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Save 35% on Norland

[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 October Publisher Sale!
[/p][p]Hooded Horse October Publisher Sale[/p][previewyoutube][/previewyoutube][p]
[dynamiclink][/dynamiclink][/p]

Patch #41 (MAIN) - Public Policy, Conspiracies, and Developer Mode

[p]Hello everyone, this is Dmitry.[/p][p][/p][p]Today we’re pushing to the main branch a patch that adds Public Policy and Conspiracies.[/p][p]In addition, we’ve fixed several bugs and introduced a few pleasant QOL improvements — such as a more detailed list of the most common thoughts in the character hint icons in the top-left corner.[/p][p][/p][p]By the way, I wrote a short post on our Reddit community explaining why the game has so many bugs in the first place. Take a look: Why are there so many bugs in the game Norland?

We'd also really appreciate it if you could share your thoughts and feedback in a Steam review. It's a powerful way to let us know what you think and will help inform future patches. If you'd like to help and support Norland's development, then that is the way![/p][p][/p][p]Now, here’s the list of improvements compared to the current beta version:[/p][p][/p][h3]Miscellaneous[/h3]
  • [p]Removed the “Basics of Loyalty” technology[/p]
  • [p]Reworked the system for calculating frequent thoughts in the citizen panel hints — it now shows the strongest positive and negative thoughts over the last 24 hours[/p]
  • [p]Added an icon indicating the idol of puppets; a lord with puppets now gets the “Idol” trait showing their list[/p]
  • [p]The chance of catching fire increases the longer a character stays inside a burning building; characters now start receiving burns from the very first fire stage[/p]
  • [p]A character can no longer extinguish themselves while inside a burning building[/p]
  • [p]You can no longer assign bodyguards during a conspiracy if they’ve already been bribed[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed a possible issue where the ransom quest could appear before the player actually delivered the prisoner to their city[/p]
  • [p]Fixed a bug where tags didn’t work in the “Developer Mode Enabled” message window, and the window didn’t appear the first time a new version of the game was launched[/p]
  • [p]City lighting now disappears along with the city when switching to King’s View mode[/p]
  • [p]Fixed a bug where constant messages appeared saying someone had become a follower of a politician[/p]
  • [p]Fixed a bug where AI vassalization demands didn’t work on the next day without reloading the save[/p]
  • [p]Fixed a crash when burning a city to the ground[/p]
  • [p]Fixed a bug where the portrait and name of a city’s king didn’t update when the king changed[/p]
  • [p]Cities in the fog of war no longer disappear when zooming out; now city walls are hidden as well[/p]
  • [p]Fixed a notification about a lord no longer being a follower of a politician[/p]
  • [p]Fixed the position of the King’s Eye UI near the hall’s storage[/p]
  • [p]Fixed a bug where characters would scatter around a building where sex began, even if they weren’t initially in the bedroom[/p]
  • [p]Added a fallback home override for deadly sex if the target’s house is occupied by a partner[/p]
  • [p]Fixed a bug where the technologies “The Right Nectar” and “Makha Ale” didn’t work[/p]
  • [p]Fixed a bug where the player’s king could appear among his own list of important persons[/p]
  • [p]Fixed tooltips on action tasks targeting conspiracy victims; fixed a bug where the target wasn’t blocked for global-map tasks unless the target was the player’s king[/p]
  • [p]Fixed a crash when loading a save with a deadly sex conspiracy[/p]
  • [p]Fixed a bug where city residents could think that a level 2 castle storage was located in the king’s bedroom[/p]
  • [p]Fixed a bug in the sex activity that caused participants to freeze if the character had no home[/p]
  • [p]Fixed a bug where zooming in and out of the city sometimes caused roofs to disappear and reappear[/p]
  • [p]Fixed a bug where executing the player’s lord could trigger the “Army Weakened” status[/p]
  • [p]Fixed a bug where the player’s king could start slandering himself[/p]
  • [p]Conspiracy participants and targets no longer react to crowd dispersal or switch to panic mode[/p]
  • [p]If a character catches fire inside a building with a blocked exit, they will now run around inside the building[/p]
[p][/p]
Patch Improvements Inherited from the Beta Branch
