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
Now, about the map.
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?
Military Aid
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.
Alliances of Free Cities.
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.
Map Simulation Model
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.
Ambitious Conquerors
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.
Personal Letters
As a reaction to various events, neighboring kings now write you personal letters, sometimes not mincing words.
Other Map Mechanics
- 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.