Beginner's Guide: Difference between revisions

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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.


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 <span style="color:green;">'''green'''</span>, <span style="color:orange;">'''yellow'''</span> or <span style="color:red;">'''red'''</span> background depending on their Mood.
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.


== Finances ==
=== Defeating stronger enemies ===
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.
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.


== Needs, thoughts and mood ==
== Building management ==
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.
[[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.
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.
 
== Skills ==
Every character has 8 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.
* '''Trade''' determines the effectiveness of trading goods. 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.
* '''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.
* '''Management''' determines the amount of additional production when the character 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.
* '''Combat''' determines the probability of evading the enemy's attack based on the difference in skill level. It is increased by learning Warfare.
* '''Command''' determines the magnitude of the morale bonus for warriors in the squad. It is increased by learning Warfare.


== Personality traits ==
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.
Every character will have a number of personality traits, which affect how the character behaves:
{| class="wikitable"
! Trait
! Effects
! Reason
|-
| '''Attractive''' || +10 interest from other characters ||
|-
| '''Defender of Order''' || Likes kings who destroy bandit camps<br>Dislikes kings who tolerate bandit camps in their provinces and interact with them ||
|-
| '''Courageous''' || Higher threshold for bravery || Happy childhood
|-
| '''Low fertility''' || -30% chance to become pregnant || Inherited
|-
| '''Mental impairment''' || Has the "Joy of foolishness" thought (+8 Mood)<br>-50% experience from learning || Inherited
|-
| '''Tendency to addiction''' || Higher chance of developing dependencies || Unhappy childhood
|-
| '''Combat instructor''' || Training warriors at the Training Ground gives double experience ||
|}
The "Combat instructor" trait requires a Teaching skill of 15 to function.


== Actions ==
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.
Characters can undertake the following actions:


=== Learn ===
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.
Learn actions increase a character's 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 ===
== Disasters ==
* '''Communication'''
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:
** Spend Time: The characters spend time together. There will be 2 deep conversations. The probability of conversations being good or bad depends on both characters' Mood.
* 4 fleshwolves attack the city
** Wolf Hunting: Only available to adult characters if there are wolves available for hunting in the forest.
* Fields for one or all crops produce nothing for 3 days and their price at the Holy Caravan is 3 times higher
** 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.
* For 5 days each character has a 10% chance of contracting smallpox
** Play Dice: Only available to adult characters. Bets 5 Holy Rings. The outcome is random but partially influenced by both characters' Intellect skill.
* For 5 days all migrants are vagabonds or cutthroats
* '''Intrigue'''
* For 5 days 3-7 fanatic and nectar-addict peasants or Kaiden culture will arrive each day
** Seduce
* 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