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[p]Norland is a medieval colony sim that casts you as the head of a noble family and the leader of a small kingdom. You must navigate your way through class conflict, religious struggle, and political treachery – all while tending to the needs of your people, executing nefarious plots against your enemies, and uncovering the lost knowledge of a fallen empire. [/p][p]
Norland is 35% off as part of the Hooded Horse November Publisher Sale!
[/p][p]Hooded Horse November Publisher Sale[/p][previewyoutube][/previewyoutube][p]
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BETA version Update: Fixes and Balance

[p]Hey everyone.[/p][p]This is a beta update that includes a lot of fixes and balance changes. We thank our community for actively finding these issues and discussing balance.[/p][p]In short, it should now be more stable, easy, and more logical.[/p][p]Try it out, we’re curious what you think has improved.[/p][p][/p][h2]Balance[/h2]
  • [p]Rulers on the global map now recruit warriors according to the same technology thresholds available to the player. For example, they won’t have shields before reaching 60 population, and so on. These warrior sets also now depend on culture: some prefer to recruit archers, while others favor melee fighters.[/p]
  • [p]Population threshold for unlocking the Chancery changed from 60 to 40; Ale production and Herbalist building thresholds changed from 40 to 20[/p]
  • [p]Removed the “Shields” technology; shields are now available immediately after learning Armorer. Added a new “Light Armor” technology (unlocks at 75 population)[/p]
  • [p]Migrant culture calculation now considers only direct neighboring empires[/p]
  • [p]Crossbow and Ale technologies now require less population to unlock[/p]
  • [p]War-caused migration: one migrant will always be a bandit (if bandits are allowed by the player’s current development tier)[/p]
  • [p]Bandit camp towers now appear at 75 and 90 population. The bandit leader appears at 60 population and now wears light armor instead of heavy armor[/p]
  • [p]Loyalty sermon cost reduced from 150 to 100 coins[/p]
  • [p]Adjusted forest bandit composition based on the population size of the city in the same province[/p]
  • [p]The “Defeat in battle” thought is now removed from prisoners when the player brings them to their city[/p]
  • [p]After reaching the final settlement development tier, the Scriptonic will visit the city once every 10 days[/p]
  • [p]After destroying a bandit camp, a new camp will not appear in the same spot for at least 4 days[/p]
  • [p]Adjusted population thresholds for Pig Farm and Paper Workshop technologies[/p]
  • [p]Removed negative prisoner thoughts about the player’s army size; only positive thoughts remain (when soldier count is equal or twice as high)[/p]
  • [p]Bishop and Matriarch now have the “Tolerant” trait, which removes the “Hated Culture” thought toward characters of cultures hostile to theirs[/p]
  • [p]Removed the “Patrols” technology. You can put them from the start.[/p]
  • [p]Politician will demand attacking an enemy only if that enemy is weaker than the player[/p]
  • [p]Soldier taste preferences are now identical to peasants: no negative thoughts from carrots or flour, meat gives the same strong positive thought, and the turnip thought no longer lasts twice as long or has increased strength as it does for lords[/p]
  • [p]If the player frees a foreign lord from bandits or from being a hostage in another army, the player receives half of that lord’s ransom value and improves relations with that faction’s leader[/p]
  • [p]When assigning the “Hire a free lord” task, the executor now begins performing it immediately[/p]
  • [p]Rutabaga Typhos can now occur immediately after reaching the required development tier, not only after 50% of citizens eat turnips[/p]
[p][/p][h2]UI and QoL[/h2]
  • [p]Building hint in the construction menu now displays whether the building gives comfort bonuses or penalties to nearby housing[/p]
  • [p]Adjusted population thresholds for some cultural technologies; removed the 110 population requirement[/p]
  • [p]Optimized tooltip display for caravan goods during scrolling; fixed a bug where next-tier technology descriptions did not appear[/p]
  • [p]Optimized redraw and rebuild of the trade menu when switching tabs[/p]
  • [p]Caravan now uses the player’s current development tier instead of current population; if population decreases, book deliveries remain tied to the highest reached development tier[/p]
  • [p]Characters will no longer wish to see their close child, since they cannot interact directly with them on the global map[/p]
  • [p]If the player reaches a new development tier while trading or while the caravan is already on the local map, the caravan’s book list updates[/p]
  • [p]If the Hall has no servants, worker reassignment is attempted every hour; if no one can be assigned, an event about missing servants is sent every 6 hours[/p]
  • [p]Peasant info hint now displays “Migration allowed” when migration is enabled in the Hall[/p]
  • [p]Notifications about knowledge becoming widespread are now merged into a single notification if multiple technologies trigger it[/p]
  • [p]On Easy difficulty, the 60-population notification no longer shows the line about Loving Family protection being removed; this line is also hidden if protection was already removed due to player aggression[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Trees incorrectly marked as decorative on load (and therefore could not be chopped or removed when placing buildings) are now either deleted or replaced with real trees[/p]
  • [p]Fixed a bug where the order of lord commands was random and could differ between players[/p]
  • [p]Fixed localization issues in the “Invite a lord to visit” and “Take/Put rings/gold” commands when the Hall was missing[/p]
  • [p]Fixed a bug where hiring a free lord and other treasury-costing tasks were canceled if the treasury had less than twice the task cost[/p]
  • [p]Fixed layout issues in the caravan trade menu[/p]
  • [p]Fixed a bug where AI city armies could receive extra troops left over after attacks on that AI’s villages[/p]
  • [p]Fixed a bug where, in rare cases, already killed soldiers could continue fighting[/p]
  • [p]Fixed a bug where the learned “Durability Ointment” technology also reduced the chance of destroying enemy armor and shields[/p]
  • [p]Fixed a bug where the next population tier was calculated from current population instead of current development tier; this caused incorrect ambition hint information when population dropped[/p]
  • [p]Fixed a bug where AI lords entered their first battle without equipment after adulthood, causing heavy injuries; they now receive their full gear immediately after maturing[/p]
  • [p]Fixed missing context in the iron mining hint[/p]
  • [p]Fixed a bug where some icons remained visible on the loading screen[/p]
  • [p]Fixed a bug where the tooltip for goods on the exchange table in the trade menu showed incorrect items[/p]
  • [p]Fixed a bug where captured enemies on the local map could still have the “Defeat in battle” thought[/p]
  • [p]Fixed a bug where a bandit camp could appear for the player before reaching the required settlement development tier[/p]

