Population: Difference between revisions
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* [[File:Loss of Hand.png|30px]] 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. | * [[File:Loss of Hand.png|30px]] 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. | ||
* [[File:Scars.png|30px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1. | * [[File:Scars.png|30px]] Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1. | ||
* [[File:Infected Wound.png|30px]] 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. | |||
* [[File:Dead.png|30px]] Dead: Character is dead. | * [[File:Dead.png|30px]] Dead: Character is dead. | ||
Revision as of 17:27, 18 June 2024
Population is divided into 5 categories of people: lords, peasants, warriors, criminals and slaves.
All characters age at a rate of one year per day.
Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. New peasants bring some in their inventory.
If a character consumes alcohol too often they may become dependent on it. The character will want to drink alcohol every day and will gain increasingly negative thoughts each day they don't drink. The dependency may randomly end after a mental breakdown or if the character does not drink alcohol for a few days.
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.
- Piety: It is satisfied slowly through praying and quicker at Temples or Altars.
- Care: Only available to children. Is it satisfied by actions between parents and their child.
- Sex: Only available to adults. Is it satisfied during dating.
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
States are displayed at the bottom of the character tab and have major events upon the character:
- Slave: Character is a slave.
- 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.
- Starvation: Appears if the character hasn't eaten in a very long time and will eventually lead to death.
- Menopause: Appears on old female characters and makes them unable to get pregnant.
- Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed manually by confessing to the bishop.
- Vision Loss: Appears to characters punished by Blindness. Decreases movement speed, Interest of other characters, resets Combat skill, many tasks will become unavailable and the character cannot escape.
- 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 criminals and prevents criminals from becoming cutthroats.
- Fanatic: Can appear if the character is unhappy or listens to a Sermon of Faith at a Temple and increases Mood by 12. Fanatic characters also gain positive instead of negative thoughts from pain.
- 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.
- 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: Can appear from being hit by attacks from cutting or piercing weapons. Can accumulate into moderate and severe bleeding.
- Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.
- Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 20 minutes.
- Facial Injury: Can appear appear from being hit by attacks. Causes intense pain, leaves 5 scars when healed, and has a 10% chance to cause loss of consciousness.
- 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: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.
- 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.
- Dead: Character is dead.
Slaves
Slaves 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 Slave Barn buildings. The building requires a worker to give slaves their food and alcohol.
Slaves may or may not yearn for freedom, which is shown when hovering over them. If a slave yearning for freedom is unhappy they may attempt to escape. The chances of escape are higher if they are homeless.
Enough unhappy slaves can instigate a slave uprising.
Slaves can be obtained by punishing criminals or capturing them after a battle. They can also be bought and sold at the Holy Caravan. Each slave has a price of 15 Gold, which can be increased by the following:
- +15 if the slave is 14-15 years old
- +10 if the slave is 16-25 years old
- +5 if the slave is 26-35 years old
- +20 if the slave is female
- +10 if the slave is not yearning for freedom
Criminals
Peasants who are unemployed and unhappy for too long will either leave the city or become criminals. Criminals will steal Flour, rob peasants on the street, and even break into the homes of peasants. After a few days they may become cutthroats.
Crime can be combated by deploying patrols, constructing Scaffold buildings or terror.
Bishop
Once the city reaches at least 40 population the bishop may visit it for a few days. 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.