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In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.
In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.


== Game settings ==
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.
The first step when creating a new game is creating the player family. The family will start with 3-5 lords. At character creation the starting age of an adult lord depends on what skill levels they're given. The family will begin with a sum of skill levels considered optimal by the game but the skill levels can be redistributed. The maximum starting age is 40, at which point additional skill levels cannot be added. Children cannot be given skills. The following family relations are possible when starting a new game:
* Two brothers and a wife
* Husband, wife, child
* Two sisters and a son
* Two brothers
* Three sisters
* Father and three daughters


The second step when creating a new game is first choosing a starting location and then choosing which provinces and independent and which are vassals. Every province can be selected and expanded to include more vassals.
If all adult lords die the game will end.
 
The final step is choosing the starting scenario, modifiers, difficulty, and whether the Unholy Horde will be present or not.
 
=== Start scenario ===
The following starting scenarios are available:
* '''Prisoner''': There is a bandit camp with 6 bandits in the city's province that has kidnapped one of the lords.
* '''Nectar's Children''': All starting characters have nectar addiction. Start with the Alchemy Lab and Nectar books.
* '''The Sword's Path''': King and his brothers are bastards, start without Flour and only 50 Wood but additional weapons and protection equipment, start with only 7 peasants but also 7 warriors.
* '''Deserters''': There is a bandit camp with 20 bandits in the city's province.
* '''Juice of Life''': All starting lords have Hemophilia.
* '''By Touch''': All starting lords have Vision Loss.
* '''The Hammer's Way''': Start with only 300 Gold but the Coal Furnace, Workshop, Weapon Forge, Axes and Swords books.


== Beginner tips ==
== Beginner tips ==
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).
* The first buildings that should be constructed are the Lumbermill (for construction materials), Carrot Field (for food), and Library (for gaining Knowledge).
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.
* Always assign lords to tasks best matching their skills:
* Always assign lords to tasks best matching their skills:
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=== Defeating stronger enemies ===
=== Defeating stronger enemies ===
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.
* Raid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.
* Neutralize their lords with the highest Command skill using intrigues.
* Neutralize their lords with the highest Command skill using intrigues.
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== Building management ==
== Building management ==
[[File:Production menu.png|thumb|300px|The production menu]]
[[File:20260820194927 2.jpg|thumb|300px|The production menu]]
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Afterwards production efficiency will begin to decrease. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.


Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries.
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.


Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.
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Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.


== Finance ==
== Disasters ==
[[File:Finance menu.png|thumb|300px|The finance menu]]
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:
The Finance menu is is where wages and the sale of resources can be adjusted. On the left side you can adjust the maximum amount of a certain resource that can be sold every day, as well as its cost. On the right side you can adjust the wages for the population. Peasants, Warriors and Unemployed are paid with Gold while prisoners are paid with food and alcohol resources.
* 4 fleshwolves attack the city
 
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher
Every character consumes 1 food per day, so the amount of food produced should be at least equal to the population and the food price per unit should be lower than the workers' salary. Characters who work also need alcohol every few days and their mood can be regulated with the quantity and price of the sold alcohol. Prisoners receive food (and alcohol if allowed) for free but require a functioning Prisoner Barns building for that. Markets open after 6 PM.
* For 5 days each character has a 10% chance of contracting smallpox
 
* For 5 days all migrants are vagabonds or cutthroats
Peasants will buy food from the Holy Caravan if prices are set too high.
* For 5 days 3-7 fanatic and nectar-addict peasants of Kaiden culture will arrive each day
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higheroly
* For 7 days 10-15% of each food and crop will be lost and their price at the H


== Holy Caravan ==
== Additional tips ==
The Holy Caravan arrives every 1-3 days and is the primary source of gold, holy rings, books and prisoners. Prisoners sold by the Holy Caravan do not have any [[File:Combat.png|25px]] Combat skill.


Prices at the Holy Caravan depend on the [[File:Trade.png|25px]] Trade skill of the lord trading with the Holy Caravan and can also be increased or decreased by buying or selling a large amount of a certain resource. Prices may also change randomly.
* Place fields on fertile soil to get a higher yield.
* Improve the lords' relations with the King (by using socializing and hunting) and make them your allies.
* If you see a tree icon above the Lumbermill, move it closer to the trees.
* Set up night patrols so that the guards can protect the inhabitants from terror.
* Keep a reserve of food and Wood before winter or disasters.
* Check your lords' needs and relationships regularly to prevent conflicts and improve their loyalty.
* Do not expand too quickly. Make sure your economy is stable before taking control of new provinces.

Latest revision as of 17:55, 20 August 2026

In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.

On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.

If all adult lords die the game will end.

Beginner tips

  • The first buildings that should be constructed are the Lumbermill (for construction materials), Carrot Field (for food), and Library (for gaining Knowledge).
  • By creating a strong army you can force neighbors into vassalage and use their tribute for further development.
  • Always assign lords to tasks best matching their skills:
    • Lords with high Command skill can effectively destroy forest bandit camps, gaining rich loot.
    • Lords with high Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.
    • Lords with high Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.
    • Lords with high Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.
    • Lords with high Manners skill can seduce foreign lords to your side.
    • Lords with high Teaching skill can quickly train peasants to use in place of expensive mercenaries.
    • Lords with high Intellect skill will gain knowledge quicker.

Defeating stronger enemies

If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:

  • Raid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.
  • In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.
  • Neutralize their lords with the highest Command skill using intrigues.
  • Try to bribe the heir - he will start rebellion, which will greatly reduce the province's army and number of lords.
  • Finally, you can sit out the dangerous time and gather strength by becoming someone's vassal, which will protect you from enemies.

Building management

The production menu

Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Afterwards production efficiency will begin to decrease. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.

Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.

Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.

Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.

Disasters

Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:

  • 4 fleshwolves attack the city
  • Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher
  • For 5 days each character has a 10% chance of contracting smallpox
  • For 5 days all migrants are vagabonds or cutthroats
  • For 5 days 3-7 fanatic and nectar-addict peasants of Kaiden culture will arrive each day
  • For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higheroly
  • For 7 days 10-15% of each food and crop will be lost and their price at the H

Additional tips

  • Place fields on fertile soil to get a higher yield.
  • Improve the lords' relations with the King (by using socializing and hunting) and make them your allies.
  • If you see a tree icon above the Lumbermill, move it closer to the trees.
  • Set up night patrols so that the guards can protect the inhabitants from terror.
  • Keep a reserve of food and Wood before winter or disasters.
  • Check your lords' needs and relationships regularly to prevent conflicts and improve their loyalty.
  • Do not expand too quickly. Make sure your economy is stable before taking control of new provinces.