Nominate Norland for the Steam Awards

Hello everyone, Dmitry here.

So, the 2025 Steam Awards have begun! Nominations are open, and I’m hoping you’ll support Norland by nominating it in the Labor of Love category.

As I recently wrote in a short article in our Reddit community, Norland is being developed in an old-school early-2000s style. We’re rethinking (though without fanaticism) almost every conventional mechanic, designing the game as if 30 years of genre evolution never happened.

This approach has its pros and cons — which I described in detail in that article — but one thing I can promise for sure: you can expect tons of fresh gameplay in frequent, as much as possible, patches, simply because we genuinely enjoy working in this genre and experimenting with it.

Over this past year, we’ve significantly changed the game, but the most exciting things are still ahead. To be honest, I don’t see a single aspect of medieval urban civilization that we couldn’t at least try to implement in our game, so we’re committed to working for a long time without slowing down.

So thank you for supporting us along this journey, thank you for your feedback, your suggestions, and for being part of our warm and friendly community. All of this makes possible one of the subtle wonders of the modern world — when hundreds and thousands of people take part together in creating unique game universes.

In that sense, I feel that Norland is definitely a Labor of Love, in many ways. :)

And here you can take a look at the list of patches we’ve released over the past year to see how far we’ve come (you can click on each image to see the contents of the post):



So, if you want to show Norland some extra love during the Steam Awards, please click the “Nominate” button that’s part of this post and nominate it for the 2025 Labor of Love award.

Thank you again for supporting Norland!

Patch #43 (BETA) - The Big Autumn Update

[h3]Hello everyone,[/h3]

This is Dmitry.

It’s been quite a while (two weeks? three?) since we released a meaningful update, so this one will be rather large (BETA though). The post will be large as well, but this time it comes with pictures.

