Lords: Difference between revisions

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Lords can be used for building management or undertaking quests. However they will refuse to undertake quests if their Mood is low unless they have the "Strong will" personality trait. A lord will have a <span style="color:green;">'''green'''</span>, <span style="color:orange;">'''yellow'''</span> or <span style="color:red;">'''red'''</span> background depending on their Mood.
[[File:Lord view.png|thumb|300px|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 <span style="color:green;">'''green'''</span>, <span style="color:yellow;">'''yellow'''</span> or <span style="color:red;">'''red'''</span> background depending on their Mood.


== Needs, thoughts and 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.
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events, desires and needs. If a need is fulfilled it will give a positive thought, while if it is unfulfilled it will give a negative thought. If Mood falls below 25 the character will become unhappy. The average mood of peasants affects the level of migration.


Needs generally decreases over time and they are fulfilled through specific actions character mostly perform on their own. The need for Rest is automatically replenished when not working. There are 5 needs:
Lords can be obtained by being born in the city or by being given a title.
* '''Sleep''': If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.
 
* '''Food''': If it becomes low it can lead to hunger and eventually starvation. It is satisfied by consuming food such as Flour, Meat or Rutabagas.
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.
* '''Rest''': It is replenished slowly by not working and quickly by consuming alcohol at a Tavern.
 
* '''Piety''': It is satisfied slowly through praying and quicker at Temples or Altars.
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.
* '''Care''': Only available to children. Is it satisfied by actions between parents and their child.
 
* '''Sex''': Only available to adults. Is it satisfied during dating.
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 ==
== Skills ==
Every character has 8 skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training.
In addition to [[File:Combat.png|25px]] 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''' provides a significant bonus to relations and interest. However, a significant difference in skill level can lead to rejection between lords. It is increased by learning Rhetoric.
* [[File:Manners.png]] '''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.
* [[File:Trade.png]] '''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 communication and influencing other characters, including certain deep conversations. It also affects the effectiveness of sermons. It is increased by learning Rhetoric.
* [[File:Persuasion.png]] '''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, and the probability of winning dice games. It is increased by learning Philosophy.
* [[File:Intellect.png]] '''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 character is assigned as manager. It is increased by learning Economy.
* [[File:Management.png]] '''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. It is increased by learning Philosophy.
* [[File:Teaching.png]] '''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.
* '''Combat''' gives a chance to evade an enemy's attack based on the difference in skill level. It is increased by learning Warfare.
* [[File:Command.png]] '''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.
* '''Command''' determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army. 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.
{| class="wikitable"
! Talent
! Skill
! Effect
|-
| '''Charismatic''' || [[File:Manners.png|25px]] Manners || +15 interest from opposite sex lords and can freely visit enemy cities
|-
| '''City defender''' || [[File:Command.png|25px]] Command || Doubles the bravery and pain threshold of the commanded army
|-
| '''Diplomat''' || [[File:Persuasion.png|25px]] Persuasion || Unlocks the Repair Relationships diplomatic action
|-
| '''Enlightener''' || [[File:Intellect.png|25px]] Intellect || Doubles the chance of passing knowledge to another lord
|-
| '''Forecaster''' || [[File:Trade.png|25px]] Trade || Every Holy Caravan arrives with a notification about upcoming prices
|-
| '''Head chopper''' || [[File:Combat.png|25px]] Combat || Higher chance of decapitating opponents if equipped with a weapon
|-
| '''Insightful''' || [[File:Teaching.png|25px]] Teaching || 5% chance to create a talent when teaching a lord without talents
|-
| '''Sharp-tongued''' || [[File:Management.png|25px]] Management || When in charge of the Chancellery the building doesn't need Paper
|}


