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Before Release: Frequently Asked Questions

Dmitry here.

With just a short time left until our early access release, I want to address some of the most frequently asked questions from our players. A big thank you to Mr. Zorro for compiling these questions into a single document.

I also want to take this opportunity to thank everyone who provided feedback during our playtest - it was incredibly useful, and we greatly appreciate it. Your input was invaluable.

If you have any remaining questions, feel free to leave them in the comments on this post or on our Discord. We read everything (though we don’t always have the time and energy to respond, apologies for that).

Let's get started.

Series of questions for developers.


Q: The release date of Norland is known - July 2024. What are the plans for the future development of the project? How long do you plan to develop and support the project?

A: We think we will stay in early access for a couple of years. We have very ambitious development plans. One direction will be more classic, focusing on expanding the breadth - development of technologies, new buildings, city fortifications, and so on. The second direction will be experimental, related to the generation of plots, unique social and cultural mechanics, and so on - things you have never seen in games before.


Q: It is well known that frequent support of a project by modders allows it to last for many years. Will any work be done in this direction? Is it planned to prepare a convenient toolkit for modders?

A: Yes, we definitely plan for mods. However, since the project is developing rapidly, including in terms of mechanics and logic, the implementation of mods makes sense at a later stage, for example, at the release of 1.0, as before that they will quickly become outdated and lose compatibility.


Q: Have you thought about possible DLCs? What is planned to be introduced in the next six months to a year? Share some information on how you plan to expand Norland in terms of content?

A: Paid DLCs will be after the release of 1.0. In the first months after early access, we will focus our efforts on the following topics:

1. Classic development. Weather and related mechanics: climate in different locations, changing seasons, wild animals, improved storage and spoilage systems, heating houses, warm clothing, diseases and medicine, household systems (e.g., hunting), etc. We will complete the rotation of all buildings and redraw some of them. Immediately after this - the expansion of war.

2. Experimental development. This includes complex multi-stage intrigues, planning conspiracies and betrayals, revenge, power struggles, new behavior types, uncontrolled reactions, character traits, personal and unique items, and other mechanics for creating stories. It's hard to promise anything specific here - the topic requires experiments.

In general, the game's DNA has a lot of potential, and it's hard to know where to start. I can only promise that the game will change a lot during early access.


Q: Early screenshots show walls, towers, gates, bridges. What other production objects and resources are planned to be introduced in Norland?

A: As I wrote above, expansion of the economy by adding climate. New types of food. Clothing. Production of weapons and luxury items. Social buildings - theaters, baths, brothels, inns, hospitals. City defense - towers, gates, and walls - will also definitely be included.


Q: In one of the early screenshots, up to 6 peasants are seen working in the field, excellent visual models of some buildings are visible, and the sale of medicines (now reworked) is seen in the market. How stable are the balance, visual style, and existing mechanics in the game? Is a global redesign of the game possible in the future?

A: It's very difficult to promise anything in our game as we experiment a lot with mechanics and don't know where development will take us. We feel that the basic mechanics are in place, but that's just a small part of what will come next. Our plan is to expand replayability, create very different starting conditions, and develop more content for mid- and late-game.


Q: Early versions stated that at the start there would be several pre-made global maps on which random events would be generated, and after release, there would be an attempt to implement procedural map generation. What is the current state of the starting world? Should we expect random world generation in the future, or have you settled on a set of pre-made template worlds?

A: I think we will still try to generate both the global and local map. The thing is that this work takes time and should come after creating the climate and additional biomes, otherwise geographically the maps will differ only in topology, which is not interesting. I think along with the generation, we will also try add an element of exploration when the map will initially be hidden under clouds (right now there is no point in this).


Q: Is the current size of the global map final, or are there plans to increase the number of states? Describe the minimum-maximum boundaries of the ideal size of the game world according to the developers?

A: The optimal size of the game map depends on many factors such as the variety of biomes, mechanics of movement or creation of garrisons and castles. The mechanics and management of resources and armies between controlled provinces. Penalties for excessive expansion of the state (corruption). There is also the problem of scaling - in terms of events, interfaces, and actors on the map (so that there is no overload closer to the end), and so on. These are complex major tasks, and we will work on all of this and try to make the global map work organically with the local one.


Q: One of the most important aspects of Norland and the early Middle Ages is the military. What are the current plans? Will there be expansions and changes in the mechanics of creating armies, their equipment, combat behavior, formations on the battlefield, tactics, and strategies?

A: Definitely. We have already added knight characters who can lead squads, and it will be easier for you to create separate squads to suppress archers, for example (the AI ​​can already do this too). We will add new weapons, try to use the landscape (e.g., unit visibility, ambushes in bushes), weather effects, defensive structures, and siege systems.