Note: As always, all saves are compatible.
In this version, the tutorial is also disabled, so if you haven’t played the game before, we recommend not downloading this BETA.

[h2]New Progression System[/h2][hr][/hr]Below is some theoretical design discussion for those interested in designing complex game systems; you can skip it and move on to the actual content.

[expand]
[h3]Why We’re Changing It[/h3]
So, the current system has long been outdated, but we never quite got around to remaking it properly. Now, with the steady flow of new art and an expanding economy, we realized we could no longer postpone this reform. Otherwise, the situation with piles of books and knowledge would turn into a mess.

[h3]Two Possible Approaches[/h3]
We had two options: a tech tree, typical for 4X strategies and colony builders, or population‑based progression, typical for city‑builders.

In the first scenario, progression happens parallel to city development and is largely independent of it. In the current version, that’s roughly how things work: you research one technology, then it unlocks access to the next.

In the second scenario, new knowledge is unlocked as the city reaches certain development levels, usually expressed through population.

[h3]Why We Didn’t Expand the Tech Tree[/h3]
We could have complicated the first system.

For example, a new building would be researched by a lord who spends time and resources on studying it (regardless of books). Or for another example: a lord uses 10 units of Beer studying it at the Brewery, eventually unlocking Ale. Burns 10 logs at the Sawmill. He “invents” coal. And so on.

The problem is that this system becomes detached from what’s happening on the map.

[h3]Why Population-Based Progression Works Better[/h3]
The second option felt more organic for our hybrid genre. The idea is that as a city grows, it attracts more trouble. Bandits, greedy neighbors, the church, diseases, etc. And the church offers you knowledge to help deal with these problems, in the form of books.

[h3]Balancing Challenge Through Migration Control[/h3]
With strict migration control added (You don’t need walls. Migration can be stopped with one button), we get a more balanced system that avoids a common scenario: players already in a difficult situation get more and more problems piled onto them, feeling that the game punishes them unfairly.

Now, if the player is not ready (meaning they aren’t doing well enough to keep their population happy and reach a new population tier), they won’t receive new challenges, but also won’t receive new knowledge. This should make the gameplay more balanced and prevent the situation where players get “buried” under problems that appear regardless of whether they’re ready for them.

[h3]How Population Tiers Unlock Knowledge[/h3]
As you hit clear population thresholds— 20, 40, 60, 75, etc. —the settlement advances to a new level. The Matriarch will kindly inform you which challenges now threaten you, and the caravan will bring new books to help deal with them. In the caravan’s book menu, you will also see which books will become available at the next stage.


You’ll keep control over when to progress, since migration can now be stopped with a single button. Or sped up by purchasing prisoners.

We removed many starting buildings from the initial tech set so that players unlock them themselves. At the start you will now have far fewer things—buildings, resources, technologies—but you will unlock and build them consciously and only as needed.

The old ambition system has been disabled as outdated.

[h2]New Resources and Art[/h2][hr][/hr]We’ve added a stonecutters’ camp, stone and steel tools (needed for mining it), a sawmill (the old sawmill is now the woodcutter’s camp), wooden blanks, firewood, and the fletcher’s workshop. Stone is needed for constructing high‑level housing.

Here we extract stone from so‑called spolia — the most common method of quarrying in the Dark Ages.


This required new crafting recipes. For example, tools are now made from Iron and blanks (not coal), and the Workshop now crafts maces instead of bows (bows have their own dedicated building).



We also updated the environment. Dirt patches under houses now look nicer and match the actual footprint of the buildings, making road planning easier. Roads have also been redrawn, with special attention to how they connect to plazas and buildings. The world now looks more organic, in our opinion.



[h2]Balance[/h2][hr][/hr]We reduced the fertility of fields (and pig farms), especially carrots, which were cannibalizing flour economically. But now vegetables can grow anywhere. They no longer require fertile soil.

With safe carrots, you can afford that.

Tree growth speed has been decreased (so woodcutting is faster), but the price of wood and wood‑based products has risen significantly, so early in the game, you can make good money on it.