== Personality traits ==
== Personality traits ==
Every character will have a number of personality traits, which affect how the character behaves:
Every lord will have a number of personality traits, which affect how the lord behaves.
{| class="wikitable"
{| class="wikitable"
! Trait
! Trait
Line 30: Line 55:
! Reason
! Reason
|-
|-
| '''Unattractive''' || -10 interest from other characters ||  
| '''Unattractive''' || -10 Interest from all lords ||  
|-
|-
| '''Attractive''' || +10 interest from other characters ||  
| '''Attractive''' || +10 Interest from all lords ||  
|-
|-
| '''Beautiful''' || +20 interest from other characters ||  
| '''Beautiful''' || +20 Interest from all lords ||  
|-
|-
| '''Diplomat''' || Character can convince enemy kings to forget all grievances and return to normal level of relations
| '''Ascetic''' || No thoughts from lack or excess of Holy Rings || Long time fanatic
|-
|-
| '''Forecaster''' || Each Holy Caravan visit will notify you of the upcoming prices
| '''Sublimation''' || Low Sex need does not give negative thoughts<br>20% higher chance of nervous breakdowns || Long time without sex
|-
|-
| '''Defender of Order''' || Likes kings who destroy bandit camps<br>Dislikes kings who tolerate bandit camps in their provinces and interact with them ||  
| '''Anxious''' || Always wakes up during a home invasion || Experienced a home invasion or captivity
|-
|-
| '''Greedy''' || Likes kings who have twice more Holy Rings than themselves<br>Dislikes kings who have twice fewer Holy Rings than themselves ||  
| '''Devout''' || Always fanatic || Nervous breakdown or someone close passed away
|-
|-
| '''Supporter of Power''' || Likes kings whose armies are twice bigger<br>Dislikes kings whose armies are twice smaller ||  
| '''Premature Graying''' || -10 Interest from all lords || Nervous breakdown or someone close passed away
|-
|-
| '''Scientist''' || Likes kings with higher Intellect skill than themselves ||  
| '''Sarcastic''' || +40 base chance for a mean joke || Nervous breakdown or someone close passed away
|-
|-
| '''Early balding''' || High chance of experiencing baldness earlier than usual || Inherited
| '''Substance aversion''' || Hates lords with addiction || Someone close has an addiction
|-
|-
| '''Low fertility''' || -30% chance to become pregnant || Inherited
| '''Coward''' || Negative thought about this lord from the army they led<br>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.
{| class="wikitable"
! 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.
{| class="wikitable"
! Trait
! Effects
|-
|-
| '''Mental impairment''' || Has the "Joy of foolishness" thought (+8 Mood)<br>-50% experience from learning || Inherited
| '''Cynic''' || Social thoughts and thoughts about the death of loved ones are weaker
|-
|-
| '''Courageous''' || Higher threshold for bravery || Happy childhood
| '''Envious''' || More prone to feeling envious towards others
|-
|-
| '''Empathetic''' || Social thoughts are enhanced || Happy childhood
| '''Gambling addiction''' || Gives a bad thought if the lord did not play dice games in a while<br>Thoughts on winning and losing have greater effect on Mood
|-
|-
| '''Strong will''' || Works when unhappy || Happy childhood
| '''Lustful''' || Sex need becomes unfulfilled twice as fast
|-
|-
| '''Resistance to addictions''' || Lower chance of developing dependencies || Happy childhood
| '''Nervous''' || All nervous breakdowns are severe
|-
|-
| '''Tendency to addiction''' || Higher chance of developing dependencies || Unhappy childhood
| '''Tendency to addiction''' || Higher chance of developing dependencies
|}
|}


=== Skill traits ===
=== Inherited traits ===
Skill traits will only function after the character raises the required skill to 15 or above.
Inherited traits have a chance to be inherited from parents at birth.
{| class="wikitable"
{| class="wikitable"
! Trait
! Trait
! Effects
! Effects
! Skill
|-
|-
| '''Combat instructor''' || Training warriors at the Training Ground gives double experience || Teaching
| '''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)<br>-50% experience from learning
|}
 
