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[[File:Knowledge menu.png|thumb|300px|The knowledge menu]]
[[File:Knowledge menu.png|thumb|300px|The knowledge menu]]
Some complex buildings and resource production requires at least one of the lords to have the prerequisite knowledge. Lords gain knowledge by reading books, which are housed in the Library. In the Knowledge menu lords can be assigned to study and write books. After studying a book, the lord will be able to create a copy of it using 3 [[File:Paper.png|25px]] Paper. The knowledge menu will display which lords know which knowledge.
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 [[File:Paper.png|25px]] Paper. The knowledge menu will display which lords know which knowledge.


Books are mainly bought from the Holy Caravan. If a lord knows a book they can also write it.
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 write, the lord will do it between 9 AM and 6 PM. Other assignments and actions will be completed first before resuming either of these.
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 [[File:Intellect.png|25px]] Intellect skill. Both decrease Rest.
The speed at which books are read or written depends on the assigned lord's [[File:Intellect.png|25px]] Intellect skill. Both decrease Rest.


Every city will start with the following three books: Mine, Hop Field and Beer, and Rye Field and Mill.
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 [[File:Intellect.png|25px]] Intellect skill.
{| class="wikitable"
 
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 [[File:Intellect.png|25px]] Intellect skill to read them and the chance of being shared during a Wise Conversation.
* <span style="color:gray;">'''Basic'''</span> books need at least 3 skill to read and have a 3% chance of being shared
* <span style="color:green;">'''Advanced'''</span> books need at least 9 skill to read and have a 2% chance of being shared
* <span style="color:purple;">'''Highest'''</span> 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.
{| class="wikitable" style="float: left; margin-right: 20px;
! Knowledge
! Knowledge
! Requirements
! Requirements
|-
|-
| <span style="color:gray;">'''Mine'''</span> ||  
| <span style="color:gray;">'''Mine'''</span> ||  
|-
| <span style="color:gray;">'''Rye Field and Mill'''</span> ||
|-
|-
| <span style="color:gray;">'''Hop Field and Beer'''</span> ||  
| <span style="color:gray;">'''Hop Field and Beer'''</span> ||  
|-
|-
| <span style="color:gray;">'''Rye Field and Mill'''</span> ||  
| <span style="color:gray;">'''Herbalist'''</span> ||
|-
| <span style="color:gray;">'''Peasant's House'''</span> ||  
|-
|-
| <span style="color:gray;">'''Herbalist'''</span> ||  
| <span style="color:gray;">'''Prisoner Ward'''</span> ||  
|-
|-
| <span style="color:gray;">'''Scaffold'''</span> ||  
| <span style="color:gray;">'''Scaffold'''</span> ||  
|-
|-
| <span style="color:gray;">'''Temple'''</span> ||  
| <span style="color:gray;">'''Temple'''</span> ||  
|-
| <span style="color:gray;">'''Chancellery'''</span> || 40 Population
|-
|-