Drought now raises food prices, so it’s no longer only a punishment. It’s also an opportunity. Wolves now yield 7 meat (and their price has increased).

And we made Mines infinite. Well, their production drops to one‑third when depleted, but not to zero.

[h2]Politics and the Bishop[/h2][hr][/hr]In the new system, the first politician appears at a population of 40. At the same time, we disabled the Bishop’s ability to become a politician since he already has plenty of tools. Now he can also be turned into a puppet.

Politicians will no longer immediately trigger unrest when you ignore their demands—they will first worsen their relations toward your king. We will be revisiting their mechanics more seriously soon; we like this direction.

We also made the Bishop more useful: at good relations, he can preach Joy and Loyalty sermons in favour of your king. It’s easier to build relations with him—he improves his attitude toward repentant sinners, and you can now invite him to go hunting (helpful if he annoys you).

[h2]Cultures[/h2][hr][/hr]Cultures now differ more strongly.
  • Makha migrants will have twice as much money.
  • Kaiden peasants will carry a dagger, and their Combat skill is at least 4–7.
  • Tanaya have double the chance to become fanatics after a sermon, and their prayer‑related thoughts are twice as strong.
  • Varna residents cannot be poisoned by Rutabaga and wolves do not attack them.
The Scriptonic will bring you books only of your own culture; these are also tied to population thresholds.

[h2]Prisoners[/h2][hr][/hr]Prisoners’ escape chance is now higher and heavily influenced by their mood. However, after living in your city for 10 days, they gain the Humility trait, which prevents escapes and increases their value.

[h2]World Map[/h2][hr][/hr]Provinces of the same culture are now grouped by regions on the map. Conquering provinces of a different (especially hated) culture will be harder, as the kings of these provinces will be more hostile to the suzerains of foreign cultures. Meanwhile, ambitious kings will always be of any culture except yours (meaning *you* are the ambitious king). So at first it will be relatively easy to unite your own cultural region before moving on to tougher neighbours.

Bandit camps now very rarely appear without reason, but have a 70% chance to appear in neighbouring provinces as a consequence of war. Their growth algorithm has been reworked so they no longer grow uncontrollably in your territory, but they will send Cutthroats to you along with migrants.

[h2]Common Knowledge[/h2]
Economic knowledge known in your province for 10 days now becomes common knowledge. That means everyone knows it: it no longer needs to be taught, transferred, etc. This should greatly reduce micromanagement in the late game.

We also considered the idea that if you stop producing something or a building stands idle for too long, widespread knowledge may become unique again and be lost. Tell us whether you like this idea, or if we should keep the simpler system—knowledge becomes common forever.

[h2]Urban Planning[/h2]
Level 1 and 2 houses now give a comfort bonus based on spaciousness (residents like having fewer people living with them). Higher house levels reduce this bonus, and levels 4 and 5 again increase comfort (though level 5 requires stone). This gives low‑level houses more purpose.

Residents now dislike when their workplace is too far away (and it also wrecks efficiency because they spend too much time commuting). You’ll see an icon over a house where such a worker lives. Move buildings (which is cheap and fast in our game) or build a tiny hamlet near important resources like a Mine.



[h2]Army Morale[/h2][hr][/hr]Squad banners now display morale, and its factors are visible in the squad interface. We also reworked the morale system: for example, losing a friendly squad will now hit morale hard. This may add tactical depth to battles, but will certainly make them more transparent.



I think I didn’t forget anything. Please try the new version and tell us what you think, since there are many changes and some things may have turned out too sharp.

By the way, if you’ve read this far, you have no choice but to leave us a review on our Steam page.