[p][/p][h2]Developer mode[/h2][p]In response to community requests, we’re giving you access to our Developer Mode. Inside it, you can tweak and adjust various things, create characters, and so on. [/p][p]Achievements are disabled in this mode, and to activate it you need to add the launch key -debug in the settings (LAUNCH OPTIONS) and then press Ctrl+D in the game. [/p][p][/p][p]By popular demand from our Russian-speaking community, we’ve also added a battle simulator, where you can experiment with how our combat system works.[/p][p][/p][p][/p][p][/p][h2]Group conspiracies[/h2][p]Politicians with low army loyalty - meaning they have poor chances in an armed rebellion - can now stage group conspiracies against their enemies and the king. For this they will need accomplices: followers, puppets, or even a hostile neighboring king.[/p][p]This way, politicians may at some point set a trap for their enemy, kill them, and arrange everything to appear innocent in the eyes of the other lords.[/p][p]Right now there are five types of conspiracies: unfair duel, failed hunt, deadly passion, and fervent prayer.[/p][p]What lies behind these names - you’ll have to discover for yourself.[/p][h2]Usurpers[/h2][p]When someone seizes power illegitimately, they gain the Usurper trait. Other lords - and especially the former heir - hate the usurper, while the usurper himself will execute his enemies on the scaffold.[/p][p]On the other hand, on the global map there’s a kind of reversal of relations - enemies of the old king welcome the new ruler, while the old king’s friends, conversely, are displeased.[/p][h2]Public policy[/h2][p]We’re continuing to develop our experimental mechanics based on simulating society, since politics is about building hierarchies within such a society. Until now, this hierarchy only had a few levels, but with the addition of popular support, things are getting more interesting. At the same time, we’re unifying the old systems of loyalists and fanatics.[/p][p]This system is still in its early stages and not working 100%, which makes your feedback all the more valuable. Play, write to us - we’re here.[/p][p]So now kings, the bishop, and politicians will have followers not only among soldiers, but also across the broader population. The king’s followers are loyalists, the bishop’s are fanatics. Loyalists and fanatics no longer appear automatically - they now share the same appearance mechanics as political followers. Besides military victories, they can be gained through loyalty sermons (with the possibility of converting other people’s followers, though not fanatics).[/p][h2]Political demands[/h2][p]Politicians now also have political demands (a small number so far).[/p][p]For example, a politician bribed by a neighbor may want you to sign a peace agreement with his patron. If you refuse, his fiery speech to his supporters will incite unrest; if you comply, his sermon of support will raise spirits among his followers and give a productivity bonus.[/p][h2]New relations menu[/h2][p]There was some confusion: in the relations menu, you saw a character’s relations toward other lords, while on the global map you saw kings’ relations toward our king - in other words, the opposite perspective.[/p][p]We’ve decided to unify this into one system, updating both the character relations menu and the display on the global map when zoomed out. [/p][p][/p][p]Thus, in the character menu you can now see their relations toward the selected lord. You can also tick the interest box to immediately see who is sighing over that character.[/p][p][/p][p][/p][h2]New buildings[/h2][p]We’ve added stone upgrades for the Hall and lords’ houses (with improved comfort bonuses), as well as updated models for the Library and Temple.[/p][p]Next week we’ll move on to the Quarry, so everything will fit together organically.[/p][p][/p][h2]Full changelog:[/h2][h3]New mechanics[/h3]
  • [p]Conspiracies of lords against each other and the king added[/p]
  • [p]-debug flag for launching the game in developer mode added[/p]
  • [p]City residents will now have loyalty to politicians[/p]
  • [p]Politicians can now demand fulfillment of their political demand[/p]
  • [p]If a political demand is fulfilled, the politician will hold an "approval sermon" and temporarily boost mood and productivity of his supporters[/p]
  • [p]If the political demand is ignored, the politician will hold a "riot sermon" and worsen the mood, starting riots among his supporters-citizens. They will begin attacking supporters of other politicians[/p]
  • [p]The book "Eternal Loyalists" removed[/p]
  • [p]Loyalist riot temporarily disabled[/p]
  • [p]Mechanics of loyalists changed - now it is a visible trait showing that the character is loyal to the king[/p]
  • [p]Automatic appearance and disappearance of the Fanatic trait depending on the character’s mood removed[/p]
