Knowledge: Difference between revisions

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Populated Basic economic knowledge table
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== Economic knowledge ==
== Economic knowledge ==
Economic knowledge unlocks buildings, their upgrades, and resources for production.
Economic knowledge unlocks buildings, their upgrades, and resources for production.
{| class="wikitable" style="float: left; margin-right: 20px;
{| class="wikitable" style="float: left; margin-right: 20px;"
! Knowledge
! Knowledge
! Requirements
! Requirements
|-
|-
| <span style="color:gray;">'''Mine'''</span> ||  
| <span style="color:gray;">'''Warehouse'''</span> ||
|-
|-
| <span style="color:gray;">'''Rye Field and Mill'''</span> ||  
| <span style="color:gray;">'''Rutabaga Field'''</span> ||
|-
|-
| <span style="color:gray;">'''Hop Field and Beer'''</span> ||  
| <span style="color:gray;">'''Mine'''</span> ||
|-
|-
| <span style="color:gray;">'''Herbalist'''</span> ||  
| <span style="color:gray;">'''Sawmill'''</span> ||
|-
|-
| <span style="color:gray;">'''Peasant's House'''</span> ||  
| <span style="color:gray;">'''Brewery'''</span> ||
|-
|-
| <span style="color:gray;">'''Prisoner Ward'''</span> ||  
| <span style="color:gray;">'''Altar'''</span> ||
|-
|-
| <span style="color:gray;">'''Scaffold'''</span> ||  
| <span style="color:gray;">'''Archer Tower'''</span> ||
|-
|-
| <span style="color:gray;">'''Temple'''</span> ||  
| <span style="color:gray;">'''Road Construction'''</span> ||
|-
|-
| <span style="color:gray;">'''Coal Furnace'''</span> || Mine knowledge
| <span style="color:gray;">'''Granary'''</span> || 20 Population
|-
|-
| <span style="color:gray;">'''Workshop'''</span> || Mine knowledge
| <span style="color:gray;">'''Rye Field and Mill'''</span> || 20 Population
|-
|-
| <span style="color:gray;">'''Nectar'''</span> || Alchemy Lab knowledge
| <span style="color:gray;">'''Hop Field and Beer'''</span> || 20 Population
|-
|-
| <span style="color:gray;">'''Training Ground'''</span> || 30 Population
| <span style="color:gray;">'''Herbalist'''</span> || 20 Population
|-
|-
| <span style="color:gray;">'''Chancellery'''</span> || 9 Production Buildings
| <span style="color:gray;">'''Scaffold'''</span> || 20 Population
|-
| <span style="color:gray;">'''Fletcher's Workshop'''</span> || 20 Population
|-
| <span style="color:gray;">'''Berry Infusion'''</span> || 20 Population, Alchemy Lab knowledge
|-
| <span style="color:gray;">'''Internal Trade'''</span> || 40 Population
|-
| <span style="color:gray;">'''Paper Workshop'''</span> || 40 Population
|-
| <span style="color:gray;">'''Coal Furnace'''</span> || 40 Population, Mine knowledge
|-
| <span style="color:gray;">'''Small Temple'''</span> || 40 Population
|-
| <span style="color:gray;">'''Chancellery'''</span> || 40 Population
|-
| <span style="color:gray;">'''Training Ground'''</span> || 55 Population
|-
| <span style="color:gray;">'''Palisade'''</span> || 55 Population
|-
| <span style="color:gray;">'''Pig Farm'''</span> || 55 Population
|-
| <span style="color:gray;">'''Defence Tower'''</span> || 70 Population
|-
| <span style="color:gray;">'''Stone Mining'''</span> || 85 Population
|}
|}
{| class="wikitable" style="float: left; margin-right: 20px;
{| class="wikitable" style="float: left; margin-right: 20px;
! Knowledge
! Knowledge

Revision as of 10:43, 26 April 2026

The knowledge menu

Many things requires at least one of the lords to have the prerequisite knowledge. Lords that are at least 12 years old gain knowledge by reading or rewriting books, which are housed in the Library. In the Knowledge menu lords can be assigned to study and rewrite books. After studying a book, the lord will be able to create a copy of it using 3 Paper. The knowledge menu will display which lords know which knowledge.

Books are mainly bought from the Holy Caravan, who will always sell any missing book as long as its requirements are met. If a lord knows a book they can also write it.

If assigned to read, the lord will do that all day unless they are satisfying a need. If assigned to rewrite, the lord will do it between 9 AM and 6 PM. Other assignments and actions will be completed first before resuming either of these.

The speed at which books are read or written depends on the assigned lord's Intellect skill. Both decrease Rest.

Very rarely, if a lord's Mood is high and they are managing a building they may gain a random knowledge. It can also happen as a result of nervous breakdowns. The chance for both is affected by the lord's Intellect skill.

Every city will start with the Mine and Rye Field and Mill books. Additional books can be added by the selected scenario.

Books come in three levels of rarity, which determines their price, the required Intellect skill to read them and the chance of being shared during a Wise Conversation.

