Lords

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Revision as of 07:43, 21 August 2026 by Pavel (talk | contribs)
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 decrease 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 may raise a rebellion, while 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. 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.

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 have 7 other skills that determine their effectiveness when undertaking various tasks. Skills can be increased through training and other activities. 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 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 gaining insights, 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 therefore bravery, bonus for warriors in the commanded army. It also contributes to the success chance of certain dark deeds. It is increased by learning Warfare.

Characters

Every lord has a Character. There are 8 Characters in total. A lord's Character is determined by their culture when the character is created. Children may inherit a Character from one of their parents, with a chance of receiving a random Character instead.

Characters provide bonuses and penalties to skill experience gain and determine the lord's Talent.

Talents

Each Character has a corresponding Talent. Talents provide a special ability associated with the lord's Character.

Strengths and Weaknesses

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

Strengths allow a lord to influence characters with certain Weaknesses much 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 tied to physical vulnerability. These mechanics are used by personal politics and are intended to be expanded by future political systems.

Strengths Weaknesses
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.

Character Traits

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

Character traits can be gained through a character's experiences and circumstances. The available traits include:

  • Smuggler
  • Kind-hearted
  • Duelist
  • Honest Trader
  • Iron Fist
  • Benefactor
  • Combat Teacher
  • Intimidating
  • Bookworm
  • Friend of the Scriptonics
  • Devout
  • Preacher
  • Berserk
  • Thirst for Knowledge
  • Master of Profit
  • Gourmet
  • Life of the Party
  • Intuitive Genius
  • Inspirer
  • Comforter
  • Voice of Reason
  • Redeemer
  • Beggar
  • Doctor
  • Musician
  • Prince of Thieves
  • Singer of Love
  • Harsh Judge

Acquiring Skills

Each skill can be leveled up by performing specific actions. Some actions can only be performed by Warriors or Peasants and not by 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 Trade Trading with The Holy Caravan 1 3.00 Applies per Lord per encounter, so multiple lords can train Trade during the same visit
Lords Combat Wolf Hunting (Successful) 1 2.75 Probabilistic. Applies to both participating lords
Lords Command Wolf Hunting (Successful) 1 2.50 Probabilistic. Applies to both participating lords
Lords Combat Hitting the Wolf while Wolf Hunting Unlimited 0.25 Per 8 hits; this is unverified and may be probabilistic
Lords Management Instructing Unlimited 0.25 Probabilistic. Done after instructing buildings
Lords Intellect Reading Book Unlimited 0.125 Per 8 page flips while reading a book
Lords Teaching Teaching Sesh Unlimited 1.00 One session per student per day
Lords All Waking Up with 85 Happiness 1 5 Level Only applies for the day
Warriors Combat Training Ground Sesh Unlimited Variety EXP = 0.0560e0.0648x, where x is the commander's Command skill level. Limited by the 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 can have personality traits that affect how they behave or interact with other characters.

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 the same gender who is a friend of their love interest or in love with them.

If two lords have gone on a couple of 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 deep conversations that result in Heartfelt Conversation will satisfy the Sex need. 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 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:

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. 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.

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.