Beginner's Guide: Difference between revisions

From Norland Official Wiki
m (grammer)
 
(108 intermediate revisions by one other user not shown)
Line 1: Line 1:
Norland begins with you arriving in a small village with the intention of turning it into the thriving capital of your future kingdom.
In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.


In the Production menu you can manage all building production. You can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached. At the end of each working day the workers will bring the produced resources to the warehouse.
On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.


== Building management ==
If all adult lords die the game will end.
Some buildings require instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as 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 gives a production bonus that scales with its Management skill.


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.
== Beginner tips ==
* The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).
* By creating a strong army you can force neighbors into vassalage and use their tribute for further development.
* Always assign lords to tasks best matching their skills:
** Lords with high [[File:Command.png|25px]] Command skill can effectively destroy forest bandit camps, gaining rich loot.
** Lords with high [[File:Management.png|25px]] Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.
** Lords with high [[File:Trade.png|25px]] Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.
** Lords with high [[File:Persuasion.png|25px]] Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.
** Lords with high [[File:Manners.png|25px]] Manners skill can seduce foreign lords to your side.
** Lords with high [[File:Teaching.png|25px]] Teaching skill can quickly train peasants to use in place of expensive mercenaries.
** Lords with high [[File:Intellect.png|25px]] Intellect skill will gain knowledge quicker.


Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.
=== Defeating stronger enemies ===
If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:
* Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.
* In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.
* Neutralize their lords with the highest Command skill using intrigues.
* Try to bribe the heir - he will start rebellion, which will greatly reduce the province's army and number of lords.
* Finally, you can sit out the dangerous time and gather strength by becoming someone's vassal, which will protect you from enemies.


== Finances ==
== Building management ==
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.
[[File:Production menu.png|thumb|300px|The production menu]]
Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.


== Army ==
Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.
Each army is made up of a commander and warriors. Only lords can be commanders. The higher the commander's Command skill, the higher the unit's morale will be and the lower the chances of warriors fleeing when taking damage.


In the Army menu you can recruit warriors. The menu will display the Combat skill underneath each character. There are three ways of recruiting warriors:
Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.
# From peasants, which will not cost anything.
# From slaves, which will give them freedom.
# From mercenaries, which will cost Gold and need one to two days to arrive.


Warriors are more effective if they have weapons, armor and shields. If they have any in the inventory they will use them, otherwise you can give them equipment.
Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.
 
Armies can be selected either by selective their commander or their banner on the map. They can be ordered to move or attack manually with the right mouse button.
 
Each character has a Courage value that is equal to half of its Mood, or more if the character has the Courageous personality trait. If the value of the "Pain from injury" and "Pain from sickness" thought exceed the Courage value the warrior will flee. Mood is also increased by enemies being killed, unconscious or running away, especially the commander, and decreased by the same happening to allies.
 
Once an army begin fighting it cannot be given new orders until is victorious or defeated. After a battle the victorious army will take the enemy survivors as prisoners and peasants will later bring them to the settlement.
 
== Global map ==
On the global map you can see your city and neighbors with whom you can interact.
 
When two armies meet on the global map a battle icon will appear above them. Clicking on it will display a comparison between the two armies, and in the middle a balance of power bar that shows which army is more powerful and by how much. You can then choose to play out the battle automatically, fight it manually, or retreat.
 
Certain actions on the global map require either a lord that is at least 13 years old or a messenger. Sending a messenger costs 1 Paper.
 
=== Diplomacy ===
There are multiple kings you can interact with on the global map by clicking on their cities.
 
You can interact with specific lords in another city by choosing "Lords" from the action menu.
 
Dark Deeds are actions that will negatively affect the targeted city. Most of them requires cutthroats to be present in the city. The number of cutthroats is updated every few days. There are 4 Dark Deeds:
* '''Lord's Assassination''' requires cutthroats
* '''Kidnapping a Lord''' requires cutthroats
* '''Library Robbery''' requires books in the city's library
* '''Hall Robbery''' requires cutthroats
 
Politics are actions that will change the diplomatic relationships between two cities.
* '''Offering to the King''' requires 10 Holy Rings.
* '''Peace Treaty''' requires an army that is not several times smaller than that of the city's king's.
* '''Withdrawal from vassalage''' is only available towards the Suzerain lord. If the Suzerain is significantly weaker they will grant independence. Otherwise they will attack the city in a few days. If you defeat their army you will become independent, otherwise you will remain a Vassal.
 
Send the guest will make the selected lord go to the selected city and interact with the lords present.
 
Trading with another city is only possible when the desired city makes a trade offer, which will be displayed above the city in question, and also requires positive relationships and a lord or messenger. The prices are always better than those of the Holy Caravan. The prices will be adjusted by a further 3% for every point of Trade skill difference between the two kings. Trading will increase relations by 5.