  • Basic books need at least 3 skill to read and have a 3% chance of being shared
  • Advanced books need at least 9 skill to read and have a 2% chance of being shared
  • Highest books need at least 13 skill to read and have a 1% chance of being shared

Economic knowledge

Economic knowledge unlocks buildings, their upgrades, and resources for production.

Knowledge Requirements
Warehouse
Rutabaga Field
Mine
Sawmill
Brewery
Altar
Archer Tower
Road Construction
Granary 20 Population
Rye Field and Mill 20 Population
Hop Field and Beer 20 Population
Herbalist 20 Population
Scaffold 20 Population
Fletcher's Workshop 20 Population
Berry Infusion 20 Population, Alchemy Lab knowledge
Internal Trade 40 Population
Paper Workshop 40 Population
Coal Furnace 40 Population, Mine knowledge
Small Temple 40 Population
Chancellery 40 Population
Training Ground 55 Population
Palisade 55 Population
Pig Farm 55 Population
Defence Tower 70 Population
Stone Mining 85 Population
Knowledge Requirements
Flavorful Ale
Pig Farm 30 Population
Armor Forge Workshop knowledge
Smelting Furnace Workshop knowledge
Paper Workshop Workshop knowledge
Weapon Forge Workshop knowledge
Alchemy Lab Herbalist knowledge
Brewery: Upgrade Brewery level 3
Lumbermill: Upgrade Lumbermill level 3
Mill: Upgrade Mill level 3
Mine: Upgrade Mine level 3
Herbalist: Upgrade Herbalist level 3
Pig Farm: Upgrade Pig Farm level 3
Coal Furnace: Upgrade Coal Furnace level 3
Workshop: Upgrade Workshop level 3
Armor Forge: Upgrade Armor Forge level 3
Smelting Furnace: Upgrade Smelting Furnace level 3
Paper Workshop: Upgrade Paper Workshop level 3
Weapon Forge: Upgrade Weapon Forge level 3
Alchemist Lab: Upgrade Alchemist Lab level 3
Knowledge Requirements
Heavy Armor Armor Forge building
Axes Weapon Forge building
Swords Weapon Forge building

Cultural knowledge

Cultural knowledge gives various bonuses if a character knows them but will only be sold by the Holy Caravan if there is at least one lord with the same culture in the city and can only be read by those lords.

Knowledge Culture Effects Requirements
Poisoner All Lord gains the Poisoner trait Alchemy Lab
Military Logistics Vol. 1 All +50% Army Movement 50 Population
Military Logistics Vol. 2 All +50% Army Movement 70 Population

Kaiden knowledge

The following books can only be read by lords of Kaiden culture.

Knowledge Effects
Hand to Hand Combat Combat skill is doubled when not wielding a weapon
Intimidation of Tramps Vagabond intimidation lasts 2 days
Captives Armies with prisoners move at normal speed
Kaiden Army -50% Fear of Death penalty
Loyalty Basics Double chance for loyalists to appear
Ax Proficiency Combat skill is doubled when wielding an Axe
Eternal Loyalists Loyalists remain loyalists forever
Kaiden Training +30% Training Field Effectiveness

Makha knowledge

The following books can only be read by lords of Makha culture.

Knowledge Effects
False Fanaticism Lord is considered fanatic regardless of actual state
How to deal with addiction Addictions are cured in only 2 days
The Joy of Enlightenment Visiting lords educate for free
Fanatics Terror Terror against fanatic characters has no penalties
Makha Ale Mood bonus from drinking Ale produced in the province is doubled
Makha Trade Trade deals can be made at 0 relations
Polite Trade Doubles relationship bonuses from trade deals
Secret Deals Deals with forest bandits do not affect relations
The Right Nectar Desire for Nectar produced in the province is halved
Wearing Armor No penalty from wearing armor at low skill levels

Tanaya knowledge

The following books can only be read by lords of Tanaya culture.

Knowledge Effects Requirements
Fast Construction +50% Construction Speed
How to not worry about sins -50% Sin Penalties
Tanaya Paper Library fires do not burn books
Effective Preaching Effectiveness of sermons is doubled
Iron Economical Construction -30% Iron Construction and Upgrade Costs 10 days passed
Wood Economical Construction -30% Wood Construction and Upgrade Costs 10 days passed
Common Good -50% Terror Duration
Faith Defense -30% Tax on Warriors
Happiness of Prisoners Prisoners cannot rebel
Tanaya Shields Doubles Shield effectiveness against arrows
The Art of Flirting +20 Interest from opposite sex lords

Varn knowledge

The following books can only be read by lords of Varn culture.

Knowledge Effects
Cooking Meat Mood bonus from eating Meat produced in the province is doubled
Braised Rutabaga Rutabaga Typhoid no longer causes death
Correct Cutting Trees produce double Wood
Fertilize Correctly -50% Wood Fertilization Cost
Fighting Drought Droughts have no effects
Rutabaga Field: Efficiency +20% Rutabaga Field Production
Bow Proficiency Combat skill is doubled when wielding a Bow
Hop Field: Efficiency +20% Hop Field Production
Longevity Pauses aging by 10 years
Mace Stun Maces are 3 times more likely to stun
Varn Moonshine Mood penalty from drinking Moonshine produced in the province is halves