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Norland News

Playtests started!

Hello guys,

We have just launched the beta Steam playtest, adding 200 new players to it. In total 700 people now have access to the version - 500 old (they got an update) and 200 new (they got an email from Steam). We will add more.

As I mentioned before, this testing (we've been a bit delayed with debugging this version) will show us the readiness of the project for an early access release, after which we will be able to determine the release window.

If everything goes well, it will be quite soon.

I won't mention specific dates until we receive feedback on this version because I've made careless promises too often already, but I sincerely hope that it won't be a prolonged process.

Thank you all for your support and patience.

#12 Norland devlog: Global Map

(I was told that at the beginning of devlogs, I should introduce myself, and I decided not to argue with that. So...)

Hello everyone, this is Dmitry Glaznev, and I am the designer of Norland.

First, some news and plans:

- We've mostly finished the global map, although we encountered some difficulties. We've given it to our internal testers, and after fixing the bugs this week, we'll start playtests, which will help us determine the release window.

- We've successfully started editing translations with the help of our fantastic volunteers. To speed things up a bit, we are inviting additional volunteers. Please fill out the form here:

https://forms.gle/QxsJR7Vux5KFCtU58


[h3]Now, about the map.[/h3]

Part of our team continues to upgrade interfaces that require adjustments due to the accumulated changes. We are improving tutorials and sounds, and most importantly, we have completed the global map. We wanted to do this a week earlier, but we encountered an interesting problem that we had to solve (it turned out quite well).

Developing a complex global map for a city-builder-based game is an interesting and challenging task. Typically, this involves the player's focus and their main gameplay time constantly being on the local map, while the global map is a completely different game space that competes with the first. We can't dedicate too much time to the global map because it distracts from the tasks on the local map and creates a feeling of losing control over what's happening. Therefore, city builders with an active global map are quite rare.

In our game, we solve this through a discrete (pseudo-turn-based) flow - the daily schedule. Map updates occur once a day at 11 o'clock when characters work peacefully, and nothing urgent happens. Players can visit the map and calmly check the news. The map is the source of events, challenges, and the primary place for applying military resources in the game.

So, what have we done to improve it compared to the demo version?

[h3]Military Aid[/h3]
Now in Norland, you can send troops to assist in any conflict between neighbors (for example, during a vassal's rebellion), and you can also receive help from them. An allied neighbor's squad arrives on your local map and participates in the upcoming battle on your side.

AI can do the same - your enemies help their rebellious vassals, defend their friends from annexation, and so on.



At first, we tried to create permanent agreements based on this, regardless of the political situation of the subjects, but this caused a lot of logic conflicts. So, we came up with an alternative form of government.

[h3]Alliances of Free Cities.[/h3]
Solving this issue took us several days. In the end, we decided to create a different type of state - alliances of free cities. They are equal to vassal kingdoms, and they have a leader. Allies also change their sovereignty, but they don't get protection from the suzerain in exchange for money; instead, they are obliged to help each other. This is a very effective form of protection, but not suitable for aggression. Joining alliances is easy (especially for kings of the same culture, as they have mutual sympathy), but in the second part of the game, when there are fewer independent provinces, vassal kingdoms restore balance through aggression. All that alliances of cities can do is to ultimatively force their neighbors to leave other alliances or vassal kingdoms.

Instead of a crown, alliance leaders use a symbol of golden wings.

[h3]Map Simulation Model[/h3]
Simulating of the map shows interesting and diverse configurations that may occur by day 30-50. Sometimes it's one huge empire fighting against a massive alliance. Sometimes fragmentation is higher, but usually, 3-4 fairly large states are formed, which can pose a challenge to players in the late game.



[h3]Ambitious Conquerors[/h3]
2-3 kings on the map (far from the player) receive abilities at the start - Ambitious Conquerors. These kings are convinced that they are destined to conquer the world or simply desire limitless power. Either way, they consider the surrounding neighbors to be insignificant, more economically skilled, and strive to build their own kingdoms. These troublemakers add dynamism to the map, but since they are born far from the player, they can strengthen in the relative tranquility of their relatively peaceful province before encountering them.

[h3]Personal Letters[/h3]
As a reaction to various events, neighboring kings now write you personal letters, sometimes not mincing words.