[h3]Graphics and interface[/h3]
  • [p]Assets of the Library and Temple have been changed[/p]
  • [p]Hall upgrade to level 2 added, comfort display added to the Hall menu[/p]
  • [p]Upgrade of lords’ houses to level 2 added[/p]
  • [p]Relations tab in the character menu updated[/p]
  • [p]City information panel updated when zooming out on the global map[/p]
  • [p]Exclamation mark display added in the distribution menu for a resource that is not enough for everyone[/p]
  • [p]Fixed detection of invisible zones under building roofs so that characters are not displayed when the roof is closed[/p]
  • [p]One new faction symbol and two new background patterns for the coat of arms added[/p]
  • [p]When selecting a character, the roof of the building they are in will be removed[/p]
[h3]Experience and balance improvements[/h3]
  • [p]Starting fields replaced with carrot fields, starting flour replaced with carrots[/p]
  • [p]Guards will intervene in fights of citizens who riot after a politician’s calls[/p]
  • [p]Thoughts from the Emperor’s coronation will now be temporary, and the thought "We are doomed" will disappear after defeating the Inquisition[/p]
  • [p]A puppet of a ruler from another faction will start an uprising only if that ruler’s relation to the player is
  • [p]Beggar mobs will become active on day 3 instead of day 4, and bandits can appear in the player’s city from day 5 instead of day 7[/p]
  • [p]Algorithm for AI requesting military aid from the player has been changed. If the AI has twice as many forces as the enemy (considering fortifications), it will not request help. AI will not request help from the player if relations are
  • [p]Recruiting a hostage into your faction now worsens relations with the lord’s former faction by -15[/p]
  • [p]Thoughts about usurpation of power after an attempted coup in the player’s city added[/p]
  • [p]Warning added that research will take longer due to the lord’s skills[/p]
  • [p]Hint added about slow research progress[/p]
  • [p]Hint added that the lord does not keep up with learning knowledge[/p]
  • [p]The technology for paying salaries in gold has been removed, now payment is available from the very beginning of the game[/p]
  • [p]Gold cost display of an already assigned sermon added[/p]
  • [p]New action "Ask to become a vassal" in an AI city added[/p]
  • [p]Deserting soldiers from the player’s city will leave their equipment in the warehouse. They will take their gold with them[/p]
  • [p]On-screen event added, describing the results of holding any type of sermon[/p]
  • [p]The thought "related through marriage" weakened to +15. Family connection "Son-in-law - Father-in-law" added, which gives +25 relations[/p]
  • [p]Cost of the sermon of joy and sermon of doubts increased, duration and strength of the positive thought from the sermon of joy increased[/p]
[h3]Bug fixes[/h3]
  • [p]Fixed a hill in the northeast of the Gorno map where there was a gap for passage along the lakeshore[/p]
  • [p]Fixed a bug where after deleting a sell task for a resource on the local market, those resources continued to be sold there[/p]
  • [p]Fixed errors where characters could get the desire for happiness for a child who was no longer alive[/p]
  • [p]Fixed a bug where "Sexual desire" did not disappear if the "Sublimation" trait was present[/p]
  • [p]Fixed a bug where after a successful AI city defense with its army in an auto-battle, the result was as if the enemy had refused to attack instead of being defeated[/p]
  • [p]Fixed a bug where some modifiers of interest were not counted if sex between characters was impossible due to good relations or the "monogamous" trait[/p]
  • [p]Fixed a bug where the burning sound of a tower after a battle on the global map could remain on the local map[/p]
  • [p]Fixed a bug where the "Reconciliation Gift" command did not work[/p]
  • [p]Fixed a bug where rebel lords and soldiers were not considered enemies and could not be attacked with orders[/p]
  • [p]Fixed a bug where beggar mobs could not attack the player’s city[/p]
  • [p]Rebels now break into the warehouse when taking equipment[/p]
  • [p]Fixed a bug where children were not born with 2 talents[/p][p][/p]
[p][/p]

Patch #41 (BETA). Public Policy, Conspiracies, and Developer Mode