| <span style="color:gray;">'''Coal Furnace'''</span> || Mine knowledge
| <span style="color:gray;">'''Coal Furnace'''</span> || Mine knowledge
Line 31: Line 43:
| <span style="color:gray;">'''Workshop'''</span> || Mine knowledge
| <span style="color:gray;">'''Workshop'''</span> || Mine knowledge
|-
|-
| '''Fast Construction''' ||  
| <span style="color:gray;">'''Nectar'''</span> || Alchemy Lab knowledge
|-
| <span style="color:gray;">'''Training Ground'''</span> || 30 Population
|-
| <span style="color:gray;">'''Chancellery'''</span> || 9 Production Buildings
|}
{| class="wikitable" style="float: left; margin-right: 20px;
! Knowledge
! Requirements
|-
|-
| <span style="color:green;">'''Flavorful Ale'''</span> ||  
| <span style="color:green;">'''Flavorful Ale'''</span> ||  
Line 39: Line 59:
| <span style="color:green;">'''Armor Forge'''</span> || Workshop knowledge
| <span style="color:green;">'''Armor Forge'''</span> || Workshop knowledge
|-
|-
| <span style="color:green;">'''Melting Furnace'''</span> || Workshop knowledge
| <span style="color:green;">'''Smelting Furnace'''</span> || Workshop knowledge
|-
|-
| <span style="color:green;">'''Paper Workshop'''</span> || Workshop knowledge
| <span style="color:green;">'''Paper Workshop'''</span> || Workshop knowledge
Line 45: Line 65:
| <span style="color:green;">'''Weapon Forge'''</span> || Workshop knowledge
| <span style="color:green;">'''Weapon Forge'''</span> || Workshop knowledge
|-
|-
| <span style="color:green;">'''Alchemist Lab'''</span> || Herbalist knowledge
| <span style="color:green;">'''Alchemy Lab'''</span> || Herbalist knowledge
|-
| <span style="color:green;">'''Brewery: Upgrade'''</span> || Brewery level 3
|-
| <span style="color:green;">'''Lumbermill: Upgrade'''</span> || Lumbermill level 3
|-
| <span style="color:green;">'''Mill: Upgrade'''</span> || Mill level 3
|-
| <span style="color:green;">'''Mine: Upgrade'''</span> || Mine level 3
|-
| <span style="color:green;">'''Herbalist: Upgrade'''</span> || Herbalist level 3
|-
| <span style="color:green;">'''Pig Farm: Upgrade'''</span> || Pig Farm level 3
|-
| <span style="color:green;">'''Coal Furnace: Upgrade'''</span> || Coal Furnace level 3
|-
| <span style="color:green;">'''Workshop: Upgrade'''</span> || Workshop level 3
|-
| <span style="color:green;">'''Armor Forge: Upgrade'''</span> || Armor Forge level 3
|-
| <span style="color:green;">'''Smelting Furnace: Upgrade'''</span> || Smelting Furnace level 3
|-
| <span style="color:green;">'''Paper Workshop: Upgrade'''</span> || Paper Workshop level 3
|-
| <span style="color:green;">'''Weapon Forge: Upgrade'''</span> || Weapon Forge level 3
|-
| <span style="color:green;">'''Alchemist Lab: Upgrade'''</span> || Alchemist Lab level 3
|}
{| class="wikitable" style="float: left; margin-right: 20px;
! Knowledge
! Requirements
|-
| <span style="color:purple;">'''Heavy Armor'''</span> || Armor Forge building
|-
| <span style="color:purple;">'''Axes'''</span> || Weapon Forge building
|-
| <span style="color:purple;">'''Swords'''</span> || Weapon Forge building
|}
<div style="clear: both;"></div>
 