Q: Let's talk about formations and unions on the global map. Currently, players have two development paths - the path of diplomacy and the development of a union of free states or the path of violent vassalization. Are other ways of interaction and alliances planned? Perhaps analogs of city-states (Venice, Hamburg, etc.) with a republican form of government will appear on the map?

A: In general, Norland is already a country of city-states. Rather, you can expect the addition of barbarian tribes, nomads, maybe old empires (like the Byzantine), religious non-state structures like Mount Athos to the global map.


Q: It is no secret that the developers were inspired by the SC3 project. What adapted and modified elements and mechanics might we see in the future in Norland?

A: While we believe that good ideas should be developed and given life in new projects, we still use those that fit organically into our game system. In Norland, there is a local map, physical objects, buildings, characters of different social classes, and so on. This dictates which mechanics will fit, which will not, and where we need to come up with our own (the latter happens most often). So the answer is - we don't know yet. We have plans, but we will act by trial and error.


Q: How far do you want to go in developing and implementing the religious aspect in the game, and how much will it affect characters in particular and entire states, the course of history on the global map in general? Currently, there is one religion in the game - are other religions, their interactions, conflicts, religious wars, claims planned to be introduced?

A: It's hard to imagine the Middle Ages without a developed institution of religion. The creation of additional religious systems is planned (in particular, I am interested in creating a trickster god religion), but this is a big task. We will also try to work on things like religious and holy warriors, sects (including secret anti-system and destructive ones), heresy, religious organizations, monasteries, saints, pilgrimages, and religious relics.

Again, the mechanics are experimental, and it's hard to find them in the form we need in other games, so the future will show what exactly and how will be done.


Q: Is it planned to expand the social aspect by adding new social strata? Will there be an increase in the number of nationalities from the 4 currently represented, or should we expect the expansion and complication of interactions between existing ones, adding additional traits and features?

A: Yes, social systems are an important unique feature of our game. We will definitely develop them. Presumably towards the creation of organizations - guilds, sects, secret societies, as well as unique social systems related to different cultures.

We will add new cultures when we have sufficiently developed the current cultural mechanisms. For example, we'd like more connection between cultures and geography - and to do that, we need to make different geographies. :)


Q: Tell us about the entertainment of lords? Currently, one of them is hunting. At the same time, a certain Great Hunt was previously mentioned, where guests from neighboring cities come. In the latter case, a large company of lords hunts all the wolves they can find at night. Has this been abandoned? And in general - is it planned to add other animals - bears, deer, hares, boars, some exotic options in the form of tigers or lions (possibly in some modified form and with a different name, analogous to plow-wolves - plow-bears, plow-lions, ancient-boars, etc.)?

A: Of course, fauna and big events are still on the table. I would like to explain that many obvious things like the hunter's house we did not have time to implement simply because they are obvious, and our resources are limited. Therefore, we had to check new mechanics first because it was unclear how viable they were and how long their development and debugging would take, and as for the basic mechanics - we implement them as needed and possible.

For example, we always knew how archers would work in the game, but how the crime mechanics would work - not so much, as there are no analogs in other games. Therefore, we started with crime (which entailed several stages of reworking plus additional things like terror), and only recently implemented archers. Experimental gameplay is quite expensive and unpredictable, and we had to sacrifice something for it.

But now the set of mechanics has been formed, and now we can devote more time to implementing more classic things - weather, walls, etc.


Q: What other global crises, besides the unholy horde, are planned to be introduced into the game?

A: Right now, I would be interested in creating a crisis similar to the great migration - a constant stream of refugees and tribal bands attacking your city every few days. At the same time, the availability of weapons will be higher. This is a kind of survival mode. But I would like to wait until we create city walls and develop combat mechanics a little more, so we will have to wait for some months.


Q: How are things with magic? Will it be and in what form?

A: No. Magic implies a mythological world of heroes and adventures. This makes the problems facing the player less realistic, and Norland, despite its cartoonish style, is a fairly serious game in terms of systemic realism. If it is, then only in a ritual and social way.

But we want to experiment with large fauna because it is interesting in terms of battles, chaotic events, and city management.


Q: Are you satisfied with the current skill system of the characters? Is its expansion and change planned?

A: Basically satisfied. But personality traits - both inherited and acquired - will be seriously reworked and expanded. We want to give personality traits that will significantly affect the behavior of the characters. Not in terms of increasing the probability of certain actions, but so that the player sees the manifestation of this trait in the reactions and unique actions of the characters.