=== Bandit camps ===
== Disasters ==
Sometimes bandit camps will be present on the map. Unless they are destroyed or bribed they will periodically attack the city. There are two ways of handling bandit camps:
Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:
# '''Attack''': if victorious the camp will be destroyed and you will gain loot, +5 relations with neighbors and +7 relations with the Bishop. If there are prisoners in the camp they will be freed. Hovering over the Attack button will show the possible Gold loot.
* 4 fleshwolves attack the city
# '''Bribe''': prevents attacks on your city and the growth of the bandit camp for a week. This action requires a lord or messenger.
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher
* For 5 days each character has a 10% chance of contracting smallpox
* For 5 days all migrants are vagabonds or cutthroats
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day
* For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higher
* For 7 days 10-15% of each food and crop will be lost and their price at the Holy Caravan is 3 times higher

Latest revision as of 03:35, 31 August 2024

In Norland you are in charge of helping a noble family of lords who own a province achieve prosperity, security, and personal ambitions. Your lords obey your commands, but they also have their own will.

On the 4th day you will be given the game objective. To win you must control 12 provinces, then use the Declare Yourself Emperor action on the king, then defeat the inquisition army.

If all adult lords die the game will end.

Beginner tips

  • The first buildings that should be constructed are Lumbermill (for construction materials), Rutabaga Field (for food), Tavern (for selling alcohol), Altar (for satisfying the Piety need) and Library (for gaining knowledge).
  • By creating a strong army you can force neighbors into vassalage and use their tribute for further development.
  • Always assign lords to tasks best matching their skills:
    • Lords with high Command.png Command skill can effectively destroy forest bandit camps, gaining rich loot.
    • Lords with high Management.png Management skill can produce a lot of extra goods - the more complex the goods and the higher the level of production building, the more profitable it is.
    • Lords with high Trade.png Trade skill will help you make a profit when trading with neighbors or the Holy Caravan.
    • Lords with high Persuasion.png Persuasion skill are useful for effective convert actions on the world map and later improving relations with neighbors.
    • Lords with high Manners.png Manners skill can seduce foreign lords to your side.
    • Lords with high Teaching.png Teaching skill can quickly train peasants to use in place of expensive mercenaries.
    • Lords with high Intellect.png Intellect skill will gain knowledge quicker.

Defeating stronger enemies

If a neighbor becomes your enemy but their army is more powerful there are a couple of ways to weaken them:

  • Reid their villages. This will slow down population growth and therefore Gold income, which will limit their ability to hire mercenaries.
  • In the province menu use shadow operations - hire bandits to rob the hall, which will also reduce their hiring capabilities.
  • Neutralize their lords with the highest Command skill using intrigues.
  • Try to bribe the heir - he will start rebellion, which will greatly reduce the province's army and number of lords.
  • Finally, you can sit out the dangerous time and gather strength by becoming someone's vassal, which will protect you from enemies.

Building management

The production menu

Some buildings require workers and instructions to function and will display an icon above if they do not currently have any. Instructions are given by assigning a lord as a manager. The same lord can be appointed as manager to multiple buildings and will try to visit each building every day, starting with the buildings that require instructions the most. Failing that, the instructions given by them are valid for three days. Each lord gives a production bonus that scales with its Management skill. On average one lord can manage between 7 and 10 buildings. Right-clicking on a building will quickly open a list of lords to assign as managers.

Once the workers receive instructions from managers they will begin working. At 6 PM workers will carry the produced resources to the warehouse. After work they receive their salaries. Prisoners work until 9 PM.

Buildings that produce basic resources will produce them continuously without any input from the player. But buildings that produce resources that require other resources need direct orders from the player in the Production menu, where you can either place a one-time order to produce a certain amount or set a continuous production until a set amount is reached.

Hovering over the Economic Summary will list buildings that do not have instructions, that have insufficient workers, that are broken or non-functioning, as well as fields on the verge of depletion.

Disasters

Disasters can happen a week after the game has started. They can happen at any point if difficulty was set to Hardcore. As long as relations with the Matriarch are above -25 you will receive a prophecy 5-8 days in advance. The following disasters are possible:

  • 4 fleshwolves attack the city
  • Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher
  • For 5 days each character has a 10% chance of contracting smallpox
  • For 5 days all migrants are vagabonds or cutthroats
  • For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day
  • For 5 days lumbermills produce 5 times less Wood and its price at the Holy Caravan is 5 times higher
  • For 7 days 10-15% of each food and crop will be lost and their price at the Holy Caravan is 3 times higher