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Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.
Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is also increased if there is a war in a neighbor province and decreased by terror and unemployed peasants. New peasants bring some [[File:Gold.png|25px]] in their inventory. Unhappy peasants can leave the city, join the forest bandits or become vagabonds.


If a peasant has their own home, ate and consumed alcohol within the last days they will gain the "Life is fulfilling" thought, which increases Mood by 10.
If a peasant has their own home, ate and consumed alcohol within the last days they will gain the "Life is fulfilling" thought, which increases Mood by 10.
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== Culture ==
== Culture ==
Each character has a culture, which determines what they value, which buildings get a production bonus, where they gain bonus knowledge, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord's culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of <span style="color:yellow;">'''Makha'''</span> culture.
Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord's culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of <span style="color:yellow;">'''Makha'''</span> culture and the bishop has <span style="color:orange;">'''Tanaya'''</span> culture.
{| class="wikitable"
{| class="wikitable"
! Culture
! Culture
! Values
! Values
! Production bonus
! Production bonus
! Knowledge
! Enemy culture
! Culture
! width=70% | Description
! Values
! Production bonus
! Knowledge
|-
|-
| <span style="color:lightblue;">'''Kaiden'''</span>
| <span style="color:lightblue;">'''Kaiden'''</span>
| Strength
| Strength
| Armor Forge<br>Weapon Forge<br>Archery Workshop
| Armor Forge<br>Weapon Forge<br>Archery Workshop
| Military
| <span style="color:green;">'''Varn'''</span>
| ''Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.''
|-
| <span style="color:green;">'''Varn'''</span>
| <span style="color:green;">'''Varn'''</span>
| Peace
| Peace
| Rutabaga Field<br>Pig Farm<br>Herbalist
| Rutabaga Field<br>Pig Farm<br>Herbalist
| Nature
| <span style="color:lightblue;">'''Kaiden'''</span>
| ''The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.''
|-
|-
| <span style="color:orange;">'''Tanaya'''</span>
| <span style="color:orange;">'''Tanaya'''</span>
| Intrigues
| Intrigues
| Paper Workshop
| Paper Workshop
| Bureaucracy, Demagogy, Religion
| <span style="color:yellow;">'''Makha'''</span>
| ''Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.''
|-
| <span style="color:yellow;">'''Makha'''</span>
| <span style="color:yellow;">'''Makha'''</span>
| Trade
| Trade
| Workshop<br>Brewery<br>Alchemy
| Workshop<br>Brewery<br>Alchemy
| Textbooks, Potions
| <span style="color:orange;">'''Tanaya'''</span>
| ''The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.''
|}
|}
== States ==
[[File:Madness thoughts.png|thumb|300px|The thoughts of someone with Madness being scrambled]]
States are displayed at the bottom of the character tab and have major events upon the character:
* [[File:Slave.png|35px]] Prisoner: Character is a prisoner.
* [[File:Hiring Bandits.png|35px]] Former Gangster: Appears on all prisoners obtained from defeating bandits and gives them the "Spirit of freedom" thought (-19 Mood) if they are turned into warriors.
* [[File:Pregnant.png|35px]] Pregnant: Appears on all pregnant women and will give birth in 3 days. Movement speed is reduced and the woman might experience nausea. Causes Loss of Mobility in the last day. There is a small chance of both the mother and the baby dying at birth.
* [[File:Homeless.png|35px]] Homeless: Appears when the character doesn't have a home and reduces their Mood by 14. Homeless people will sleep inside a Temple if one is built and in front of the Hall if no Temple is built.
* [[File:Nectar-addict.png|35px]] Nectar-addict: Can appear on characters who drink too much Nectar. The character will want to drink it every day and will gain increasingly negative thoughts and pain each day they don't drink. The dependency may randomly end after a mental breakdown or if the character does not drink it for a few days.
* [[File:Intoxication.png|35px]] Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.
* [[File:Hangover.png|35px]] Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.
* [[File:Withdrawal from Vassalage.png|35px]] Lowborn: Appears on knights given a title and decreases the opinion of all non-Lowborn lords by 20.
