Beginner's Guide: Difference between revisions

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== Needs, thoughts and mood ==
== Needs, thoughts and mood ==
Every character has a Mood, which ranges from 0 to 100 and is the sum of all thoughts. Thoughts arise from events 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.
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:
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:

Revision as of 20:18, 15 June 2024

Norland begins with you arriving in a small village with the intention of turning it into the thriving capital of your future kingdom.

Lords can be used for building management or undertaking quests. However they will refuse to undertake quests if their Mood is low. A lord will have a green, yellow or red background depending on their Mood.

Building management

Some buildings require a lord assigned as manager to function and will display an icon above if they do not currently have a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day. Failing that, the instructions given by them are valid for three days. Each lord has a Management level, which gives a production bonus the higher it is.

Once the workers receive instructions from managers they will begin working. During day they work and after 6 PM they attend their personal matters: receiving salaries, purchasing goods and drinking beer.

Finances

Prices and salaries can be managed from the Finance menu, which will display sales and expenses per day. Every character consumes 1 Food per day, so the amount of Food produced should be at least equal to the population and the Food price per unit should be lower than the workers' salary. People also need alcohol every few days and their mood can be regulated with the quantity and price of the sold alcohol. Markets open after 6 PM.

Needs, thoughts and mood

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: 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.
  • Rest: It is replenished slowly by not working and quickly by consuming alcohol at a Tavern.
  • Sex: Is it satisfied during dating.
  • Piety: It is satisfied slowly through praying and quicker at Temples or Altars.