Lords
Lords are the characters that can be controlled by players and can be ordered to do a variety of actions. Lords are listed on the top of the screen, where they will have a green, yellow or red background depending on their Mood. Lords can be obtained by childbirth within the family or from freelance lords.
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.
Lords can visit each other's cities. Treating them well can lead to them offering to increase skills. Alternatively they may be kidnapped but this has consequences.
The relation between two kings affect diplomatic relations between their cities. Kings are also biased against women on the throne and women on the throne also cannot marry so their children will be bastards.
Sometimes freelance lords will arrive with the Holy Caravan. Freelance lords can be hired for 10 days for a price of Holy Rings that scales with the hiring lord's Persuasion skill. While hired a freelance lord will function like any other lord.
Lords who are unhappy for long enough may experience a nervous breakdown.
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 determines the effectiveness of trading goods. When trading on the global map, each point of Trade skill difference increases or decreases prices by 3%. 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 |
Anxious | Always wakes up during a home invasion | Experienced a home invasion or captivity |
Ascetic | No thoughts from lack or excess of Holy Rings | Long time fanatic |
Devout | Always fanatic | Nervous breakdown or someone close passed away |
Substance aversion | Hates characters with addiction | Someone close has an addiction |
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 | Religious kings | Agnostic kings |
Sycophant | Suzerain kings | Vassal kings |
Supporter of Power | Kings whose armies are twice bigger | Kings whose armies are twice smaller |
Scientist | 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.
Prisoners
Prisoners are lords that have been kidnapped. There are three ways to kidnap a lord:
- Guests can be kidnapped via the Capture action.
- 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.