[h3]Other Map Mechanics[/h3]
  • If a province comes under attack, the prices of the goods it sells double. Therefore, by provoking conflicts, you can make money.
  • The "Spouse's Opinion" thought - it is characteristic of kings and queens to consult with their spouse. You can gain an additional lever of influence.
  • The "Slander" action will help sow discord between two kings. With a hostile attitude towards the suzerain, a vassal will rebel, independent lords will start a war, and a common ally will leave the alliance. The best way to destabilize overly strong countries.
  • Poisoning has become a knowledge and is more accessible for study and application.
  • Social actions during visits have been extended, and diplomacy has been improved overall.
  • Dark deeds like gold robbery work more clearly and are penalized by the Matron's opinion, and thus, embargo levels for the caravan.
  • New missions will be added, such as a request to eliminate an enemy or participation in conflicts with neighbors.
  • Permanent trade contracts with a predictable profit.
  • Suzerains now strive to protect vassals, but vassals can rebel (and receive help from the suzerain's enemies).
  • Clicking on another kingdom, you can gauge the neighbors' attitude towards it by the color of their borders.
  • The mechanics of the Sinister Horde have been changed. Now it's a single entity that moves across the map, destroying city after city. You can wait for it, but you're unlikely to survive alone.




We believe all of this has made the map truly vibrant, with kings and states being distinct from each other in terms of culture, chosen forms of government, leader obsessions, and more.

Thank you for staying with us, and thanks to our wonderful volunteers and testers.

November Progress Update

Hello everyone,

[h3]Release Date and Plans[/h3]
In our Discord, I've already mentioned that in November, during testing with our internal testers, we encountered two issues - the routine actions of lords and the poorly functioning global map with few events. While these problems are not critical, we decided that we should address them and then retest the game to ensure a maximally enjoyable gaming experience at all stages. This led us to make some adjustments to our plans and postpone the game's release to January. We could have possibly tried to release it at the end of December or the beginning of January, but this period is considered the worst time for a release in the year.

On the other hand, we have arguments in favor of not having indefinite delays.

Firstly, we have finished adding new mechanics to the game, and we are now focusing solely on debugging, interfaces, combat tactics, and overall quality.

Secondly, we know how to solve these problems, and we do not see anything critical that would affect the game's overall architecture. Furthermore, we have already resolved the issue with the routine actions of lords, and a new global map is in the works - we need a week to finish and test it internally. After that, we will commence the promised playtests, and based on their results, we will announce the release date and begin the pre-release advertising campaign.

We regret that it has come to this, but these are complex games, and the current market situation, where the fate of a game depends on initial reviews, forces us to be very cautious. Ultimately, the situation with delays (not only for us but for all small teams) would be different if players left positive reviews like "This game may have flaws, but at least it was released on time. Keep it up, guys! I recommend it!" So please be patient. Thank you.

[h3]How Did We Solve the Issue with Lords' Routine Actions?[/h3]
  • We doubled their lifespan while slowing down the acquisition of experience from actions and the chances of illness. At the same time, we kept the speed of knowledge acquisition, pregnancy chances, and other factors. This way, lords will have more time to learn new technologies, of which there are now more than a hundred (by the way, we keep adding new ones - recently we added the "Logistics" knowledge, which speeds up the movement of your squads on the map). We didn't increase their lifespan too much to maintain the generational dynamics.
  • We also automated the education of children. Now you have the option of "General Education," where your chosen teacher will teach the child all skills in a row, starting with those they have talent for. By the way, bishops can now also teach, but it requires a good relationship with them.
  • We made the Chancellery knowledge available for purchase almost at the start. This way, you can choose between economic efficiency and free time for lords almost from the beginning.
  • We also revamped the inspection system. They always lasted for three days, but lords would visit them every day, giving instructions "for the future." Now they visit them every other day, giving them more freedom. The duration of instruction actions is displayed in buildings, in "royal overview" mode, in the lords' menu (it shows the time when the nearest instructions will stop being effective), and the hourglass icon on the lord's portrait indicates that they have no management-related tasks for the day, allowing you to assign them to other tasks.




Our internal testers have positively evaluated these changes, so it seems the issue is closed.

We thank Hannibalingus, PotioN, bliden, and vangolla for their help in identifying the problem and devising solutions.

Regarding what we did with the global map, I will tell you more later when it is also approved by the guys. For now, I will share information about other small changes we made in November, aside from the major cultural mechanics that I already talked about last time.

[h3]Character Voiceovers[/h3]
In the world of city builders and strategies, there aren't many games where characters have time for conversations. Therefore, we taught our characters to voice their dialogues, which had a good immersion effect. It works when the camera is zoomed in, so there won't be a cacophony of sounds. It's somewhat similar to Simlish, but it's actually a distorted Welsh language in which actors read excerpts from Darwin's Origin of Species.

