatic consequences.
Lords can visit each other's cities as guests. Treating visiting lords well may lead them to offer to train one of the city's lords. Alternatively, visiting lords can be kidnapped, but doing so has diplomatic consequences.


Lords who are unhappy for long enough may experience a nervous breakdown. The severity of a nervous breakdown varies from mild forms, such as binge drinking, to severe forms, such as suicide, and is usually affected by how low the lord's Mood was. The first nervous breakdown of any character will be mild.
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's Mood was. The first nervous breakdown of any character will be mild.


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.
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.
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== Skills ==
== Skills ==


In addition to [[File:Combat.png|25px]] Combat, which is common to all characters, lords also have 7 other skills that determine their effectiveness when undertaking tasks. Skills can be increased through training. Children gain more experience from training.
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.


* [[File:Manners.png]] '''Manners''' influences Interest gained from other lords and the effectiveness of insights gained from deep conversations. A significant difference in skill level can also lead to rejection between lords. It is increased by learning Rhetoric.
* [[File:Manners.png]] '''Manners''' 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.
* [[File:Trade.png]] '''Trade''' 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.
* [[File:Trade.png]] '''Trade''' 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.
* [[File:Persuasion.png]] '''Persuasion''' 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.
* [[File:Persuasion.png]] '''Persuasion''' 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.
* [[File:Intellect.png]] '''Intellect''' 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.
* [[File:Intellect.png]] '''Intellect''' 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.
* [[File:Management.png]] '''Management''' determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.
* [[File:Management.png]] '''Management''' determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.
* [[File:Teaching.png]] '''Teaching''' determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.
* [[File:Teaching.png]] '''Teaching''' determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.
* [[File:Command.png]] '''Command''' 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.
* [[File:Command.png]] '''Command''' 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.
 
== Character traits ==
 
Every character can have a number of '''Character Traits''', which affect their personality, abilities, relationships and interactions with other characters.
 
Character Traits can be assigned during character creation and can also be acquired during a character's life as a result of their experiences and circumstances. Starting skills can take the bonuses and penalties of assigned traits into account.
 
New Character Traits have been added in several updates, including:
 
* '''Smuggler'''
* '''Kind-hearted'''
* '''Duelist'''
* '''Honest Trader'''
* '''Iron Fist'''
* '''Benefactor'''
* '''Combat Teacher'''
* '''Intimidating'''
* '''Bookworm'''
* '''Friend of the Scriptonics'''
* '''Devout'''
* '''Preacher'''
 
Additional traits may be added as the character and political systems are developed.
 
== Strengths and Weaknesses ==
 
Every lord can have a '''Strength''' and a '''Weakness'''. They are used by the personal politics system.
 
Strengths allow a lord to influence characters with certain Weaknesses more effectively. Politicians can use their Strengths to recruit other lords as allies and assign allies with suitable Strengths to act against targets.
 
Some Weaknesses are connected to physical or personal vulnerabilities and can be exploited by other characters through political actions.
 
{| class="wikitable"
! Strength
! Weakness
|-
| '''Silver Tongue'''
| '''Naive'''
|-
| '''Fleshwolf Hammer'''
| '''Impressionable Hunter'''
|-
| '''Sensitive Lover'''
| '''Slave of Desire'''
|-
| '''Fistfighter'''
| '''Boastful'''
|-
| '''Born Leader'''
| '''Impressionable'''
|}
 
The available Strengths and Weaknesses may change as the personal politics system is developed.


== Talents ==
== Talents ==


Every lord can have one or two skills as talents, shown with a yellow star in the skills menu. Talent skills can be inherited from parents.
The original Talent system allowed one or two individual skills to be designated as talents. Talent skills gained additional experience during training and provided a special bonus after reaching a high skill level.


Lords gain +5 experience when training in a talent skill. Once a talent skill reaches level 15 or above, the lord gains a powerful bonus.
This system has since been changed. Talents are no longer treated as individual skill bonuses in the same way as the original system.


{| class="wikitable"
Character abilities are instead primarily represented by Character Traits, Strengths and Weaknesses.
! Talent
 
! Skill
== Acquiring Skills ==
! Effect
 
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.
 