== 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.
{| class="wikitable"
! Knowledge
! Culture
! Effects
! Requirements
|-
| <span style="color:green;">'''Poisoner'''</span>
| '''All'''
| Lord gains the Poisoner trait
| Alchemy Lab
|-
| <span style="color:green;">'''Military Logistics Vol. 1'''</span>
| '''All'''
| +50% Army Movement
| 50 Population
|-
| <span style="color:purple;">'''Military Logistics Vol. 2'''</span>
| '''All'''
| +50% Army Movement
| 70 Population
|}
 
=== Kaiden knowledge ===
The following books can only be read by lords of <span style="color:lightblue;">'''Kaiden'''</span> culture.
{| class="wikitable"
! Knowledge
! Effects
|-
| <span style="color:gray;">'''Hand to Hand Combat'''</span>
| Combat skill is doubled when not wielding a weapon
|-
| <span style="color:gray;">'''Intimidation of Tramps'''</span>
| Vagabond intimidation lasts 2 days
|-
| <span style="color:gray;">'''Captives'''</span>
| Armies with prisoners move at normal speed
|-
|-
| <span style="color:green;">'''Nectar'''</span> || Alchemist Lab knowledge
| <span style="color:green;">'''Kaiden Army'''</span>
| -50% Fear of Death penalty
|-
|-
| <span style="color:indigo;">'''Heavy Armor'''</span> || Armor Forge building
| <span style="color:green;">'''Loyalty Basics'''</span>
| Double chance for loyalists to appear
|-
|-
| <span style="color:indigo;">'''Axes'''</span> || Weapon Forge building
| <span style="color:purple;">'''Ax Proficiency'''</span>
| Combat skill is doubled when wielding an Axe
|-
|-
| <span style="color:indigo;">'''Swords'''</span> || Weapon Forge building
| <span style="color:purple;">'''Eternal Loyalists'''</span>
| Loyalists remain loyalists forever
|-
|-
| '''Lord's house: Upgrade''' || Lord's House building
| <span style="color:purple;">'''Kaiden Training'''</span>
| +30% Training Field Effectiveness
|}
 
=== Makha knowledge ===
The following books can only be read by lords of <span style="color:yellow;">'''Makha'''</span> culture.
{| class="wikitable"
! Knowledge
! Effects
|-
|-
| '''Brewery: Upgrade''' || Brewery level 3 building
| <span style="color:gray;">'''False Fanaticism'''</span>
| Lord is considered fanatic regardless of actual state
|-
|-
| '''Lumbermill: Upgrade''' || Lumbermill level 3 building
| <span style="color:gray;">'''How to deal with addiction'''</span>
| Addictions are cured in only 2 days
|-
|-
| '''Mill: Upgrade''' || Mill level 3 building
| <span style="color:gray;">'''The Joy of Enlightenment'''</span>
| Visiting lords educate for free
|-
|-
| '''Mine: Upgrade''' || Mine level 3 building
| <span style="color:green;">'''Fanatics Terror'''</span>
| Terror against fanatic characters has no penalties
|-
|-
| '''Herbalist: Upgrade''' || Herbalist level 3 building
| <span style="color:green;">'''Makha Ale'''</span>
| Mood bonus from drinking Ale produced in the province is doubled
|-
|-
| '''Pig Farm: Upgrade''' || Pig Farm level 3 building
| <span style="color:green;">'''Makha Trade'''</span>
| Trade deals can be made at 0 relations
|-
|-
| '''Coal Furnace: Upgrade''' || Coal Furnace level 3 building
| <span style="color:green;">'''Polite Trade'''</span>
| Doubles relationship bonuses from trade deals
|-
|-
| '''Workshop: Upgrade''' || Workshop level 3 building
| <span style="color:green;">'''Secret Deals'''</span>
| Deals with forest bandits do not affect relations
|-
|-
| '''Armor Forge: Upgrade''' || Armor Forge level 3 building
| <span style="color:purple;">'''The Right Nectar'''</span>
| Desire for Nectar produced in the province is halved
|-
|-
| '''Melting Furnace: Upgrade''' || Melting Furnace level 3 building
| <span style="color:purple;">'''Wearing Armor'''</span>
| No penalty from wearing armor at low skill levels
|}
 