[previewyoutube][/previewyoutube]

[h3]Building Rotations[/h3]
We have started implementing building rotations. For now, it's only for residential buildings (although they make up 90% of city construction), but cities already look more lifelike, with real squares and streets.



[h3]Advisor Menu[/h3]
This menu, "inspired" by CK3, is designed for those who get lost in the multitude of mechanics and don't know what to do next. It highlights current issues, moves the camera when clicked, and explains how to solve them. Don't know what to do next? Follow the advice menu. We thank Gironimo for the suggestion to create this menu.



[h3]Genetics[/h3]
We've moved away from traits that were granted based on a character's childhood outcomes, as this mechanic was not intuitive and felt too routine. Instead, this whole bunch of traits has become genetically inheritable from the character's father and mother. You will also see from whom exactly the character inherited a particular trait. By the way, talents are also inherited, so choose a bride for your heir carefully!



[h3]Dying King[/h3]
Now characters don't instantly die of old age; they spend a few days in bed before passing away. When this happens with the king, strong mutual animosity arises between the heir and the second-in-line (the second heir) - as the king is helpless and cannot punish anyone, the second heir is strongly tempted to seize the crown, and the current heir suspects them of this. Tragic events can unfold!

[h3]Relationships with the Matriarch[/h3]
Now your relationship with the church is more complex. The bishop's opinion of your king is just one of the factors. The Matriarch also looks at the number of fanatics, your actions on the map, sinfulness, and so on. At low relations, all fanatics in the city receive a significant mood debuff, and the caravan's assortment of goods also depends on this. For example, you will have a choice - either produce advanced weapons yourself or improve relations with the Matriarch up to 50.

[h3]Lords' Residences[/h3]
Children until they reach adulthood now live in a house with their mother, and you can also evict and move any lord into any house.

We have also expanded and revamped the training system, as it had become outdated since the summer demo version.

And we are also redesigning all building interfaces, character interfaces (including creating an event log menu), and cities. Here is what our Figma workspace looks like.



That's all for now; stay tuned, it's going to be interesting. In the coming weeks, aside from the global map, I will also talk about the game's lore and combat tactics, which we have been working on during these months.

Dmitriy.

#12 Norland devlog: Cultures

Hey all,

Some time ago, we introduced and tested the culture mechanics with our internal testers, so it's time to tell you about it.

We refer to them as 'cultures' rather than 'ethnicities' or 'races' because, like in real life, it's a social construct rather than a genetic one that defines values, language, and biases, and it can change through assimilation (for example, among children during education).

At the start of the game, there will be four cultures: Tanaya, Kaiden, Varns, and Makha.



[h2]Knowledge[/h2]
Cultures have their own language and knowledge. This means that, in addition to the 50 books written in the universal Imperial language, we have added around 50 books written in the languages of these cultures. These knowledge sources provide various bonuses, improve weapon proficiency, develop skills, and more, but only carriers of these cultures can read them. Some of these knowledge sources are also textbooks for other languages, allowing access to the knowledge of other cultures. Additionally, there is an option to translate books into different languages.

[h2]Values[/h2]
Different cultures have different notions of what makes a successful settlement. For some, it's population size, while for others, it's dynasty prestige or army size. The more representatives of a particular culture, the stronger the pressure it exerts on the player's policies. As for the kings, they have roles distributed among cultures that determine their reactions to various events and neighbors. For example, Makha culture respects kings with more knowledge, while Kaiden culture looks down on neighbors weaker than them.

[h2]Traditional Skills[/h2]
Like social classes, cultures have their traditional skills, allowing their carriers to work more efficiently in different industries. Warlike Kaiden are more efficient in blacksmiths crafting armor and weapons, while skilled Makha specialize in alchemy and brewing. The more representatives of different cultures in the city, the more efficient the economy, as characters from different cultures can work in various parts of it. However, the downside is the rise in xenophobia.

[h2]Xenophobia and Riots[/h2]
Some cultures are intolerant of others (and respect their own). This is reflected not only in the personal relationships of lords and kings but also in alarm when there are too many representatives of the disliked culture in the city. If characters of a certain culture feel unhappy, they may start a riot by attacking representatives of the disliked culture. Unfortunately, horizontal aggression towards another culture based on prejudice instead of holding the elites responsible for prosperity (in our case, lords) is a realistic element we've included.