=== King traits ===
Kings start with a trait that determines what other kings they will like and dislike.
{| class="wikitable"
! 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 <span style="color:red;">'''-100'''</span> to <span style="color:green;">'''+100'''</span> and can change as a result of social thoughts and deep conversations.
* If relationship is above <span style="color:green;">'''+25'''</span> 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 <span style="color:red;">'''-25'''</span> 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 <span style="color:red;">'''-50'''</span> 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:
{| class="wikitable"
! Level
! Relationship
! Trade offers
! Marriage and guests
! Removes penalty for
|-
| <span style="color:green;">'''Friendship'''</span>
| <span style="color:green;">'''+25'''</span> to <span style="color:green;">'''+100'''</span>
| <span style="color:green;">'''Yes'''</span>
| <span style="color:green;">'''Yes'''</span>
|
|-
| <span style="color:green;">'''Sympathy'''</span>
| <span style="color:green;">'''+5'''</span> to <span style="color:green;">'''+25'''</span>
| <span style="color:green;">'''Yes'''</span>
| <span style="color:green;">'''Yes'''</span>
|
|-
| '''Neutral'''
| <span style="color:red;">'''-5'''</span> to <span style="color:green;">'''+5'''</span>
| <span style="color:green;">'''Yes'''</span>
| <span style="color:red;">'''No'''</span>
|  
|-
|-
| '''Defender of the city''' || Doubles the bravery and pain threshold of the commanded army || Command
| <span style="color:red;">'''Unfriendly'''</span>
| <span style="color:red;">'''-25'''</span> to <span style="color:red;">'''-5'''</span>
| <span style="color:red;">'''No'''</span>
| <span style="color:red;">'''No'''</span>
| [[File:Gold.png|25px]] PolitelyDemand Tribute<br>[[File:Appoint as Heir.png|25px]] Offer Vassalage<br>[[File:Library Robbery.png|25px]] Library Robbery<br>[[File:Gold.png|25px]] Hall Robbery
|-
|-
| '''Head chopper''' || Higher chance of decapitating opponents if equipped with a weapon || Combat
| <span style="color:red;">'''Enmity'''</span>
| <span style="color:red;">'''-50'''</span> to <span style="color:red;">'''-25'''</span>
| <span style="color:red;">'''No'''</span>
| <span style="color:red;">'''No'''</span>
| [[File:Raid the Village.png|25px]] Raid the Village<br>[[File:Attack.png|25px]] Plunder the City<br>[[File:Kidnapping a Lord.png|25px]] Kidnapping a Lord
|-
|-
| '''Poisoner''' || Can attempt to poison someone by command or own will<br>If successful nobody will know and if not successful the victim may engage in a fight to the death<br>The chance of success depends on the difference in Intellect skill between the character and the victim || Intellect
| <span style="color:red;">'''Mortal Enemy'''</span>
| <span style="color:red;">'''-100'''</span> to <span style="color:red;">'''-50'''</span>
| <span style="color:red;">'''No'''</span>
| <span style="color:red;">'''No'''</span>
| [[File:Kill.png|25px]] Lord's Assassination
|}
|}


== Actions ==
If relations are reduced below <span style="color:red;">'''-25'''</span> with an NPC king they will react in the following ways:
Characters can undertake various actions. Actions between parents and their children will satisfy the Care need.
* 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.


=== Learn ===
Hostages can be assigned to any action except military ones.
Learn actions increase a character's skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher's Teaching skill and each skill can only be increased up to the teacher's own skill level. The action will be performed daily as long as it is possible and decreases Rest for both characters. Each lesson provides experience points that scale with the teacher's Teaching skill.
* Rhetoric: increases Manners and Persuasion skills
* Economy: increases Trade and Management skills
* Philosophy: increases Intellect and Teaching skills
* Rhetoric: increases Combat and Command skills


=== Social ===
Hostages can be returned either by paying a ransom or by defeating the kidnapper.
* '''Communication'''
** Spend Time: The characters spend time together. There will be 2 deep conversations, one started by each character. The probability of conversations being good or bad depends on each character's Mood.
** Wolf Hunting: Only available to adult characters if there are wolves available for hunting in the forest.
** Challenge to a Duel: Only available to adult characters if both participants have armor and weapons. Removes the desire for the death of the enemy if any exists between the duelists. The duel continues until one of the participants dies or loses consciousness. The more pain the duelist inflicts upon their opponent, the easier the rest of the duel becomes.
** Play Dice: Only available to adult characters. Bets 5 Holy Rings. The outcome is random but partially influenced by both characters' Intellect skill.
* '''Intrigue'''
** Seduce
** Bribe: Only available towards lords in another city. It costs 7 Holy Rings and decreases the targeted lord's loyalty towards their king. The amount of loyalty decreased depends on the performer's Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.

Latest revision as of 09:40, 1 July 2024

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.

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.png 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.png 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.png 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.png 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.png 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.png Management determines the amount of additional production when the lord is assigned as manager. It is increased by learning Economy.
  • Teaching.png 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.png 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.

Talent Skill Effect
Charismatic Manners.png Manners +15 interest from opposite sex lords and can freely visit enemy cities
City defender Command.png Command Doubles the bravery and pain threshold of the commanded army
Diplomat Persuasion.png Persuasion Unlocks the Repair Relationships diplomatic action
Enlightener Intellect.png Intellect Doubles the chance of passing knowledge to another lord
Forecaster Trade.png Trade Every Holy Caravan arrives with a notification about upcoming prices
Head chopper Combat.png Combat Higher chance of decapitating opponents if equipped with a weapon
Insightful Teaching.png Teaching 5% chance to create a talent when teaching a lord without talents
Sharp-tongued Management.png Management When in charge of the Chancellery the building doesn't need Paper

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:

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 Gold.png PolitelyDemand Tribute
Appoint as Heir.png Offer Vassalage
Library Robbery.png Library Robbery
Gold.png Hall Robbery
Enmity -50 to -25 No No Raid the Village.png Raid the Village
Attack.png Plunder the City
Kidnapping a Lord.png Kidnapping a Lord
Mortal Enemy -100 to -50 No No Kill.png 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 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.