[h3]Hello everyone.[/h3][p]We’ve fallen a little behind our update schedule since our lead programmer was on vacation, but in the meantime a lot has piled up, so today’s update is going to be quite large and interesting.[/p][p][/p][p]The update goes to the BETA branch. All saves are compatible. We'd also really appreciate it if you could share your thoughts and feedback in a Steam review. It's a powerful way to let us know what you think and will help inform future patches. If you'd like to help and support Norland's development, then that is the way![/p][p][/p][h2]Developer mode[/h2][p]In response to community requests, we’re giving you access to our Developer Mode. Inside it, you can tweak and adjust various things, create characters, and so on. [/p][p]Achievements are disabled in this mode, and to activate it you need to add the launch key -debug in the settings (LAUNCH OPTIONS) and then press Ctrl+D in the game. [/p][p][/p][p]By popular demand from our Russian-speaking community, we’ve also added a battle simulator, where you can experiment with how our combat system works.[/p][p][/p][p][/p][p][/p][h2]Group conspiracies[/h2][p]Politicians with low army loyalty - meaning they have poor chances in an armed rebellion - can now stage group conspiracies against their enemies and the king. For this they will need accomplices: followers, puppets, or even a hostile neighboring king.[/p][p]This way, politicians may at some point set a trap for their enemy, kill them, and arrange everything to appear innocent in the eyes of the other lords.[/p][p]Right now there are five types of conspiracies: unfair duel, failed hunt, deadly passion, and fervent prayer.[/p][p]What lies behind these names - you’ll have to discover for yourself.[/p][h2]Usurpers[/h2][p]When someone seizes power illegitimately, they gain the Usurper trait. Other lords - and especially the former heir - hate the usurper, while the usurper himself will execute his enemies on the scaffold.[/p][p]On the other hand, on the global map there’s a kind of reversal of relations - enemies of the old king welcome the new ruler, while the old king’s friends, conversely, are displeased.[/p][h2]Public policy[/h2][p]We’re continuing to develop our experimental mechanics based on simulating society, since politics is about building hierarchies within such a society. Until now, this hierarchy only had a few levels, but with the addition of popular support, things are getting more interesting. At the same time, we’re unifying the old systems of loyalists and fanatics.[/p][p]This system is still in its early stages and not working 100%, which makes your feedback all the more valuable. Play, write to us - we’re here.[/p][p]So now kings, the bishop, and politicians will have followers not only among soldiers, but also across the broader population. The king’s followers are loyalists, the bishop’s are fanatics. Loyalists and fanatics no longer appear automatically - they now share the same appearance mechanics as political followers. Besides military victories, they can be gained through loyalty sermons (with the possibility of converting other people’s followers, though not fanatics).[/p][h2]Political demands[/h2][p]Politicians now also have political demands (a small number so far).[/p][p]For example, a politician bribed by a neighbor may want you to sign a peace agreement with his patron. If you refuse, his fiery speech to his supporters will incite unrest; if you comply, his sermon of support will raise spirits among his followers and give a productivity bonus.[/p][h2]New relations menu[/h2][p]There was some confusion: in the relations menu, you saw a character’s relations toward other lords, while on the global map you saw kings’ relations toward our king - in other words, the opposite perspective.[/p][p]We’ve decided to unify this into one system, updating both the character relations menu and the display on the global map when zoomed out. [/p][p][/p][p]Thus, in the character menu you can now see their relations toward the selected lord. You can also tick the interest box to immediately see who is sighing over that character.[/p][p][/p][p][/p][h2]New buildings[/h2][p]We’ve added stone upgrades for the Hall and lords’ houses (with improved comfort bonuses), as well as updated models for the Library and Temple.[/p][p]Next week we’ll move on to the Quarry, so everything will fit together organically.[/p][p][/p][h2]Full changelog:[/h2][h3]New mechanics[/h3]
  • [p]Conspiracies of lords against each other and the king added[/p]
  • [p]-debug flag for launching the game in developer mode added[/p]
  • [p]City residents will now have loyalty to politicians[/p]
  • [p]Politicians can now demand fulfillment of their political demand[/p]
  • [p]If a political demand is fulfilled, the politician will hold an "approval sermon" and temporarily boost mood and productivity of his supporters[/p]
  • [p]If the political demand is ignored, the politician will hold a "riot sermon" and worsen the mood, starting riots among his supporters-citizens. They will begin attacking supporters of other politicians[/p]