Q: Is the knowledge system that has developed in the game final, or should we expect any changes/expansions?

A: The basis has been formed. But our knowledge system has a card-based and non-hierarchical nature, which allows it to be expanded as much as you want. For example, I have ideas on how knowledge of history and philosophy will work.


Q: How do you plan to maintain interest in the game in the mid and late game when the settlement construction is essentially complete?

A: Genre-wise, Norland is a strategy based on a city-builder, so the goal of the game is not to build buildings but to unite 12 provinces under your control, withstand the struggle with the Church, and create an empire. So when you've built everything you can - just try to convert your economy into power.


Q: Is the game finite in time? Is there a certain day counter, or is there no specific last day and the game can continue indefinitely?

A: Indefinitely. At some point, you can challenge the Church and start the final battle to win the game, but when this moment comes and when you are ready is up to you.


Q: Will there be optimization?

A: We have already optimized and will continue to work on this further.


Q: One of the main questions is the price. What to expect?

A: Since we signed with Hooded Horse, this question is out of our competence, thank God. As for the publisher's policy regarding prices, HH CEO Tim explains it here:

https://www.reddit.com/r/ManorLords/comments/1cba5qk/manor_lords_pricing_why_we_are_sharing_at_launch/


Q: How long is the project support planned?

A: We have a lot of ideas. Their implementation depends on whether there will be money for this. And this, in turn, depends on the interest of the players. So as long as you are interested, support will be there. We are a small, but financially independent studio that no one dictates what to do, and we like working on Norland because complex generative systems are the cutting edge of game design today.


Q: Is it planned to publish some kind of roadmap in the near future?

A: Definitely.


Q: Will there be a limit on the number of inhabitants or other artificial restrictions?

A: You are right that any system that allows infinite growth eventually faces the problem of limits. Most often it's about performance, but it also applies to interfaces and related micromanagement. We tried to make the limitation natural through resource limitation (after all, in reality, they are also not infinite). And the balance is now set so that by the time you reach the upper limit, you will already be able to challenge the Church and win the game.


Q: Is the existing set of resources and goods final, or will it be expanded/reduced?

A: It will definitely be expanded, but not so that you have everything at once, but towards diversity relative to geographical conditions, that is, in one biome you will have some resources, in another - others. In theory, this will give a new dimension to trade and replayability.


Q: What is the ideal city in Norland for you?

A: I am a peaceful and boring player. :) I prefer to play as Makha, trade, create alliances, and rely on loyalists.

Norland Joins Endless Replayability Fest 2024

Greetings Rulers

[h3]Endless Replayability Fest 2024[/h3]
Join us for Steam's Endless Replayability Fest and lead your noble family in this captivating medieval colony sim! Navigate class conflict, religious struggles, and political treachery as you tend to your people's needs. Uncover the lost knowledge of a fallen empire and engage in nefarious plots against your enemies. Immerse yourself in endless replayability as you shape the destiny of your realm.


[h2]Create Your Legendary Tales[/h2]
Experience the rich, dynamic world of Norland with our demo, available until the end of Steam's Endless Replayability Fest on May 20th! The Empire has fallen, leaving behind squabbling successor kingdoms. As a noble, you must navigate class conflict, religious struggles, and political treachery to lead your small kingdom to greatness and ensure your family's survival.

[h3]Norland releases on July 18th. Wishlist it now to stay updated![/h3]
https://store.steampowered.com/app/1857090/Norland/

Nightmare kingdom builder Norland has natural disasters, but don't worry, it also has prophets of disaster


"Nosophobia" is the fear of disease, "bathophobia" is the fear of depths, and "devlogphobia" is a mixture of nosophobia and bathophobia produced by reading Steam posts about Norland, a systems-rich and plague-ridden medieval colony sim from developers Long Jaunt and Hooded Horse, publisher of Manor Lords. Norland is sort of The Sims meets Dwarf Fortress meets RimWorld. It gives you charge of several new kingdoms that have sprouted from the corpse of a fallen Empire and are now feuding for supremacy.


Read more

Manor Lords publisher's new strategy game delayed as wishlists surge

As Manor Lords and Bellwright soar on Steam, it's clear there's a big appetite for medieval sandbox and building games right now. Rimworld-style colony sim Norland is looking to be the latest winner from that trend, having just attained a huge milestone by hitting half a million wishlists, making it one of the most wanted games on Steam. In light of that news, developer Long Jaunt has made the decision to push back the Norland release date in order to add some additional features.


Read the rest of the story...