{| class='wikitable sortable'
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia
|-
| 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
|-
|-
| '''Charismatic''' || [[File:Manners.png|25px]] Manners || +15 Interest from opposite-sex lords and can freely visit enemy cities
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate
|-
|-
| '''City defender''' || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate
|-
|-
| '''Diplomat''' || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action
| 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)
|-
|-
| '''Enlightener''' || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings
|-
|-
| '''Forecaster''' || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book
|-
|-
| '''Head chopper''' || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only
|-
|-
| '''Insightful''' || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day
|-
|-
| '''Sharp-tongued''' || [[File:Management.png|25px]] Management || When in charge of the Chancellery, the building does not need Paper
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e<sup>0.0648x</sup>, where x is commander's [[File:Command.png|25px]] Command skill level. Limited by commander's [[File:Combat.png|25px]] Combat skill level
|-
| [[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
|}
|}


== Character Traits ==
== Personality traits ==


Every lord can have a number of character traits that affect their personality, behavior, or interactions with other characters.
Every lord will have a number of personality traits, which affect how the lord behaves or interacts with other characters.


Character traits may be acquired through different circumstances and experiences. Some traits are associated with childhood, while others can be inherited or acquired during a character's life.
Character Traits have been expanded through updates and can provide bonuses or penalties affecting skills, relationships, mood and various actions.


=== Personality traits ===
Some traits are acquired or influenced by a character's experiences and circumstances, while others can be present from the beginning of the game.


{| class="wikitable"
{| class="wikitable"
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| '''Ascetic''' || No thoughts from lack or excess of Holy Rings || Long time fanatic
| '''Ascetic''' || No thoughts from lack or excess of Holy Rings || Long time fanatic
|-
|-
| '''Sublimation''' || Low Sex need does not give negative thoughts; 20% higher chance of nervous breakdowns || Long time without sex
| '''Sublimation''' || Low Sex need does not give negative thoughts<br>20% higher chance of nervous breakdowns || Long time without sex
|-
|-
| '''Anxious''' || Always wakes up during a home invasion || Experienced a home invasion or captivity
| '''Anxious''' || Always wakes up during a home invasion || Experienced a home invasion or captivity
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| '''Substance aversion''' || Hates lords with addiction || Someone close has an addiction
| '''Substance aversion''' || Hates lords with addiction || Someone close has an addiction
|-
|-
| '''Coward''' || Negative thought about this lord from the army they led; negative thought about this lord from all lords || Commanded an army and fled
| '''Coward''' || Negative thought about this lord from the army they led<br>Negative thought about this lord from all lords || Commanded an army and fled
|-
|-
| '''Pacifist''' || Unhappy when having to command troops || Commanded an army that was defeated
| '''Pacifist''' || Unhappy when having to command troops || Commanded an army that was defeated
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=== Happy childhood traits ===
=== Happy childhood traits ===


Happy childhood traits can be gained if the lord had high Mood during childhood.
Happy childhood traits can be gained if the lord had high Mood during childhood years.


{| class="wikitable"
{| class="wikitable"
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=== Unhappy childhood traits ===
=== Unhappy childhood traits ===


Unhappy childhood traits can be gained if the lord had low Mood during childhood.
Unhappy childhood traits can be gained if the lord had low Mood during childhood years.


{| class="wikitable"
{| class="wikitable"
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| '''Envious''' || More prone to feeling envious towards others
| '''Envious''' || More prone to feeling envious towards others
|-
|-
| '''Gambling addiction''' || Gives a bad thought if the lord did not play dice games in a while; thoughts on winning and losing have greater effect on Mood
| '''Gambling addiction''' || Gives a bad thought if the lord did not play dice games in a while<br>Thoughts on winning and losing have greater effect on Mood
|-
|-
| '''Lustful''' || Sex need becomes unfulfilled twice as fast
| '''Lustful''' || Sex need becomes unfulfilled twice as fast
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| '''Low fertility''' || -30% chance of getting pregnant
| '''Low fertility''' || -30% chance of getting pregnant
|-
|-
| '''Mental impairment''' || Has the "Joy of foolishness" thought (+8 Mood); -50% experience from learning
| '''Mental impairment''' || Has the "Joy of foolishness" thought (+8 Mood)<br>-50% experience from learning
|}
|}


=== Additional character traits ===
=== King traits ===


The character trait system has been expanded with additional traits that affect characters in more specific ways. These traits are introduced and adjusted through game updates.
Kings start with a trait that determines what other kings they will like and dislike.


