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[[File:Knowledge menu.png|thumb|300px|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 [[File:Paper.png|25px]] 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 [[File:Intellect.png|25px]] 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 [[File:Intellect.png|25px]] 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 [[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 | |||
! Requirements | |||
|- | |||
| <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;">'''Herbalist'''</span> || | |||
|- | |||
| <span style="color:gray;">'''Peasant's House'''</span> || | |||
|- | |||
| <span style="color:gray;">'''Prisoner Ward'''</span> || | |||
|- | |||
| <span style="color:gray;">'''Scaffold'''</span> || | |||
|- | |||
| <span style="color:gray;">'''Temple'''</span> || | |||
|- | |||
| <span style="color:gray;">'''Coal Furnace'''</span> || Mine knowledge | |||
|- | |||
| <span style="color:gray;">'''Workshop'''</span> || Mine knowledge | |||
|- | |||
| <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;">'''Pig Farm'''</span> || 30 Population | |||
|- | |||
| <span style="color:green;">'''Armor Forge'''</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;">'''Weapon Forge'''</span> || Workshop 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" | {| class="wikitable" | ||
! Knowledge | ! Knowledge | ||
! | ! Culture | ||
! Effects | |||
! Requirements | ! 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;">'''Kaiden Army'''</span> | ||
| -50% Fear of Death penalty | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Loyalty Basics'''</span> | ||
| Double chance for loyalists to appear | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''Ax Proficiency'''</span> | ||
| Combat skill is doubled when wielding an Axe | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''Eternal Loyalists'''</span> | ||
| Loyalists remain loyalists forever | |||
|- | |- | ||
| ''' | | <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 | |||
|- | |||
| <span style="color:gray;">'''False Fanaticism'''</span> | |||
| Lord is considered fanatic regardless of actual state | |||
|- | |||
| <span style="color:gray;">'''How to deal with addiction'''</span> | |||
| Addictions are cured in only 2 days | |||
|- | |||
| <span style="color:gray;">'''The Joy of Enlightenment'''</span> | |||
| Visiting lords educate for free | |||
|- | |||
| <span style="color:green;">'''Fanatics Terror'''</span> | |||
| Terror against fanatic characters has no penalties | |||
|- | |||
| <span style="color:green;">'''Makha Ale'''</span> | |||
| Mood bonus from drinking Ale produced in the province is doubled | |||
|- | |||
| <span style="color:green;">'''Makha Trade'''</span> | |||
| Trade deals can be made at 0 relations | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Polite Trade'''</span> | ||
| Doubles relationship bonuses from trade deals | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Secret Deals'''</span> | ||
| Deals with forest bandits do not affect relations | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''The Right Nectar'''</span> | ||
| Desire for Nectar produced in the province is halved | |||
|- | |- | ||
| ''' | | <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 | |||
|- | |- | ||
| ''' | | <span style="color:gray;">'''Fast Construction'''</span> | ||
| +50% Construction Speed | |||
| | |||
|- | |- | ||
| ''' | | <span style="color:gray;">'''How to not worry about sins'''</span> | ||
| -50% Sin Penalties | |||
| | |||
|- | |- | ||
| ''' | | <span style="color:gray;">'''Tanaya Paper'''</span> | ||
| Library fires do not burn books | |||
| | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Effective Preaching''' | ||
| Effectiveness of sermons is doubled | |||
| | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Iron Economical Construction'''</span> | ||
| -30% Iron Construction and Upgrade Costs | |||
| 10 days passed | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Wood Economical Construction'''</span> | ||
| -30% Wood Construction and Upgrade Costs | |||
| 10 days passed | |||
|- | |- | ||
| ''' | | <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 | |||
|- | |- | ||
| ''' | | <span style="color:gray;">'''Cooking Meat'''</span> | ||
| Mood bonus from eating Meat produced in the province is doubled | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Braised Rutabaga'''</span> | ||
| Rutabaga Typhoid no longer causes death | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Correct Cutting'''</span> | ||
| Trees produce double Wood | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Fertilize Correctly'''</span> | ||
| -50% Wood Fertilization Cost | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Fighting Drought'''</span> | ||
| Droughts have no effects | |||
|- | |- | ||
| ''' | | <span style="color:green;">'''Rutabaga Field: Efficiency'''</span> | ||
| +20% Rutabaga Field Production | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''Bow Proficiency'''</span> | ||
| Combat skill is doubled when wielding a Bow | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''Hop Field: Efficiency'''</span> | ||
| +20% Hop Field Production | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''Longevity'''</span> | ||
| Pauses aging by 10 years | |||
|- | |- | ||
| ''' | | <span style="color:purple;">'''Mace Stun'''</span> | ||
| Maces are 3 times more likely to stun | |||
|- | |- | ||
| ''' | | <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
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 |
---|---|
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 |