Population

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Revision as of 20:18, 18 June 2024 by Aether (talk | contribs)

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. When a character dies from any cause their loves ones will get negative thoughts. Dead characters are cremated at an Altar or Temple.

Peasants migrate to the city, and the number of migrating peasants depending on the average Mood. New peasants bring some Gold.png in their inventory. Unhappy peasants can leave the city, join the forest bandings or become criminals.

If a character consumes alcohol or nectar too often they may become dependent on it. The character will want to drink it 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 it 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.png Sleep: If it becomes completely empty, the character will collapse and fall asleep regardless of what is happening. It is satisfied by sleeping.
  • Food.png 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.png Rest: It is replenished slowly by not working and quickly by consuming alcohol at a Tavern.
  • Piety.png Piety: It is satisfied slowly through praying and quicker at Temples or Altars.
  • Care Sex.png Care: Only available to children. Is it satisfied by actions between parents and their child.
  • Care Sex.png Sex: Only available to adults. Is it satisfied during dating or sex for payment.

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.png Slave: Character is a slave.
  • Homeless.png 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.
  • Severe Hunger.png Severe Hunger: Appears if the character hasn't eaten in 2 days and becomes Starvation in 24 hours unless the character eats.
  • Starvation.png Starvation: Appears if the character hasn't eaten in 3 days and becomes Death in 24 hours unless the character eats.
  • Menopause.png Menopause: Appears on old female characters and makes them unable to get pregnant.
  • Sins.png Sins: Appears if the character insulted someone, fought someone, or cheated on their spouse. Sins are temporary and can be removed by confessing. Non-lords will confess at the temple priest for free but lords must pay and confess to the bishop.
  • Vision Loss.png 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.png 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.png 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.png 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.
  • Dead.png Dead: Character is dead.

Wounds

Wounds are states that result from fighting and are always negative.

  • Injuries.png 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.png Bleeding: Can appear from being hit by attacks from cutting or piercing weapons. Multiple Bleeding will become Moderate Bleeding.
  • Moderate Bleeding.png Moderate Bleeding: Appears from multiple Bleeding. Multiple Moderate Bleeding will become Severe Bleeding.
  • Severe Bleeding.png Severe Bleeding: Appears from multiple Moderate Bleeding and will cause death if not treated.
  • Pain Shock.png Pain Shock: Appears when pain is greater than pain threshold and causes unconsciousness for 5 hours.
  • Stunned.png Stunned: Can appear from being hit by attacks from a Mace and causes unconsciousness for 20 minutes.
  • Facial Injury.png 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.png 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.png Scars: Appear after certain injuries heal. Each scar decreases the Interest of other characters by 1.
  • Infected Wound.png 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.

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.

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. Victims of a crime and to a lesser extent their loved ones will have a negative thought until the guilty criminal is punished.

After a few days criminals may become cutthroats. Cutthroats will steal Gold, Holy Rings and Books. They can also kidnap lords and allows neighbors to perform Dark Deeds.

Crime can be combated by deploying patrols, constructing Scaffold buildings or terror.

Bishop

Bishop conducting a sermon

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.

Rebellions

Each population category can trigger their own kind of rebellion. When a rebellion takes place all rebels will form an army and try to accomplish their hostile objectives.

  • Slaves can rebel if their average mood over a day falls below 25. Their army will try to burn down the settlement and kill all lords.
  • Warriors can rebel if their mood over a day falls below 25. Their army will attack the Hall to loot it, after which they leave and become forest bandits.
  • Religious fanatics can rebel if the average mood of peasants over a day falls below 25. Before the rebellion they will give you the chance to avoid it by sacrificing a lord. Otherwise they will form an army and burn the Library and kill anyone who is insufficiently devout. If the bishop has a mortal enemy among the city's lords he can also trigger a religious fanatic uprising. All religious fanatic characters will join the rebellion, including lords.
  • The heir or former heir can rebel if their loyalty drops to 0 and they are not on friendly terms with the king. Lords who are friends with the rebel or king will join their friend, the rest will be neutral. The army will be divided evenly between the participating lords. If the heir is victorious they will become the new king but supporters of the previous king will not be pleased.