[h2]Migration and Repression[/h2]
Most migrants share the same culture as the one chosen for the city at the start since they migrate from nearby villages. However, the culture of some migrants is determined by the culture of neighboring cities. When a neighboring city goes to war, migration from there intensifies, which can lead to increased tension. To control the cultural composition, players can engage in the repression of a particular culture, causing its representatives to be intimidated and stop coming to the city for some time.

Now, let's talk about the cultures themselves.



[h2]Kaiden[/h2]
Former barbarians on the border of the Crimson Empire, which used them to guard its borders, the Kaiden value honor and martial valor above all. Their songs extol bravery and heroism, while their material culture is notably austere and ascetic.

Values: Strength. Kaiden are happy if the army of the province where they live is stronger than that of their surrounding neighbors, and they are dissatisfied if it is weaker than all others.

Xenophobia: Varns. For many centuries, the Varns troubled the empire with their raids, while the Kaiden defended it. Echoes of this ancient conflict are preserved in songs and proverbs. Kaiden do not trust the Varns and consider them wild people without honor.

Traditional Skills: Weapons and Armor. Kaiden peasants play with weapons from childhood, which makes them more efficient workers in these productions.

Knowledge: Military. Books in the Kaiden' language are naturally dedicated to weapons, military art, and loyalty

[h2]Tanaya[/h2]
Once a great culture, the founders of the Crimson Empire, the Tanaya culture eventually became too steeped in religious dogma, which was one of the reasons for their downfall. Nevertheless, they still retain many aspects of imperial culture, from efficient bureaucracy to special ties with the Church of Saint Sophia, which supports them in conflicts with their neighbors.

Values: Faith. The Tanaya do not conceive of themselves outside the church, so they especially value it when their province has good relations with the Matriarch and are concerned when these relations are poor.

Xenophobia: Makha. The greedy babblers of the Makha have strayed from the Holy Mother and, in their pride, spawned heresy that consumed everything the Tanaya had built over the centuries.

Traditional Skills: Bureaucracy Paper production and office management are based on the traditional high literacy among the Tanaya peasants.

Knowledge: Bureaucracy, demagogy, and religion. Books in the Tanaya language provoke the use of intrigue and religion instead of brute force.

[h2]Makha[/h2]
The oldest civilized people of Norland, who created the first cities, philosophy, and trade, the Makha have long been overshadowed by more enterprising Tanaya, and for many hundreds of years have been in demographic decline. Philosophers and heretics, the Makha are practical and prefer money and earthly comfort above all other values. The Church of Saint Sophia traditionally views the Makha with suspicion, believing that the seed of heresy still lives within this culture, and does not support the Makha in conflicts with their neighbors.

Values: Prestige Prestige is the result of a developed mind. Therefore, the Makha are happy to live in the most prestigious province and are dissatisfied if they have to live in the most backward one.

Xenophobia: Tanaya Hypocrites and schemers, only waiting for the moment to strike in the back, the Tanaya are responsible for the fire of civilization, once ignited by the Makha, almost dying out.

Traditional Skills: Workshops and Alchemy For many centuries, the Makha have honestly created the best tools and the best potions in Norland, and their family secrets make them excellent workers in the Workshop, Brewery, and Alchemy.

Knowledge: Textbooks and Potions Development of intellect, trade, as well as special treatment of Nectar and their famous ale.

[h2]Varns[/h2]
The native inhabitants of the central plains of Norland, the Varns were pushed eastward by the expanding empire. Their seclusion and strict social antagonism of "us versus them" allowed them not to dissolve into the empire like other native peoples. Possessing ancient knowledge of Norland's nature, animals, and plants, the Varns seek their own unique path in harmony with the living world.

Values: Fertility Close to nature and having experienced the danger of extinction during long wars and migrations, the Varns are primarily happy if the population of their province is higher than that of their neighbors and are dissatisfied if it is low.

Xenophobia: Kaidenp Once brethren to the Varns, the Kaiden sold their old gods for imperial gold and trinkets and drove the Varns from the land of their ancestors.

Traditional Skills: Gifts of the Earth The Varns know how to deal with nature to make its fruits yield plenty of delicious food. Growing cereals, gathering from the forest, and swine farming are familiar to them from childhood.

Knowledge: Agriculture Proper food preparation, farming, hunting, and longevity.

October Progress Update

Hello everyone,

We apologize for the long absence; we've been incredibly busy with work. Let's catch you up on our progress.