{| class="wikitable"
{| class="wikitable"
! Trait
! Trait
! Effects
! Likes
! Dislikes
|-
|-
| '''Devout''' || Always fanatic
| '''Defender of Order''' || Kings who destroy bandit camps || Kings who tolerate bandit camps in their provinces and interact with them
|-
|-
| '''Preacher''' || Gains increased relationship growth with the Bishop after delivering a Sermon of Faith
| '''Egalitarian''' || Vassal kings || Suzerain kings
|}
 
More character traits may be added or changed as the character system continues to be developed.
 
== Strengths and Weaknesses ==
 
Lords may have strengths and weaknesses that form part of their personal characteristics and can influence political interactions.
 
Strengths and weaknesses are used by the personal politics system, allowing characters to exploit the vulnerabilities of others or make use of their own advantages.
 
The exact effects and available traits may change as the personal politics system is developed.
 
== Acquiring Skills ==
 
Each skill can be leveled up by performing specific actions. Some actions can only be performed by [[Warriors]] or [[Peasants]], while others are available to lords. Some actions can be performed repeatedly each day, while others can only be performed once per day.
 
{| class='wikitable sortable'
! Role !! Skill !! Action !! Frequency (Daily) !! EXP Gain !! Trivia
|-
|-
| Lords || [[File:Trade.png|25px]] Trade || Trading with The [[Holy Caravan]] || 1 || 3.00 || Applies per Lord per encounter, so you can train Trade for multiple lords
| '''Greedy''' || Kings who have twice more Holy Rings than themselves || Kings who have twice fewer Holy Rings than themselves
|-
|-
| Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate
| '''Gullible''' || Kings who are friends of their friends || Kings who are enemies of their friends
|-
| Lords || [[File:Command.png|25px]] Command || Wolf Hunting (Successful) || 1 || 2.50 || Probabilistic. Applies to both lords that participate
|-
| Lords || [[File:Combat.png|25px]] Combat || Hitting the Wolf while Wolf Hunting || Unlimited || 0.25 || Per 8 hits; this is unverified and may be probabilistic
|-
| Lords || [[File:Management.png|25px]] Management || Instructing || Unlimited || 0.25 || Probabilistic. Done after instructing buildings
|-
| Lords || [[File:Intellect.png|25px]] Intellect || Reading Book || Unlimited || 0.125 || Per 8 flips of reading a book
|-
|-
| Lords || [[File:Teaching.png|25px]] Teaching || Teaching Sesh || Unlimited || 1.00 || 1 session per student per day only
| '''Liberator''' || Kings without prisoners || Kings with 50% of population as prisoners
|-
|-
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day
| '''Religious''' || Religious kings || Agnostic kings
|-
|-
| [[Warriors]] || [[File:Combat.png|25px]] Combat || Training Ground Sesh || Unlimited || Variety || EXP = 0.0560e<sup>0.0648x</sup>, where x is commander's [[File:Command.png|25px]] Command skill level. Limited by commander's [[File:Combat.png|25px]] Combat skill level
| '''Supporter of Power''' || Kings whose armies are twice bigger || Kings whose armies are twice smaller
|-
|-
| [[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
| '''Scientist''' || Kings with higher Intellect skill than themselves ||
|}
|}


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Relationships between lords are measured on a scale from <span style="color:red;">'''-100'''</span> to <span style="color:green;">'''+100'''</span> and can change as a result of social thoughts and deep conversations.
Relationships between lords are measured on a scale from <span style="color:red;">'''-100'''</span> to <span style="color:green;">'''+100'''</span> and can change as a result of social thoughts and deep conversations.


* If relationship is above <span style="color:green;">'''+25'''</span>, 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.
* If relationship is above <span style="color:green;">'''+25'''</span> 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.
* If relationship is below <span style="color:red;">'''-25'''</span>, 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.
* If relationship is below <span style="color:red;">'''-25'''</span> 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.
* If relationship is below <span style="color:red;">'''-50'''</span>, 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.
* If relationship is below <span style="color:red;">'''-50'''</span> 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.


