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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. New peasants bring some [[File:Gold.png|25px]] in their inventory. Unhappy peasants can leave the city, join the forest bandings or become vagabonds.
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 if there are many 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.

Revision as of 12:02, 29 June 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.

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 if there are many unemployed peasants. New peasants bring some Gold.png 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.

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
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.

States

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:

  • Slave.png Prisoner: Character is a prisoner.
  • Hiring Bandits.png 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.
  • Pregnant.png Pregnant: Appears on all pregnant women and will give birth in a day. Movement speed is reduced and the woman might experience nausea. There is a small chance of both the mother and the baby dying at birth.
  • Homeless.png 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.
  • Nectar-addict.png 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.
  • Intoxication.png Intoxication: Appears after consuming beer and will make the character pass out in 4 hours regardless of needs.
  • Hangover.png Hangover: Can appear the day after the character drank alcohol and reduces their Mood by 8.
  • Withdrawal from Vassalage.png 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.
  • Severe Hunger.png Severe Hunger: Appears if the character hasn't eaten in 2 days and becomes Starvation in 24 hours unless the character eats.
  • Starvation.png Starvation: Appears if the character hasn't eaten in 3 days and becomes Death in 24 hours unless the character eats.
  • Exhaustion.png Exhaustion: Appears if Sleep reaches 0. Character will pass out and be carried somewhere it can sleep.
  • Depression.png Depression: Appears if Mood reaches 0 for a lord. Becomes Madness if Mood isn't improved.
  • Madness.png 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.
  • Bald.png Bald: Can appear on male characters. Guaranteed with the "Early balding" personality trait.
  • Menopause.png Menopause: Appears on old female characters and makes them unable to get pregnant.
  • Sins.png 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.
  • Kill.png Crime: Appears if the character committed a crime and will disappear in 2 days.
  • Vision Loss.png 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.
  • Terror Victim.png 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.
  • Fanatic.png 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.
  • Agonistic.png 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.
  • Sick.png Rutabaga Fever: Can appear after eating Rutabaga. Causes pain.
  • Hemophilia.png Hemophilia: Appears if the "Juice of Life" scenario was selected. Moderate Bleeding and Severe Bleeding cannot be stopped.
  • Dead.png Dead: Character is dead.

Wounds

A character heavily injured from a battle

Wounds are states that result from fighting and are always negative.

  • Injuries.png 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.
  • Bleeding.png Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.
  • Moderate Bleeding.png Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding. Cannot be stopped if the character also has Hemophilia.
  • Severe Bleeding.png Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated. Cannot be stopped if the character also has Hemophilia.
  • Pain Shock.png Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.
  • Stunned.png Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 20 minutes.
  • Concussion.png Concussion: Can appear appear from being hit by attacks. Reduces movement speed and Combat skill by half for 6 hours.
  • Facial Injury.png 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.
  • Loss of Hand.png 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 become an inflamed wound and a 50% chance to cause loss of consciousness.
  • Scars.png Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.
  • Infected Wound.png 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.
  • Gangrene.png Gangrene: Appears if an Infected Wound is not removed in 48 hours and kills the character in 24 hours.

Prisoners

Prisoners are paid directly in resources rather than Gold and are given jobs before peasants. 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
  • +20 if the prisoner has combat skills
  • +20 if the prisoner is female and can become pregnant
  • +10 if the prisoner is not yearning for freedom

Vagabonds

Peasants who are unemployed and unhappy for too long will either leave the city or 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. They can also kidnap lords and allows neighbors to perform Dark Deeds.

Vagabonds can be combated by deploying patrols, constructing Scaffold buildings or terror.

Bishop

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.

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.