  • [p]The book "Eternal Loyalists" removed[/p]
  • [p]Loyalist riot temporarily disabled[/p]
  • [p]Mechanics of loyalists changed - now it is a visible trait showing that the character is loyal to the king[/p]
  • [p]Automatic appearance and disappearance of the Fanatic trait depending on the character’s mood removed[/p]
[h3]Graphics and interface[/h3]
  • [p]Assets of the Library and Temple have been changed[/p]
  • [p]Hall upgrade to level 2 added, comfort display added to the Hall menu[/p]
  • [p]Upgrade of lords’ houses to level 2 added[/p]
  • [p]Relations tab in the character menu updated[/p]
  • [p]City information panel updated when zooming out on the global map[/p]
  • [p]Exclamation mark display added in the distribution menu for a resource that is not enough for everyone[/p]
  • [p]Fixed detection of invisible zones under building roofs so that characters are not displayed when the roof is closed[/p]
  • [p]One new faction symbol and two new background patterns for the coat of arms added[/p]
  • [p]When selecting a character, the roof of the building they are in will be removed[/p]
[h3]Experience and balance improvements[/h3]
  • [p]Starting fields replaced with carrot fields, starting flour replaced with carrots[/p]
  • [p]Guards will intervene in fights of citizens who riot after a politician’s calls[/p]
  • [p]Thoughts from the Emperor’s coronation will now be temporary, and the thought "We are doomed" will disappear after defeating the Inquisition[/p]
  • [p]A puppet of a ruler from another faction will start an uprising only if that ruler’s relation to the player is
  • [p]Beggar mobs will become active on day 3 instead of day 4, and bandits can appear in the player’s city from day 5 instead of day 7[/p]
  • [p]Algorithm for AI requesting military aid from the player has been changed. If the AI has twice as many forces as the enemy (considering fortifications), it will not request help. AI will not request help from the player if relations are
  • [p]Recruiting a hostage into your faction now worsens relations with the lord’s former faction by -15[/p]
  • [p]Thoughts about usurpation of power after an attempted coup in the player’s city added[/p]
  • [p]Warning added that research will take longer due to the lord’s skills[/p]
  • [p]Hint added about slow research progress[/p]
  • [p]Hint added that the lord does not keep up with learning knowledge[/p]
  • [p]The technology for paying salaries in gold has been removed, now payment is available from the very beginning of the game[/p]
  • [p]Gold cost display of an already assigned sermon added[/p]
  • [p]New action "Ask to become a vassal" in an AI city added[/p]
  • [p]Deserting soldiers from the player’s city will leave their equipment in the warehouse. They will take their gold with them[/p]
  • [p]On-screen event added, describing the results of holding any type of sermon[/p]
  • [p]The thought "related through marriage" weakened to +15. Family connection "Son-in-law - Father-in-law" added, which gives +25 relations[/p]
  • [p]Cost of the sermon of joy and sermon of doubts increased, duration and strength of the positive thought from the sermon of joy increased[/p]
[h3]Bug fixes[/h3]
  • [p]Fixed a hill in the northeast of the Gorno map where there was a gap for passage along the lakeshore[/p]
  • [p]Fixed a bug where after deleting a sell task for a resource on the local market, those resources continued to be sold there[/p]
  • [p]Fixed errors where characters could get the desire for happiness for a child who was no longer alive[/p]
  • [p]Fixed a bug where "Sexual desire" did not disappear if the "Sublimation" trait was present[/p]
  • [p]Fixed a bug where after a successful AI city defense with its army in an auto-battle, the result was as if the enemy had refused to attack instead of being defeated[/p]
  • [p]Fixed a bug where some modifiers of interest were not counted if sex between characters was impossible due to good relations or the "monogamous" trait[/p]
  • [p]Fixed a bug where the burning sound of a tower after a battle on the global map could remain on the local map[/p]
  • [p]Fixed a bug where the "Reconciliation Gift" command did not work[/p]
  • [p]Fixed a bug where rebel lords and soldiers were not considered enemies and could not be attacked with orders[/p]
  • [p]Fixed a bug where beggar mobs could not attack the player’s city[/p]
  • [p]Rebels now break into the warehouse when taking equipment[/p]
  • [p]Fixed a bug where children were not born with 2 talents[/p][p][/p]
[p][/p]

Save 35% on Norland

[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 Autumn Publisher Sale!