[h2]Upcoming Plans:[/h2]
  • Everything is going well, and we still intend to launch in early access by the end of the year. Next week, we'll wrap up the culture and new diplomacy features, and then shift our focus to pre-release preparations. This includes refining the interfaces, uploading new graphics, fine-tuning the audio, working on optimization, and localization.
  • Alongside this, we'll expand our testing. Those who applied for playtesting through the game's page on Steam will be invited for internal testing. We remember you! The final price and release date will be announced once testing concludes.
  • For those who volunteered to help with language editing, I'll contact you as soon as we sort out the fonts and upload the localization. This should be in about a week and a half. Sorry for the wait. You can still apply here (especially looking forward to our Chinese friends):

https://forms.gle/DHYb4BzDKkkjUyTr5


[h3]What We've Achieved This Past Month: [/h3]
(pls note that I won't cover everything; some features are still in testing)

[h2]Bugs and Stability[/h2]
We're grateful to our testers, vangolla02021 and Sunika, for helping us identify and fix a particularly elusive crash bug. We couldn't reproduce it on our end and had to rely on multiple game runs with their assistance to pinpoint the issue. We're still working on a full resolution, but we're making progress. Other bugs are also being addressed promptly.

[h2]Game Settings[/h2]
Beyond the previously mentioned family and map settings, we've introduced general game settings.



Scenarios
Choose from one of eight starting scenarios or begin without any. For instance, play as a province where your lords and all peasants are dependent on nectar, or where all lords are blind, or suffer from hemophilia, etc.

Modifiers and Crises
Currently, there are four game start modifiers (e.g., all incoming migrants will be fanatics) and one crisis – the Unholy Horde. However, you can choose to disable these.

Game Difficulty
Apart from the normal and hardcore difficulty levels, we've added a relaxed mode. Here, goods production is more efficient, and neighbors won't bother you unless you initiate aggressive actions against them.

[h2]Loyalists and Tactics[/h2]
Loyalists are a social class of characters that emerge from happy peasants and soldiers, essentially rewarding players for treating their subjects well. They come with many benefits, such as being recruitable for the army (with a morale boost when fighting alongside the king), they don't turn criminal or rebel, and their productivity is 20% higher than regular peasants. However, maintaining their numbers means consistently ensuring a high standard of living, which can sometimes be challenging. They also get deeply upset when their beloved ruler passes away.

Thus, in addition to playing as a slave owner, nectar addicts, and fanatics, we've introduced the option to play as a benevolent ruler who is loved by the subjects.

[h2]King's Ambitions[/h2]
After being crowned, kings undergo a coronation ceremony, before which they define their reign's ambitions. These can range from conquering neighbors, population growth, forming military alliances, achieving high prestige, or fostering a productive economy. This gives you mid-term game objectives.



[h2]Inspiration[/h2]
Happy lords can experience Inspiration, where the strength of all their skills dramatically increases for a day. This is another reason to produce and procure quality goods that make people happy.

[h2]Experience from Actions[/h2]
As many of you requested, we've finally implemented it. Lords now gain experience when performing specific tasks.

We've also enhanced the influence of combat skill in battles. Our testers are pleased that, in their words, there's "now a reason to level up the combat skill".

[h2]Dynasty Prestige[/h2]
Competition is essential. Now, we have a dynasty prestige system to gauge how successful you are compared to your neighbors. The more books, population, vassals, etc., you have, the more prestigious your dynasty becomes. You can see where you stand among your neighbors, and your lords will be pleased to live in the most prestigious city and unhappy if it's an insignificant place.

One of the vital components is city decor, which now costs money and boosts prestige. Prestige also affects neighboring kings' attitudes towards you.

[h2]Statistics Menu[/h2]
We're still refining the interface, but we've introduced a statistics menu to help you better track your economic achievements and trends.



[h2]Some (Not All) Global Map Improvements[/h2]
  • You can now dispatch squads and characters already on the global map for tasks.
  • Occasionally, genius rulers emerge on the map, our solution for mid-game challenges. Instead of auto-leveling, we opted for challenges from large kingdoms that produce genius rulers in the game's later stages. This feature is recent and still under testing.
  • Provinces now trade in a consistent set of goods. You can establish ongoing trade agreements with them. If a province is attacked, it affects the prices of the goods they trade on the global market and with the Holy Caravan.


Next week (or slightly longer), we'll complete two significant game features – the new diplomacy and cultures. I'll update you on these, hopefully, sooner than this time.

After that, as mentioned at the start, we'll begin our pre-release preparations.

Thank you for your patience, and stay tuned; it's going to be exciting.

- D.