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.
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.


=== Interest ===
=== Interest ===
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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.
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.


The following factors affect Interest between two lords:
The following factors affect the Interest between two lords:


* Difference in Manners skill level
* Difference in Manners skill level
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* Sex need
* Sex need


If a lord has at least 60 Interest with another lord and their Sex need is below 25%, they may fall in love. A lord who is in love gains a strong positive thought, will only go on dates with their love interest, will gift them Holy Rings when deep conversations result in Flattery, and will suffer if rejected.
If a lord has at least 60 Interest with another lord 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 with 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.
 
Lords in love will also feel jealousy towards any lord of the same gender who is a friend of their love interest or is in love with them.
 
If two lords have gone on several dates or both fall in love with each other, they become lovers. Lovers can have sex at any time, try to spend even more time together, and have their Sex need satisfied by deep conversations that result in Heartfelt Conversation. Their relationship is treated like family.


The love relationship ends if either partner's Interest drops below 0.
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's Interest drops below 0.


=== Relationships between kings ===
=== Relationships between kings ===


The relation between two kings determines the relationship between their cities. Kings are also biased against women on the throne.
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:
 
Depending on the relationship between the kings, cities may have the following relationship levels:


{| class="wikitable"
{| class="wikitable"
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|}
|}


If relations are reduced below <span style="color:red;">'''-25'''</span> with an NPC king, they will react in the following ways:
If relations are reduced below <span style="color:red;">'''-25'''</span> with an NPC king they will react in the following ways:


* If the kings are independent, they will begin military actions against each other.
* If the kings are independent they will begin military actions against each other
* If the kings are suzerain and vassal, the vassal will rebel.
* If the kings are suzerain and vassal the vassal will rebel
* If the kings are allied and one of them is the leader of an alliance, the other king will leave the alliance.
* If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance


== Deep conversations ==
== Deep conversations ==
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* '''Ignoring''': 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.
* '''Ignoring''': 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.
* '''Mockery''': 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.
* '''Mockery''': 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.
* '''Insult''': The insulted lord receives a negative thought and worsens their relationship with the insulting lord. An insult has a chance to trigger a retaliatory insult or a fight.
* '''Insult''': 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.
* '''Joke''': 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.
* '''Joke''': 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.
* '''Flattery''': 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's Persuasion skill.
* '''Flattery''': 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's Persuasion skill.
* '''Intrigue''': Both lords 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's Persuasion skill.
* '''Intrigue''': 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's Persuasion skill.
* '''Apology''': 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's Persuasion skill.
* '''Apology''': 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's Persuasion skill.
On the global map, the former '''Spend Time Together''' action has been replaced by '''Gift to the Ruler'''. '''Spend Time Together''' remains available in some local-map situations.


== King's ambition ==
== King's ambition ==
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* Unconscious lords in a defeated army will be kidnapped by the victor.
* Unconscious lords in a defeated army will be kidnapped by the victor.


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.
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.


Hostages can be assigned to any action except military ones.
Hostages can be assigned to any action except military ones.


Hostages can be returned either by paying a ransom or by defeating the kidnapper.
Hostages can be returned either by paying a ransom or by defeating the kidnapper.

Latest revision as of 07:58, 21 August 2026

A lord

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 green, yellow or red 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.

Lords can be obtained by being born in the city or by being given a title.

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 former heirs will raise a rebellion and other lords will decide to move to another king. The king always has 100 Loyalty.

Lords can visit each other's cities as guests. Treating visiting lords well may lead them to offer to train one of the city's lords. Alternatively, visiting lords can be kidnapped, but doing so has diplomatic consequences.

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's Mood was. The first nervous breakdown of any character will be mild.

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.

Skills

In addition to 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.

  • Manners 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.
  • Trade 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.
  • Persuasion 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.
  • Intellect 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.
  • Management determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.
  • Teaching determines the amount of experience transferred during teaching and contributes to the success chance of certain dark deeds. It is increased by learning Philosophy.
  • Command 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.