[/p][p]Hooded Horse Autumn Publisher Sale[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

Norland Roadmap - Second Half of 2025

[p]Hello everyone, this is Dmitry.[/p][p]Today I’ll tell you about our new roadmap for the next six months – meaning fall 2025 and winter 2025. We have completed most of the previous roadmap (features with usurpers and conspiracies are currently being tested). Some things we didn’t implement because we decided those features should be expanded based on new mechanics (for example, character traits). On the other hand, we added some extra things – like the initial political mechanics. Map generation is currently in progress, and the results are looking good.
[/p][p]Be that as it may, now, a year after release, the game is beginning to take on the shape we intended in terms of combining mechanics, but it’s still rather poor on the content side. I’d say it’s about 25% of what I want to see for version 1.0. Early Access will likely last at least a couple more years from this point.
[/p][p]That said, the next half-year will be dedicated to broadening the game, improving the mid- and late-game experience, and making progress more interesting, long-term, and tangible.
[/p][p]The theme of the next roadmap will be the expansion of the economy and character and AI systems, which should bring greater gameplay variety and replayability.[/p][p][/p][p][/p][h2]Economy Expansion[/h2][p]I’d like to start discussing planned content with a picture – here’s what the production and resource scheme we’re aiming for will look like. (Right away, I want to say, I don’t know how many buildings and resources we’ll manage to add in six months – this map is a long-term goal, and the timeline is unclear).[/p][p][/p][p][/p][p]Source in big resolution

The dark blue buildings and yellow resources are what’s not in the game yet. This would roughly double the current economy. Later, we’ll add unique resources, alchemy, a bit of magic, and so on, but that’s the base. And before adding lots of new buildings and resources, we need to solve some growth problems.

The problem is, we can’t scale the economy painlessly. Like real medieval cities, whose size was limited by the lack of sewage (and thus frequent epidemics and fires), our city population is curbed by CPU performance, since our residents have complex AI. So instead of expanding horizontally, we’ll expand vertically – through complexity and social evolution.
[/p][h3]Hygiene and Bathhouse[/h3][p]First, population growth will be moderated more naturally through the hygiene and bathhouse system. There will be infection and epidemic mechanics (like typhus), with risks increasing as population density rises. Bathhouses will help reduce infections, but at the cost of soap and firewood, forcing you to balance city size with upkeep costs.
[/p][h3]Villages and barons[/h3][p]Second, you’ll be able to hand over villages to your lords (turning them into barons with independent income – tying into politics). In such villages, you lose part of the tribute (which goes into the baron’s pocket), but you can build low-level structures like fields, mines, lumber mills, and even breweries. This lets you focus the city on more advanced, profitable production chains.
[/p][h3]Craftsmen[/h3][p]Third, we plan to introduce a new social stratum – craftsmen. These are professionals who are more efficient than peasants or prisoners at complex production (like blacksmiths). But they only live in high-comfort houses and demand payment in gold (and they’re poor workers in the fields).
[/p][h2]Knowledge System Reform[/h2][p]Finally, there’s the issue of expanding the knowledge system. The more new knowledge we add, the more has to be passed on to future generations. To solve this, we’ll implement a long-awaited applied knowledge system for workers. For example, if a mill operates for 10 days, the knowledge of flour production and mill construction becomes “rooted” in the people – now everyone knows it, and it’s automatically passed to new lords. (We might also make it so if the mill sits unused too long, the knowledge becomes fragile again, existing only in lords’ minds).
