Lords: Difference between revisions
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Every lord has 8 skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training. | Every lord has 8 skills, which determine their effectiveness when undertaking tasks and are increased by training. Children gain more experience from training. | ||
* [[File:Manners.png]] '''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. | * [[File:Manners.png]] '''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. | ||
* [[File:Trade.png]] '''Trade''' | * [[File:Trade.png]] '''Trade''' increases selling prices and reduces buying prices by 3% per skill point. It is increased by learning Economy. | ||
* [[File:Persuasion.png]] '''Persuasion''' determines the effectiveness of actions related to communication and influencing other lords, including certain deep conversations. It also affects the effectiveness of sermons. It is increased by learning Rhetoric. | * [[File:Persuasion.png]] '''Persuasion''' determines the effectiveness of actions related to communication and influencing other lords, including certain deep conversations. It also affects the effectiveness of sermons. It is increased by learning Rhetoric. | ||
* [[File:Intellect.png]] '''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. | * [[File:Intellect.png]] '''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. |
Revision as of 18:40, 17 June 2024
Lords are the characters that can be controlled by players. A lord will have a green, yellow or red background depending on their Mood.
Lords can be ordered to do a variety of actions. However they will refuse to undertake them if they are unhappy unless they have the "Strong will" personality trait.
Characters with the age 0-13 will be children. Children start without skills but will randomly increase them every day. They can also gain positive or negative traits during their upbringing, especially the more they are educated.
Until the age 21, lords gain double experience from lessons.
Skills
Every lord 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 increases selling prices and reduces buying prices by 3% per skill point. It is increased by learning Economy.
- Persuasion determines the effectiveness of actions related to communication and influencing other lords, 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 lord 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 gives a chance to evade an enemy's attack based on the difference in skill level. It is increased by learning Warfare.
- Command determines the magnitude of the mood, and thus bravery, bonus for warriors in the commanded army. It is increased by learning Warfare.
Personality traits
Every lord will have a number of personality traits, which affect how the lord behaves.
Trait | Effects | Reason |
---|---|---|
Unattractive | -10 interest from other characters | |
Attractive | +10 interest from other characters | |
Beautiful | +20 interest from other characters | |
Difficult childbirth | Increased chance of dying during childbirth | Inherited |
Early balding | High chance of experiencing baldness earlier than usual | Inherited |
High fertility | +30% chance of getting pregnant | Inherited |
Low fertility | -30% chance of getting pregnant | Inherited |
Mental impairment | Has the "Joy of foolishness" thought (+8 Mood) -50% experience from learning |
Inherited |
Calm | All nervous breakdowns are light | Happy childhood |
Courageous | Higher threshold for bravery | Happy childhood |
Empathetic | Social thoughts are enhanced | Happy childhood |
Monogamous | Falls in love only once | Happy childhood |
Strong will | Works when unhappy | Happy childhood |
Resistance to addictions | Lower chance of developing dependencies | Happy childhood |
Cynic | Social thoughts and thoughts about the death of loved ones are weaker | Unhappy childhood |
Envious | More prone to feeling envious towards others | Unhappy childhood |
Gambling addiction | Gives a bad thought if the lord did not play dice games in a while Thoughts on winning and losing have greater effect on Mood |
Unhappy childhood |
Lustful | Sex need becomes unfulfilled twice as fast | Unhappy childhood |
Nervous | All nervous breakdowns are severe | Unhappy childhood |
Tendency to addiction | Higher chance of developing dependencies | Unhappy childhood |
King traits
Kings start with a trait that determines what other kings they will like and dislike.
Trait | Likes | Dislikes |
---|---|---|
Defender of Order | Kings who destroy bandit camps | Kings who tolerate bandit camps in their provinces and interact with them |
Greedy | Kings who have twice more Holy Rings than themselves | Kings who have twice fewer Holy Rings than themselves |
Liberator | Kings without slaves | Kings with 50% of population as slaves |
Religious | Kings who are religious | Kings who are agnostic |
Supporter of Power | Kings whose armies are twice bigger | Kings whose armies are twice smaller |
Scientist | Likes kings with higher Intellect skill than themselves |
Skill traits
Skill traits will only function after the lord raises the required skill to 15 or above.
Actions
Lords can undertake various actions. Actions between parents and their children will satisfy the Care need.
King
King actions can only be performed by the king on other lords.
- Appoint as Heir: Makes the targeted lord the heir. The old heir will feel suppressed and develop resentment towards both the king and the new heir.
- Reward: Costs 5 Holy Rings and gives the targeted lord +25 Loyalty, +8 Relations with the king and the "Rewarded" thought, whose Mood bonus scales with the king's Persuasion skill.
- File:Threaten.png Threaten: Gives the targeted lord "Threatened" thought (-18 Mood) and Loyalty that scales with the king's Persuasion skill.
- Gift to the King: Takes up to 5 Holy Rings from the targeted lord and gives it -25 Loyalty and the "Rewarded" thought, whose Mood penalty scales with the king's Persuasion skill.
Punish
Punish actions are unlocked by constructing a Scaffold.
Learn
Learn actions increase a lord's skill. After choosing the action you must choose another lord as teacher. The effectiveness depends on the teacher's Teaching skill and each skill can only be increased up to the teacher's own skill level. The action will be performed daily as long as it is possible and decreases Rest for both lords. Each lesson provides experience points that scale with the teacher's Teaching skill.
- Rhetoric increases Manners and Persuasion
- Economy increases Trade and Management
- Philosophy increases Intellect and Teaching
- Warfare increases Combat and Command
Social
Social actions are only available with other lords.
- Communication
- Spend Time: The lords spend time together. There will be 2 deep conversations, one started by each lord. The probability of conversations being good or bad depends on each lord's Mood.
- Wolf Hunting: Only available to adult lords if there are wolves available for hunting in the forest.
- File:Challenge to a Duel.png Challenge to a Duel: Only available to adult lords 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.
- Play Dice: Only available to adult lords. Bets 5 Holy Rings. The outcome is random but partially influenced by both lords' Intellect skill.
- Intrigue
- Seduce
- Bribe: Only available towards lords in another city except the king. It costs 7 Holy Rings and decreases the targeted lord's loyalty towards their king. The amount of loyalty decreased depends on the performer's Persuasion skill. If loyalty falls below 25 and the targeted lord is the heir they may raise a rebellion.
Sex for payment
This interaction is only available with a peasant of opposite gender and costs 1 Holy Rings. The lord will fulfill 15% of their Sex need. The lord will gain the "Shame for sins" thought (-22 Mood) and the peasant will gain the "Was used" thought (-20 Mood). This can result in a pregnancy where the child who will be a bastard. This action is considered a sin.
Prisoners
Prisoners are lords that have been kidnapped. There are three ways to kidnap a lord:
- Guests who visit can be kidnapped. This will worsen relations with all neighbors.
- You can order the kidnapping of a lord from a neighboring province.
- Unconscious lords in a defeated army will be kidnapped by the victor.
Prisoners start with a loyalty of -100. If loyalty is raised to 0 they will join the city and will no longer be prisoners.
Unhappy prisoners will try to escape. This can be prevented by blinding the prisoner but this will greatly limit their capabilities.
Prisoners can be assigned to any action except military ones.
Prisoners can be returned either by paying a ransom or by defeating the kidnapper.