RELATED LINKS:

One of the most wanted strategy games on Steam just got a launch date

RimWorld gets a taste of the Middle Ages in Norland

Norland aims to be RimWorld meets Crusader Kings, a medieval political city-builder

Norland's New Release Date & Progress Update

[h3]Hi guys, it's Dmitry.[/h3]

I have a few updates for you about Norland. Unfortunately, we won't make the scheduled deadline, May 16th. We've done what we could, but the game needs additional testing and debugging; it doesn't perform as well as it should. I’d like to postpone the release for a few more weeks to ensure we deliver a well-functioning game. Norland’s new launch date is set for July 18th.

I'm sorry about the additional wait, but we will continue to open up the demo version and conduct regular playtests so you can see how the game is evolving and getting closer to a state we can be proud of.

Let me tell you what we've been up to for the past few months.

After the playtest ended, we'd been quite silent for a while, and we signed the game with the folks from Hooded Horse. I’d like to share what we've been doing during this time.

In short, the extra time has been beneficial for the project. We wrapped up adding new mechanics a couple of weeks ago and are now focusing on optimization, bug fixes, interface improvements, and polishing the overall gameplay experience.

[hr][/hr]
Economy

[h3]Enhanced World Map Trading[/h3]
Trading is now possible only through contract negotiations. Neighbors will offer simple resources for sale, such as rye, wood, and iron, and buy more complex ones like tools, weapons, and medicine. As cities develop, demand will change — if small settlements want to buy tools, developed cities will be interested in heavy armor or swords.

We have moved foreign trade to a special interface where all contracts, status, and automatic trade servicing options are visible for convenience.

We've also slightly changed the conditions of foreign trade — contracting requires friendly relations (above 25) with the neighbor. However, if the neighbor is part of a state hostile to you, the relationship threshold is even higher (since they risk their relations with their sovereign). On the other hand, if your trading partner is in the same state as you — a union of cities or a vassal state — trade is possible at any level of relations. This speaks of a common trade area and is an important advantage of states that will motivate you to unite or go to war.

The volume of goods a city offers to sell or buy is influenced by its size and the integrity of its villages. Moreover, war in its territory raises the prices of its goods and causes migration to neighboring provinces.

You will need to make contracts not with the king, but with the most skilled trade lord of the neighboring city — the Trader (after all, it's fair, as you can also send your skilled trade lord for this). Neutralizing this lord can be very profitable in terms of trade revenue.

Province Ecology

[h3]Soil Erosion[/h3]
Agriculture and farming are central to Norland as reflects their fundamental importance to medieval lords. As happens in nature, soil fertility in a province will depend on deforestation, which prevents soil erosion. Starting from 80% deforestation, fertility will gradually decline and fall almost to zero if the trees are completely cut down. However, trees grow back (and the more there are, the faster), so you can find a balance between the fertility of the fields and the flow of timber — and compensate for the shortage through foreign trade.

For those interested in reading about how this process affected real civilizations, I refer to Jared Diamond's book Collapse.
[h3]Limited Iron[/h3]
Now, the iron in mines is finite. You can extract 100 units for each level of the mine (and the cost increases with each level). Caravans also bring less iron and steel. Thus, the only infinite source will be the predefined five provinces on the world map selling iron. Controlling them will be very important from the middle of the game (in conjunction with the trade reduction conditions I wrote about earlier. It may come to the point where you have to fight bandit camps in neighboring territories so that iron supplies do not decrease).
[h3]Market Saturation[/h3]
You could previously set up one production chain and earn money for the rest of the game, but now you can't. Each product has a natural demand in the world, and if you sell too much to a caravan, the market becomes saturated, and the price begins to drop. Over time, saturation decreases, and the price returns to normal.

Demand also grows when you enter a common state with neighbors. Also, by selling goods on the world map, you do not saturate the market, and thus, you can sell much more.

Market saturation, foreign trade reform, iron shortage, and soil erosion work together to balance the early and late stages of the game and add an additional strategic level of planning to the world map.



Local Map Changes

[h3]Reform of the Chancellery[/h3]
The chancellery now employs three clerks, but they give 100% of the Lord's management skill, who manages the chancellery when issuing instructions (and 80% if the chancellery is managed by another clerk).

Paper usage is now more logical — one paper per instruction. However, paper production now requires tools and therefore consumes iron (which is now in deficit).

[h3]Day Patrols[/h3]
By deploying patrols near buildings where prisoners work, you prevent their escapes during the day. Also, a daytime patrol will rush to help if a worker is attacked by a fleshwolf. By the way, fleshwolves now contain three pieces of meat — if your lord suddenly wants a fresh steak, you know where to get it.


[h3]Crime[/h3]
Bandits will more frequently break into peasant dormitories and have a greater chance of successful robbery. After stealing 40 coins, they will leave the settlement.