* [[File:Withdrawal from Vassalage.png|35px]] Bastard: Appears when a lord is born outside marriage or from a woman on the throne and they will have reduced relationship with other kings.
* [[File:Loss of Mobility.png|35px]] Loss of Mobility: Appears from various circumstances and prevents the character from moving.
* [[File:Severe Hunger.png|35px]] Severe Hunger: Appears if the character hasn't eaten in 2 days and becomes Starvation and Loss of Mobility in 24 hours unless the character eats.
* [[File:Starvation.png|35px]] Starvation: Appears if the character hasn't eaten in 3 days and becomes Death in 24 hours unless the character eats.
* [[File:Exhaustion.png|35px]] Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.
* [[File:Depression.png|35px]] Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn't improved.
* [[File:Madness.png|35px]] Madness: Appears after Depression if Mood isn't improved in time and lasts for several days. The character cannot be interacted with with most actions and their thoughts are scrambled.
* [[File:Bald.png|35px]] Bald: Can appear on male characters. Guaranteed with the "Early balding" personality trait.
* [[File:Menopause.png|35px]] Menopause: Appears on old female characters and makes them unable to get pregnant.
* [[File:Sins.png|35px]] Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.
* [[File:Kill.png|35px]] Crime: Appears if the character committed a crime and will disappear in 2 days.
* [[File:Vision Loss.png|35px]] Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Combat skill is always 0, other skills are greatly decreased, reduces Interest of other characters by 30, many tasks will become unavailable and the character cannot escape.
* [[File:Terror Victim.png|35px]] Terror Victim: Appears to 3-5 acquaintances of someone who was unjustly punished. Lasts for 5 days, reduces Mood by 16, prevents migration, prevents peasants from becoming vagabonds and prevents vagabonds from becoming cutthroats.
* [[File:Fanatic.png|35px]] Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and is always present if the character has the "Devout" personality trait. Increases Mood by 12 and the character gains positive instead of negative thoughts from pain but low Piety has greater penalties.
* [[File:Agonistic.png|35px]] Agonistic: Can appear if the character is happy or listens to a Sermon of Doubt at a Temple and decreases Mood by 6. Agonistic characters also donate less.
* [[File:Sick.png|35px]] Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.
* [[File:Hemophilia.png|35px]] Hemophilia: Appears if the "Juice of Life" scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.
* [[File:Dead.png|35px]] Dead: Character is dead.
=== Wounds ===
[[File:Injured character.png|thumb|300px|A character heavily injured from a battle]]
Wounds are states that result from fighting and are always negative.
* [[File:Injuries.png|35px]] Injuries: Appears from being hit by attacks. Hovering over it will show all injuries. Each kind of injury lasts for a different amount of time and has a different amount of pain.
* [[File:Bleeding.png|35px]] Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.
* [[File:Moderate Bleeding.png|35px]] Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.
* [[File:Severe Bleeding.png|35px]] Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.
* [[File:Pain Shock.png|35px]] Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.
* [[File:Stunned.png|35px]] Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 25 minutes.
* [[File:Concussion.png|35px]] Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by 50% for 6 hours.
* [[File:Facial Injury.png|35px]] Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, turns into 5 scars in 48 hours, and has a 10% chance to cause loss of consciousness.
* [[File:Eye Loss.png|35px]] Eye Loss: Can appear appear from being hit by attacks. Causes intense pain and reduces Combat skill by 50%. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.
* [[File:Loss of Hand.png|35px]] Loss of Hand: Can appear appear from being hit by attacks. Causes intense pain, reduces Combat skill by 50% and prevents the character from doing physical work and using a Shield. Has a 50% chance to cause Infected Wound and a 50% chance to cause Pain Shock.
* [[File:Scars.png|35px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.
* [[File:Infected Wound.png|35px]] Infected Wound: Can appear from being hit by attack. It can be removed by consuming a Medicinal Salve and will turn in Gangrene in 48 hours otherwise.
* [[File:Gangrene.png|35px]] Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.