Thank you.
[/expand]
[h2]Full Changelog[/h2][hr][/hr][h3]Events & Problems[/h3]
  • Disabled the “Invasion of Vagabonds” and “Yellow Fanatics” calamities.
  • Disabled early‑game sequential tutorial advices in the top flag, as they are outdated.
  • Added threat display in the tooltip for reaching a new settlement level; added triggers for settlement level‑ups — arrival of the Scriptonic, and a bandit camp at 20 population
  • Disabled the “no food/alcohol production” problem indicator
  • Removed alcohol‑related advice from the citizen tooltip
  • When a problem (flag indicator) is resolved, a top‑screen event and an animated checkmark now appear on the flag
  • A child’s coming of age now clears the “child not studying” problem


[h3]Politics, Kings & Vassals[/h3]
  • A lord can become a politician if they have the highest knowledge and there are no other politicians in the town except the king.
  • Ambitious kings will no longer appear among AI kings whose towns share the same initial culture as the player.
  • Bishop can no longer be a politician; if a lord stops being a politician, their active political demand is removed.
  • Removed the “King’s Ambition” selection; the ambition hint (top panel) is now replaced with a settlement progression hint. Added display of progress toward the next settlement level
  • Reworked the “Lord Marriage” advice — it now lists all lords who qualify for the recommendation
  • The “An enemy is plotting” advice will no longer appear while the player is protected by the Loving Family
  • AI lords on the global map now start the game with fake parents, making initial AI families properly recognized as relatives
  • Politicians will no longer start riots if their relationship with the king is above 0
  • Clicking on “Politician Gave a Gift” and “Politician Flattered a Lord” events will now centre the camera on the participants
  • Player’s politicians will no longer demand attacks on the player’s unfriendly vassals
  • Fixed a bug where a new AI king, if he had +25 or higher relations with the previous king, would receive the “Sworn Enemy” thought toward the player’s king even if the player was not responsible for the previous king’s death


[h3]Cultures, Migrants & Religion[/h3]
  • Cultural technology hints now show the culture name in colour with the corresponding icon.
  • A child born from a father who is already dead or already an ex‑husband will no longer generate the sin “Forbidden Child”
  • Removed culture happiness display from the citizen tooltip
  • The Bishop can now hunt and can be invited to hunts
  • The Bishop can now perform “Sermon of Joy” on player command
  • Province cultures are now distributed differently at the start of a new game; the player can now see cultural distribution during province selection
  • Bishops will now improve relations when performing sermons and granting absolution
  • Culture names now have unique icons and colours in tooltips
  • Religious fanatics in rebellions now gain the “Joy of Rioting” thought, boosting their morale during the uprising
  • Migrants from Makha now bring twice as much money; Kaiden migrants carry daggers and have combat skills between 4–7; Tanai residents are twice as likely to become fanatics after sermons and gain double the thought strength from prayer; Varna residents cannot be poisoned by rutabaga and are never attacked by wolves
  • Peasants will no longer gain sin for fighting during riots started by a politician


[h3]Bandits & Crime[/h3]
  • Bandit camps in the player’s province now spawn and grow by the same rules as in AI provinces. Unhappy departing residents and soldiers will no longer populate the bandit camp.
  • Fixed a bug where the number of peaceful residents shown in the top UI panel incorrectly counted bandits as well
  • Fixed a bug where unique visitors leaving the player’s city were treated as escaped peasants and could join bandit camps (most common with pilgrims)
  • From “war consequences” in a neighbouring province, there is now a 15% chance that a migrant will turn out to be a vagrant. While a bandit camp exists in the player’s province, there is a 50% chance that one of the migrants will be a thug
  • Bandit camp spawning reworked: in AI‑controlled regions, camps now have a 5% base spawn chance; if a neighbouring AI city is successfully attacked, there is a 70% chance a bandit camp will appear (triggering a “Consequences of War” notification). The camp may appear in the attacked or a nearby region