=== Tanaya knowledge ===
The following books can only be read by lords of <span style="color:orange;">'''Tanaya'''</span> culture.
{| class="wikitable"
! Knowledge
! Effects
! Requirements
|-
|-
| '''Paper Workshop: Upgrade''' || Paper Workshop level 3 building
| <span style="color:gray;">'''Fast Construction'''</span>
| +50% Construction Speed
|  
|-
|-
| '''Weapon Forge: Upgrade''' || Weapon Forge level 3 building
| <span style="color:gray;">'''How to not worry about sins'''</span>
| -50% Sin Penalties
|  
|-
|-
| '''Alchemist Lab: Upgrade''' || Alchemist Lab level 3 building
| <span style="color:gray;">'''Tanaya Paper'''</span>
| Library fires do not burn books
|  
|-
|-
| '''Brewery: Efficiency''' || Brewery level 5 building
| <span style="color:green;">'''Effective Preaching'''
| Effectiveness of sermons is doubled
|  
|-
|-
| '''Lumbermill: Efficiency''' || Lumbermill level 5 building
| <span style="color:green;">'''Iron Economical Construction'''</span>
| -30% Iron Construction and Upgrade Costs
| 10 days passed
|-
|-
| '''Mill: Efficiency''' || Mill level 5 building
| <span style="color:green;">'''Wood Economical Construction'''</span>
| -30% Wood Construction and Upgrade Costs
| 10 days passed
|-
|-
| '''Mine: Efficiency''' || Mine level 5 building
| <span style="color:purple;">'''Common Good'''</span>
| -50% Terror Duration
|
|-
| <span style="color:purple;">'''Faith Defense'''</span>
| -30% Tax on Warriors
|
|-
| <span style="color:purple;">'''Happiness of Prisoners'''
| Prisoners cannot rebel
|
|-
| <span style="color:purple;">'''Tanaya Shields'''
| Doubles Shield effectiveness against arrows
|
|-
| <span style="color:purple;">'''The Art of Flirting'''</span>
| +20 Interest from opposite sex lords
|
|}
 
=== Varn knowledge ===
The following books can only be read by lords of <span style="color:green;">'''Varn'''</span> culture.
{| class="wikitable"
! Knowledge
! Effects
|-
|-
| '''Herbalist: Efficiency''' || Herbalist level 5 building
| <span style="color:gray;">'''Cooking Meat'''</span>
| Mood bonus from eating Meat produced in the province is doubled
|-
|-
| '''Pig Farm: Efficiency''' || Pig Farm level 5 building
| <span style="color:green;">'''Braised Rutabaga'''</span>
| Rutabaga Typhoid no longer causes death
|-
|-
| '''Coal Furnace: Efficiency''' || Coal Furnace level 5 building
| <span style="color:green;">'''Correct Cutting'''</span>
| Trees produce double Wood
|-
|-
| '''Workshop: Efficiency''' || Workshop level 5 building
| <span style="color:green;">'''Fertilize Correctly'''</span>
| -50% Wood Fertilization Cost
|-
|-
| '''Alchemist Lab: Efficiency''' || Alchemist Lab level 5 building
| <span style="color:green;">'''Fighting Drought'''</span>
| Droughts have no effects
|-
|-
| '''Armor Forge: Efficiency''' || Armor Forge level 5 building
| <span style="color:green;">'''Rutabaga Field: Efficiency'''</span>
| +20% Rutabaga Field Production
|-
|-
| '''Melting Furnace: Efficiency''' || Melting Furnace level 5 building
| <span style="color:purple;">'''Bow Proficiency'''</span>
| Combat skill is doubled when wielding a Bow
|-
|-
| '''Paper Workshop: Efficiency''' || Paper Workshop level 5 building
| <span style="color:purple;">'''Hop Field: Efficiency'''</span>
| +20% Hop Field Production
|-
|-
| '''Weapon Forge: Efficiency''' || Weapon Forge level 5 building
| <span style="color:purple;">'''Longevity'''</span>
| Pauses aging by 10 years
|-
|-
| '''Wood: Economical Construction''' || City existed for 10 days
| <span style="color:purple;">'''Mace Stun'''</span>
| Maces are 3 times more likely to stun
|-
|-
| '''Iron: Economical Construction''' || City existed for 10 days
| <span style="color:purple;">'''Varn Moonshine'''</span>
| Mood penalty from drinking Moonshine produced in the province is halves
|}
|}

Latest revision as of 18:57, 30 June 2024

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.png 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.png 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.png 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.png 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
Mine
Rye Field and Mill
Hop Field and Beer
Herbalist
Peasant's House
Prisoner Ward
Scaffold
Temple
Coal Furnace Mine knowledge
Workshop Mine knowledge
Nectar Alchemy Lab knowledge
Training Ground 30 Population
Chancellery 9 Production Buildings
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