== Prisoners ==
== Prisoners ==
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* +10 if the prisoner is 16-25 years old
* +10 if the prisoner is 16-25 years old
* +5 if the prisoner is 26-35 years old
* +5 if the prisoner is 26-35 years old
* +20 if the prisoner has combat skills
* +40 if the prisoner has combat skills
* +20 if the prisoner is female and can become pregnant
* +5 if the prisoner is female and can become pregnant
* +10 if the prisoner is not yearning for freedom
* +10 if the prisoner is not yearning for freedom


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Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.
Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.
== Migration ==
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some [[File:Gold.png|25px]] in their inventory.  Unhappy peasants can leave the city, join the forest bandits or become vagabonds.
If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.


== Bishop ==
== Bishop ==
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]
[[File:Bishop sermon.png|thumb|200px|Bishop conducting a sermon]]
Once the city reaches at least 40 population the bishop will join the village. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If he dies from anything except natural causes an inquisition army will head to attack the city.
Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.
 
The bishop's opinion affects the Matriarch's opinion. In addition the Matriach's opinion is increased if there are many fanatics in the city and decreased if less than 30% of the city's population is fanatic. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.
 
The bishop has <span style="color:orange;">'''Tanaya'''</span> culture and the Ascetic trait.


== Rebellions ==
== Rebellions ==

Latest revision as of 11:53, 1 July 2024

Population is divided into 5 categories of people: lords, peasants, warriors, vagabonds and prisoners. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.

If a peasant has their own home, ate and consumed alcohol within the last days they will gain the "Life is fulfilling" thought, which increases Mood by 10.

Peasants and warriors may leave the city if they become unhappy and unhappy peasants cannot be turned into warriors.

Knights can be obtained by recruiting mercenaries. They can lead armies and have a Command skill of 5 and a Combat skill of at least 15. They can also be given a title. Knights are much more expensive than regular mercenaries.

Age

Characters age at a rate of one year every 2 days, or every day if the game has the "Fast Metabolism" modifier. Until the age 21, lords also gain double experience from lessons. Based on their age they will fall into one of three age categories:

Category Age Need Effects
Child 0-13 Care Sex.png Care
  • Randomly improves skills every day
  • Cannot be targeted by hostile actions
  • Can acquire happy or unhappy childhood traits depending on Mood
  • Does not require housing and sleeps in the same bed as the mother
Adult 14-50 Care Sex.png Sex
Elderly 51+
  • Combat skill is reduced
  • Movement speed is reduced
  • Every day there is a chance the character will lose some knowledge
  • Increased knowledge chance from wise conversations

Needs, thoughts and mood

The Needs tab

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:

  • Sleep.png Sleep: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.
  • Food.png Food: If it becomes low it can lead to starvation and eventually death. It is satisfied by consuming food such as Flour, Meat or Rutabagas.
  • Rest.png Rest: It is replenished slowly by not working and quickly by consuming alcohol or nectar at a Tavern.
  • Piety.png Piety: It is satisfied slowly through praying and quicker at Temples or Altars.
  • Care Sex.png Care: Only available to children. Is it satisfied by actions between parents and their child.
  • Care Sex.png Sex: Only available to adults who aren't elderly. Is it satisfied during dating or sex for payment.

Characters will pray between 8 AM and 9 AM. If there is a Temple they will pray there. If there isn't any but there is an Altar they will pray there. Otherwise they will pray at home but this will be less effective.

Culture

Each character has a culture, which determines what they value, which buildings get a production bonus, what culture books lords can read, and what culture they are xenophobic towards. At the beginning all peasants in the city will have the lord's culture but peasants of other cultures can be gained. The Matriarch of the Church of Mother Sophia does not favor kings of Makha culture and the bishop has Tanaya culture.