Executioners work slower — both in investigation and in intimidation (since inspecting the scaffold now does not require the whole day).

[h3]Speculation[/h3]
This isn't quite the right word, but overall, the idea is that if your price on the internal market is lower than the price at which goods can be sold to a caravan, it attracts vagabond speculators, who buy your cheap goods in significant quantities and take them out of the province (to sell profitably elsewhere).

Of course, you can fight this through terror, but in general, "drying up" the money supply in the peasants' pockets is now significantly more difficult, increasing the importance of crime.

[h3]Increased Needs[/h3]
Lords and warriors now get more upset when they have to eat rutabagas and drink moonshine than peasants, and meat and ale please them less.

[h3]Character Reactions to the Ruler's Actions[/h3]
Now, characters of different cultures react not to abstract numbers but to the specific actions of your king. The Kaidens are pleased when you wage war, the Makha when you trade with neighbors, the Tanaya when you engage in intrigue, and the Varnas are happy if you have not participated in conflicts for a long time.
Characters also rejoice when you terrorize a culture they dislike.

Knowledge

[h3]Revised Menu[/h3]
The knowledge has been categorized and centralized in one place. We also added about 10-15 more items.


[h3]Level Restriction[/h3]
A lower level of intelligence is no longer an insurmountable barrier to reading a book. However, studying and writing a book above the lord's intelligence level will incur a significant time penalty.

[h3]Wise Conversation[/h3]
Some knowledge can be passed between lords during regular deep conversations, but now we have added the social action "Wise Conversation," which greatly increases this likelihood. We have also reworked the mechanism of knowledge generation among lords on the world map, so some will acquire significantly more knowledge than others. Invite them to gain rare knowledge from other cultures (or kidnap them).

[h3]Aging[/h3]
With the onset of aging, lords not only begin to degrade their skills, but they also gradually forget knowledge. Additionally, older lords have a chance of developing senile dementia.

However, older lords have a significantly higher chance of passing on knowledge through Wise Conversation, so they have something to share with their grandchildren.

Prophecies and Disasters

Starting from mid-game, disasters may strike your province. This could be a crop failure due to an infestation of weevils, a migration of nectar-obsessed fanatics, an epidemic, a large group of aggressive fleshwolves, and so on. Some of these can be profitable – for instance, a drop in rutabaga yield also causes a rise in its price, and if you stock up in advance, you can make a decent sum.

Currently, we have designed 9 disasters.

Sometime before a disaster, you will receive a letter from the Matriarch herself, warning you of the impending trial, so you will have time to prepare (although, if your relations with Her Holiness are not good, there will be no prophecy).

Battle Tactics

We spent a couple of weeks improving AI behavior in battle.
  • When attacking bandit camps, they do not rush at you en masse but wait in place. Thus, the defenders have the advantage of several volleys from archers.
  • Archers predominantly target unprotected soldiers.
  • Enemies know how to divide their forces into several groups. They create a support melee squad that, at the right moment, flanks and attacks your archers. You will also need to create several armies to counter this tactic.
  • When the enemy attacks your town, they do not run to the center but first fire arrows at buildings on the edge of the settlement to lure your troops into their archers' fire.
  • The enemy's support squad may run to loot the hall when a fight breaks out.
Tutorial

The initial tutorial has been reworked, and illustrations have been added to most articles in the help menu.

Other Changes
  • Slander has been significantly strengthened. It's the best way to destroy alliances safely.
  • The opinion of the king's spouse matters. Communicate with her, too.
  • Most diplomatic tasks in other cities can be performed not by the king but by a lord envoy.
  • Your vassals think less of you if your army is weaker. They also know how to revolt if their attitude towards you is hostile, and they know how to do it together.
  • Your enemies will nibble away at your kingdom piece by piece rather than trying to attack your capital all at once.
  • The tax on the army is now calculated based on the combined combat skills of your fighters. Thus, the size of this tax and the need to maintain a large army to keep your vassals peaceful balance the tribute they pay you.
Roads now cost money but speed up characters' movement by 30%. This adds an additional level of city planning, motivating you to create more natural cities with street-oriented exits.
- The path to gaining loyalists has become clearer, as now an individual peasant's house provides a significant mood boost but also requires iron for construction.
  • Statistics menu revamped
  • New decorations, music, and videos added at the beginning of the game

Thank you for understanding the need for this delay. As of today, Norland now has over 500,000 wishlists on Steam. With so many of you waiting for the release, it's important that these extra weeks be spent refining the game and ensuring we deliver our full vision of what Norland can be.

~Dmitry