[h3]Army, Squads & Combat[/h3]
  • Fixed a bug where hourglass icons did not appear on soldiers whose contracts were about to expire
  • Fixed an issue where the army list did not refresh after hiring soldiers with expired contracts
  • Fixed a bug where enemy squads with an active capture order (e.g., vagrants capturing peasants) did not fully cancel the order and looped between old and new orders
  • Recruitment tooltips for peasants and prisoners now indicate that recruitment is permanent
  • Soldiers and knights with expired contracts will only appear in the recruitment menu after returning their equipment and joining the mercenary faction
  • If squad editing is currently unavailable, the “Edit Squad” button will now be disabled
  • Prisoners with the “Humility” trait will no longer attempt to escape
  • Switching between lords in the family setup menu during new game creation, adjusting skill levels, and setting talents now happens on mouse press instead of release
  • The “Commander Not in Battle” thought now appears as a squad morale modifier in the squad menu when the “Hold Back” option is enabled
  • Fixed a bug where it was impossible to select an immobilised soldier by clicking their card in the army menu
  • Soldiers who are currently surrendering or retreating can no longer be added to a squad
  • Fixed a bug where soldiers added to an existing squad (e.g., via “Modify Squad”) did not receive the commander’s morale bonus or the “Loyalist in Battle” thought if they were loyalists
  • Updated the squad menu — it now shows special thoughts that affect squad morale, such as “Squad Losses,” “Enemy Losses,” and others
  • Added a new squad morale display method: a numerical morale value now appears near the squad banner
  • In simulated battles, archers now shoot slower, and damage to gates and towers is dealt twice as fast — making results closer to those of manual combat
  • Characters in a squad can no longer catch fire or take burn damage from burning fortifications (gates, towers, etc.)
  • Fixed bugs where the calculation of victory chances and power ratios against the enemy did not account for the city garrison and other factors
  • Fixed a bug that allowed lords to be dismissed in the army menu


[h3]Thoughts, Morale & Mood[/h3]
  • The “Enemy of My Idol” thought was weakened to ‑15 and now detaches if the lord stops being a puppet or if the idol stops considering someone an enemy.
  • Squads will now receive proper “loss” thoughts when soldiers die not in melee (e.g., from enemy archers)
  • Updated the condition for showing the “Citizens are unhappy” advice — now it checks only the current average mood instead of a 2‑day average
  • Fixed a bug where fleeing a battle did not apply loss thoughts to squads and did not trigger traits that depend on escaping combat
  • Reworked the algorithm for determining the strength of “average thoughts” (top‑left population tooltip). For example: if a thought lasted only 1 hour out of 24, it will appear as 24× weaker
  • Improved the citizen tooltip (top‑left): advice text now uses full width; cultures have their own colour and icon
  • Trait tooltips from talents now include a line explaining how to unlock the trait
  • Fixed a bug where a character’s romantic attachment faded from a deceased person before the grief thoughts were attached, causing them to miss the “Lost a Loved One” thought
  • Grouped various morale thoughts about fleeing, capture, or death into categories: “Squad Losses,” “Enemy Losses,” and “Commander Loss”
  • Thoughts about the destruction of friendly or enemy squads are now applied only to nearby squads
  • Added thoughts for witnessing the destruction of friendly or enemy squads
  • Added a new prisoner thought: “Caught During Escape”
  • Removed the thought “Foreigners are pushing us out!”
  • Removed the reduction of negative thought strength for vassals
  • The “Handsome” trait now gives +20 to interest instead of +30
  • The “Charismatic” trait no longer provides an interest bonus
  • Fixed a bug where the strength of the “Hated Culture” thought was lower than intended on peaceful difficulty
  • Increased the strength of the thought “Ignored political demand” to ‑18
  • Removed the “Malnutrition” trait and thought, which were applied if the hidden hunger parameter fell below 20
  • The thought “Obsessed with Desire” will no longer weaken over time
  • Fixed a bug where strong positive thoughts were selected incorreсt

[h3]Join the Norland Community[/h3][hr][/hr]You can visit the community wiki for more details about the game.

Join the conversation or follow updates for Norland on Discord, BlueSky, Twitter, YouTube, and Reddit.

Patch #42. Minor Update

[p]Hi.

We’re preparing a major patch this week, but since it will go to beta, we also decided to improve a few things in the main branch as well.[/p][p]
Here are patch notes:[/p]
  • [p]A politician will no longer start a riot sermon after the player ignores their political demand if their relationship with the king is 0 or higher [/p]
  • [p]Fixed a bug where unique guests leaving the player’s city could “join” a bandit camp [/p]
  • [p]Reduced the time required to start a new game or load an existing one[/p]
  • [p]Other minor bug fixes and balance improvements[/p]