Culture Values Production bonus Enemy culture Description
Kaiden Strength Armor Forge
Weapon Forge
Archery Workshop
Varn Being former barbarians who lived on the border of the Crimson Empire, which used to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.
Varn Peace Rutabaga Field
Pig Farm
Herbalist
Kaiden The native inhabitants of the central plains of Norland, the Varn were pushed eastward by the expanding empire. Their seclusion and strict social antagonism against outsiders to their culture allowed them not to assimilate into the empire like other native peoples. Possessing ancient knowledge about the nature of Norland, Varns seek their unique path in harmony with the living nature and with neighbors.
Tanaya Intrigues Paper Workshop Makha Once a great culture and the initial founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of the old imperial culture, from efficient bureaucracy to special ties with the Loving Family, which supports them in conflicts with their neighbors.
Makha Trade Workshop
Brewery
Alchemy
Tanaya The oldest civilized people of Norland, who created the first cities, philosophies, and inter-kingdom trade relationships, the Makha have long been overshadowed by the more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and skeptics, the Makha are practical and prefer money and earthly comfort above all other values. The Loving Family views the Makha with suspicion, believing that the seed of heresy still lives within this agnostic-leaning culture.

Prisoners

Prisoners are paid directly in resources rather than Gold, work 3 hours longer than peasants and are given jobs first. By default they are only paid in food but they can be given alcohol as well from the Finance menu. They are housed in Prisoner Barn buildings. The building requires a worker to give prisoners their food and alcohol.

Prisoners may or may not yearn for freedom, which is shown when hovering over them. If a prisoner yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.

Prisoners can be obtained by punishing vagabonds or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each prisoner has a price of 15 Gold, which can be increased by the following:

  • +15 if the prisoner is 14-15 years old
  • +10 if the prisoner is 16-25 years old
  • +5 if the prisoner is 26-35 years old
  • +40 if the prisoner has combat skills
  • +5 if the prisoner is female and can become pregnant
  • +10 if the prisoner is not yearning for freedom

Vagabonds

Peasants who are unemployed and did not receive wages for too long can become vagabonds. Vagabonds will steal Flour, rob peasants on the street, and even break into the homes of peasants. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty vagabond is punished.

After a few days vagabonds may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books and can attack lords as well. They can create daggers, which they will use. Vagabonds allow neighbors to perform Dark Deeds.

Workers at a Scaffold will punish vagabonds that committed crimes and will intimidate vagabonds that did not commit crimes, preventing them from committing crimes for a day.

Migration

Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. Migration is decreased by unemployment, terror, and the size of the city. New peasants bring some Gold.png in their inventory. Unhappy peasants can leave the city, join the forest bandits or become vagabonds.

If a city in a neighboring province is attacked it will increase migration by 30%. The culture of the new migrants will match that of the attacked city.

Bishop

Bishop conducting a sermon

Relations with the Church of Mother Sophia will begin once the city reaches a population of at least 40. Shortly afterwards the Matriarch will sent a bishop to the city. Lords have a number of special actions with the bishop. If a Temple is constructed the bishop will conduct the sermon. The bishop can provoke a religious uprising if he quarrels with any of the lords. If the bishop dies from anything except natural causes or duels an inquisition army will head to attack the city.

The bishop's opinion affects the Matriarch's opinion. In addition the Matriach's opinion is increased if there are many fanatics in the city and decreased if less than 30% of the city's population is fanatic. If relations with the Matriarch fall below -25 the bishop will leave, the Holy Caravan will no longer arrive and you will no longer receive warnings about disasters.

The bishop has Tanaya culture and the Ascetic trait.

Rebellions

Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.

  • Prisoners can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.
  • Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.
  • Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city's lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.
  • The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.