Lords: Difference between revisions
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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 | 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 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 | 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. | ||
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. | 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 who are unhappy for long enough may experience a nervous breakdown. The severity of a nervous breakdown varies | 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. | ||
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 have 7 other skills that determine their effectiveness when undertaking | 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. | ||
* [[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 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. A significant difference in skill level can also 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 | * [[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 | * [[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. | ||
== | == Talents == | ||
Every lord | 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. | ||
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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Talent | ||
! | ! Skill | ||
! Effect | |||
|- | |- | ||
| ''' | | '''Charismatic''' || [[File:Manners.png|25px]] Manners || +15 Interest from opposite-sex lords and can freely visit enemy cities | ||
| | |||
|- | |- | ||
| ''' | | '''City defender''' || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army | ||
| | |||
|- | |- | ||
| ''' | | '''Diplomat''' || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action | ||
|- | |- | ||
| | | '''Enlightener''' || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord | ||
|- | |- | ||
| | | '''Forecaster''' || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices | ||
|- | |- | ||
| | | '''Head chopper''' || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon | ||
|- | |- | ||
| | | '''Insightful''' || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents | ||
|- | |- | ||
| | | '''Sharp-tongued''' || [[File:Management.png|25px]] Management || When in charge of the Chancellery, the building does not need Paper | ||
|} | |} | ||
== | == Character Traits == | ||
Every lord can have a number of character traits that affect their personality, behavior, or interactions 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. | |||
=== Personality traits === | |||
{| class="wikitable" | {| class="wikitable" | ||
| Line 145: | Line 74: | ||
| '''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 | | '''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 | | '''Anxious''' || Always wakes up during a home invasion || Experienced a home invasion or captivity | ||
| Line 157: | Line 86: | ||
| '''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 | | '''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 | | '''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. | ||
{| 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. | ||
{| 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 | | '''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 | | '''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) | | '''Mental impairment''' || Has the "Joy of foolishness" thought (+8 Mood); -50% experience from learning | ||
|} | |} | ||
=== | === Additional character 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Trait | ! Trait | ||
! | ! Effects | ||
|- | |- | ||
| ''' | | '''Devout''' || Always fanatic | ||
|- | |- | ||
| ''' | | '''Preacher''' || Gains increased relationship growth with the Bishop after delivering a Sermon of Faith | ||
|} | |||
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 | ||
|- | |- | ||
| | | Lords || [[File:Combat.png|25px]] Combat || Wolf Hunting (Successful) || 1 || 2.75 || Probabilistic. Applies to both lords that participate | ||
|- | |- | ||
| | | 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 | |||
|- | |||
| Lords || All || Waking Up with 85 Happiness || 1 || 5 Level || Only for the day | |||
|- | |||
| [[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 | |||
|} | |} | ||
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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 === | ||
| Line 263: | Line 217: | ||
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 | The following factors affect Interest between two lords: | ||
* Difference in Manners skill level | * Difference in Manners skill level | ||
| Line 276: | Line 230: | ||
* 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 | 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. | ||
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. | |||
=== 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. Depending on the relationship between the kings, cities may have the following relationship levels: | The relation between two kings determines the relationship 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: | |||
{| class="wikitable" | {| class="wikitable" | ||
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* '''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 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. | ||
* '''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. | ||
== King's ambition == | == King's ambition == | ||
Revision as of 07:48, 21 August 2026

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 green, yellow or red 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 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.
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 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.
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 that determine their effectiveness when undertaking tasks. Skills can be increased through training. Children gain more experience from training.
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.
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.
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.
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.
Character Traits
Every lord can have a number of character traits that affect their personality, behavior, or interactions 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.
Personality traits
| 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.
| 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.
| 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 |
Additional character 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.
| Trait | Effects |
|---|---|
| Devout | Always fanatic |
| Preacher | Gains increased relationship growth with the Bishop after delivering a Sermon of Faith |
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.
| Role | Skill | Action | Frequency (Daily) | EXP Gain | Trivia |
|---|---|---|---|---|---|
| Lords | Trading with The Holy Caravan | 1 | 3.00 | Applies per Lord per encounter, so you can train Trade for multiple lords | |
| Lords | Wolf Hunting (Successful) | 1 | 2.75 | Probabilistic. Applies to both lords that participate | |
| Lords | Wolf Hunting (Successful) | 1 | 2.50 | Probabilistic. Applies to both lords that participate | |
| Lords | Hitting the Wolf while Wolf Hunting | Unlimited | 0.25 | Per 8 hits; this is unverified and may be probabilistic | |
| Lords | Instructing | Unlimited | 0.25 | Probabilistic. Done after instructing buildings | |
| Lords | Reading Book | Unlimited | 0.125 | Per 8 flips of reading a book | |
| Lords | 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 | Training Ground Sesh | Unlimited | Variety | EXP = 0.0560e0.0648x, where x is commander's | |
| Holy Caravan | Trading Sesh | 1 | 1.50 | Once per visit after the first lord transaction by clicking the Trade button |
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 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 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.
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.
Relationships between kings
The relation between two kings determines the relationship 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:
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. 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 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.
- 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.
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.


