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 green, yellow or red background depending on their Mood.
Each city can only support 5 lords. If a 6th lord is born they will become a free lord or join another city upon reaching adulthood.
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 formers 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. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has 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.
Lords may randomly have desires, which decreases their mood unless the desire is fulfilled.
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.
Talents
Every lord can have one or two skill as talents, shown with a yellow star in the skills menu and inherited from their parents. Talent skills can be inherited from parents. Lords gain +5 experience when training in their talent skill. Once a talent skill is raised to level 15 or above the lord will gain a powerful bonus.
Personality traits
Every lord will have a number of personality traits, which affect how the lord behaves.
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 has at least 60 Interest with another lord of 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 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:
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 pther
- 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.
King's ambition
The king has an ambition, which is decided on day 1 at midday. If the ambition is not pursued the king will over time begin to feel like a failure. However if the ambition is completed it will provide a strong Mood bonus. There are 4 ambitions to choose from:
- Fertile: Increase province population by 50.
- Conqueror: Add 3 vassals to the kingdom.
- Unifier: Ally with 3 cities.
- Economic: Produce daily goods worth 1500 Gold.
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.