[/p][p]This will not only reduce micromanagement when transferring knowledge but also make oral knowledge transfer more meaningful, since you’ll choose what to pass on (as the total pool of knowledge a lord has will be smaller). I’m also considering improving knowledge research via a “phenomena” system – I’ll talk about that later, but overall, I’m coming to the idea of a rather interesting combination of the current system of knowledge and its carriers with a more classical technology tree.
[/p][h2]New Buildings[/h2][p]As for new buildings, soon we’ll add a stone quarry, a bow workshop, clay extraction, a lumber mill (different from woodcutters), and so on – we want a more organic building system. Right now, most buildings require just wood, iron, and tools. We’d like to add clay, wooden planks, stone, and even tiles for higher-level buildings (and later cloth as well). This way, development will feel more organic and closer to the classic city-building experience.
[/p][h2]Trade Reform[/h2][p]Trade routes will come in a future iteration, but for now, we’d like to make caravan trade more realistic. There will be two types of caravans – the Holy Caravan, which mostly deals in luxury goods and books, and small traders who circulate between local towns and barbarian settlements. Barbarians will sell luxuries (like furs and spices) and captives, but buy tools, medicine, and weapons. The Holy Caravan, in turn, will be interested in local luxuries and captives, but won’t care about your turnips.
[/p][h2]Climate and Seasons[/h2][p]This is a major feature we’ve been putting off because of the huge content workload (which, as you’ve noticed, we’ve started reworking). For autumn we’d need leafless trees, for winter snow cover (including snow mechanics) and heating, and so on.
[/p][p]Still, with local map generation, we’d like to implement a first iteration of this feature, focusing on gameplay (less on visuals). Different regions will then have different growth modifiers and food sources. The temperate zone will work roughly as it does now, but in the north there will be vegetables, trees, more hunting game, berries, and herbs, while in the south there will be grains and more iron. This will make local map trading more relevant.
[/p][p]For seasonal changes, we want to try adding a cold season, when certain crops grow slower but deer migration increases, while in the south it’s a drought season. Visually this won’t differ too much, but gameplay-wise it’ll be livelier.
[/p][h2]Barbarians[/h2][p]These will be hostile pagan settlements. Barbarians are sources of luxuries and captives, but they can also be destroyed in the name of the Church – which hurts local trade but improves your relations with the Matriarch (and we’ll seriously weaken the option to improve relations by destroying bandit camps).
[/p][h2]Character Traits[/h2][p]Now, about character traits.[/p][p]We had planned to implement this earlier (as with many other things!), but didn’t take into account that our actors actually have two behavioral environments – as lords on the local map and as rulers on the global map. It would make sense if traits affected their strategy when acting as rulers – but at other times it wouldn’t be noticeable.
[/p][p]So, in the current concept, character traits will form complex group systems, including a stat system that modifies different aspects of character behavior – personal, political, strategic. This is a large topic I’ll talk about later. For now, I’ll just note that we’ll start with “weaknesses” – pressure points of characters that can be exploited for political control.
[/p][h2]Global map improvements[/h2][p]Alongside improved ruler behavior, we want to try adding a system of cultural regions to the map. You’ll start in your cultural region, e.g. the land of the Varns, made up of 5 provinces. Unifying these provinces will be relatively simple – the people are generally willing to unite under a strong ruler of their culture. But then your new kingdom will contact the Tanaya, who will strongly resist the Varns taking their lands, providing more organized opposition that grows as you expand. Then there’s the land of the Kaidens, with whom you had no previous contact – and they simply hate you because of old grudges.
[/p][p]So, conquest on the global map will go from easier to harder, with unique challenges at each stage.
[/p][h2]And so on.[/h2][p]Of course, this is far from everything we plan to do (as with the previous roadmap, we ended up adding many things outside of it). For example, in the upcoming update you’ll get an improved relations menu, developer mode, and public policy – none of which were in the last roadmap. [/p][p]
We also really want to further develop tactics and the combat system, city planning, politics, game starting options, traits, cultures, social mechanics (such as submission and intimidation), religious policy, and so on. All of this will be added as opportunities allow.
[/p][p]Thanks for reading through such a long post. And don’t forget to leave a review on the Steam page – you know we love that.[/p]