Character traits

Every character can have a number of Character Traits, which affect their personality, abilities, relationships and interactions with other characters.

Character Traits can be assigned during character creation and can also be acquired during a character's life as a result of their experiences and circumstances. Starting skills can take the bonuses and penalties of assigned traits into account.

New Character Traits have been added in several updates, including:

  • Smuggler
  • Kind-hearted
  • Duelist
  • Honest Trader
  • Iron Fist
  • Benefactor
  • Combat Teacher
  • Intimidating
  • Bookworm
  • Friend of the Scriptonics
  • Devout
  • Preacher

Additional traits may be added as the character and political systems are developed.

Strengths and Weaknesses

Every lord can have a Strength and a Weakness. They are used by the personal politics system.

Strengths allow a lord to influence characters with certain Weaknesses more effectively. Politicians can use their Strengths to recruit other lords as allies and assign allies with suitable Strengths to act against targets.

Some Weaknesses are connected to physical or personal vulnerabilities and can be exploited by other characters through political actions.

Strength Weakness
Silver Tongue Naive
Fleshwolf Hammer Impressionable Hunter
Sensitive Lover Slave of Desire
Fistfighter Boastful
Born Leader Impressionable

The available Strengths and Weaknesses may change as the personal politics system is developed.

Talents

The original Talent system allowed one or two individual skills to be designated as talents. Talent skills gained additional experience during training and provided a special bonus after reaching a high skill level.

This system has since been changed. Talents are no longer treated as individual skill bonuses in the same way as the original system.

Character abilities are instead primarily represented by Character Traits, Strengths and Weaknesses.

Acquiring Skills

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.

Role Skill Action Frequency (Daily) EXP Gain Trivia
Lords Trade Trading with The Holy Caravan 1 3.00 Applies per Lord per encounter, so you can train Trade for multiple lords
Lords Combat Wolf Hunting (Successful) 1 2.75 Probabilistic. Applies to both lords that participate
Lords Command Wolf Hunting (Successful) 1 2.50 Probabilistic. Applies to both lords that participate
Lords Combat Hitting the Wolf while Wolf Hunting Unlimited 0.25 Per 8 hits (this trivia is unverified, might be probabilistic)
Lords Management Instructing Unlimited 0.25 Probabilistic. Done after instructing buildings
Lords Intellect Reading Book Unlimited 0.125 Per 8 flips of reading a book
Lords Teaching Teaching Sesh Unlimited 1.00 1 session per student per day only
Lords All Waking Up with 85 Happiness 1 5 Level Only for the day
Warriors Combat Training Ground Sesh Unlimited Variety EXP = 0.0560e0.0648x, where x is commander's Command skill level. Limited by commander's Combat skill level
Holy Caravan Trade Trading Sesh 1 1.50 Once per visit after the first lord transaction by clicking the Trade button

Personality traits

Every lord will have a number of personality traits, which affect how the lord behaves or interacts with other characters.

Character Traits have been expanded through updates and can provide bonuses or penalties affecting skills, relationships, mood and various actions.

Some traits are acquired or influenced by a character's experiences and circumstances, while others can be present from the beginning of the game.

Trait Effects Reason
Unattractive -10 Interest from all lords
Attractive +10 Interest from all lords
Beautiful +20 Interest from all lords
Ascetic No thoughts from lack or excess of Holy Rings Long time fanatic
Sublimation Low Sex need does not give negative thoughts
20% higher chance of nervous breakdowns
Long time without sex
Anxious Always wakes up during a home invasion Experienced a home invasion or captivity
Devout Always fanatic Nervous breakdown or someone close passed away
Premature Graying -10 Interest from all lords Nervous breakdown or someone close passed away
Sarcastic +40 base chance for a mean joke Nervous breakdown or someone close passed away
Substance aversion Hates lords with addiction Someone close has an addiction
Coward Negative thought about this lord from the army they led
Negative thought about this lord from all lords
Commanded an army and fled
Pacifist Unhappy when having to command troops Commanded an army that was defeated

Happy childhood traits

Happy childhood traits can be gained if the lord had high Mood during childhood years.

Trait Effects
Calm All nervous breakdowns are light
Courageous Higher threshold for bravery
Empathetic Social thoughts are enhanced
Monogamous Falls in love only once
Strong will Works when unhappy
Resistance to addictions Lower chance of developing dependencies

Unhappy childhood traits

Unhappy childhood traits can be gained if the lord had low Mood during childhood years.

Trait Effects
Cynic Social thoughts and thoughts about the death of loved ones are weaker
Envious More prone to feeling envious towards others
Gambling addiction Gives a bad thought if the lord did not play dice games in a while
Thoughts on winning and losing have greater effect on Mood
Lustful Sex need becomes unfulfilled twice as fast
Nervous All nervous breakdowns are severe
Tendency to addiction Higher chance of developing dependencies

Inherited traits

Inherited traits have a chance to be inherited from parents at birth.

Trait Effects
Difficult childbirth Increased chance of dying during childbirth
Early balding High chance of experiencing baldness earlier than usual
High fertility +30% chance of getting pregnant
Low fertility -30% chance of getting pregnant
Mental impairment Has the "Joy of foolishness" thought (+8 Mood)
-50% experience from learning

King traits

Kings start with a trait that determines what other kings they will like and dislike.

Trait Likes Dislikes
Defender of Order Kings who destroy bandit camps Kings who tolerate bandit camps in their provinces and interact with them
Egalitarian Vassal kings Suzerain kings
Greedy Kings who have twice more Holy Rings than themselves Kings who have twice fewer Holy Rings than themselves
Gullible Kings who are friends of their friends Kings who are enemies of their friends
Liberator Kings without prisoners Kings with 50% of population as prisoners
Religious Religious kings Agnostic kings
Supporter of Power Kings whose armies are twice bigger Kings whose armies are twice smaller
Scientist Kings with higher Intellect skill than themselves

Relationships

Relationships between lords are measured on a scale from -100 to +100 and can change as a result of social thoughts and deep conversations.

  • If relationship is above +25 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.
  • If relationship is below -25 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.
  • If relationship is below -50 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.

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.

Interest

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.

The following factors affect the Interest between two lords:

  • Difference in Manners skill level
  • Family relation
  • Existing relationships
  • Age
  • Social status
  • Alcohol consumption
  • Rumors
  • Previous interactions
  • Unattractive, Attractive and Beautiful personality traits
  • Sex need

If a lord has at least 60 Interest with another lord 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 with 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.

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's Interest drops below 0.

Relationships between kings

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:

Level Relationship Trade offers Marriage and guests Removes penalty for
Friendship +25 to +100 Yes Yes
Sympathy +5 to +25 Yes Yes
Neutral -5 to +5 Yes No
Unfriendly -25 to -5 No No PolitelyDemand Tribute
Offer Vassalage
Library Robbery
Hall Robbery
Enmity -50 to -25 No No Raid the Village
Plunder the City
Kidnapping a Lord
Mortal Enemy -100 to -50 No No Lord's Assassination

If relations are reduced below -25 with an NPC king they will react in the following ways:

  • If the kings are independent they will begin military actions against each other
  • If the kings are suzerain and vassal the vassal will rebel
  • If the kings are allied and one of them is the leader of an alliance the other king will leave the alliance

Deep conversations

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:

  • Heartfelt Conversation: 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.
  • Ignoring: 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.
  • Mockery: 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.
  • Insult: 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.
  • Joke: 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.
  • Flattery: 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's Persuasion skill.
  • Intrigue: 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's Persuasion skill.
  • Apology: 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's Persuasion skill.

On the global map, the former Spend Time Together action has been replaced by Gift to the Ruler. Spend Time Together remains available in some local-map situations.

King's ambition

The King chooses a goal for himself, such as increasing the population or becoming Emperor. If the goal is not achieved within the required time, the ruler's Mood will decrease.

Hostages

Hostages are lords that have been kidnapped. There are three ways to kidnap a lord:

  • Guests can be kidnapped via the Capture action.
  • You can order the kidnapping of a lord from a neighboring province.
  • Unconscious lords in a defeated army will be kidnapped by the victor.

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.

Hostages can be assigned to any action except military ones.

Hostages can be returned either by paying a ransom or by defeating the kidnapper.