A day-by-day, generation-by-generation survival guide for the medieval colony sim. From your first village to your final empire.
Release: Jul 18, 2024 (Early Access) Dev: Long Jaunt / Hooded Horse Reviews: Very Positive (2,915) Updated: Nov 2026 (patches 57–59 on the main branch since 22 October — v0.6157.10303.0 plus two hotfixes)
⚠️ Unverified figures. Some of the numbers in this guide are community heuristics, and where a figure does have a source behind it that source is a community one, not the game's own wiki. The daily outputs in Appendix B (6 iron, 6 tools, 94 rye per 3 days, 28 meat per 6 days) come from the Steam community "Norland Economy Guide", which read them off the in-game tooltips; the official wiki's August 2026 building tables list different values (5 iron per worker, 4 tools, 90 rye per 4 days, 18 meat per building level), so treat the tooltip figures as approximate. Nothing in the wiki backs these either: the "wolves are ~Combat 10" line, "wolves can walk through walls", the "Warrior Priority" housing marker, the "refugee camps" on the world map (the world map has bandit camps and villages), "Protect the archers" / "Wait in the rear" as battle-menu settings, the "500+ combined hours of community-tested layouts" behind Chapter 4, the map-specific Gorno/Rekin layout calls, the workforce counts in 6.2, the 30+ day food surplus and the ~10-year age gap between the first two children. Use them as starting points to tune, not as data.
How to Use This Walkthrough
This is a chronological walkthrough, organized by in-game day and generation. Start at Chapter 1 and follow along as you play. Each chapter tells you exactly what to do, what to build, what to research, and what traps to avoid.
The walkthrough assumes Normal difficulty with the Early Game set to Easy (recommended for first playthroughs). If you're playing on harder difficulties, the same principles apply but you'll need to execute faster and with fewer resources.
📖 What Makes This Different From a Tips Guide This is a sequential play-along. Instead of "here are 50 tips organized by topic," this tells you: "On Day 1, do X. On Day 5, you'll notice Y happening — here's how to handle it. By Day 20, you should have Z built." Follow the chapters in order, and you'll naturally avoid the 7 traps that kill new runs.
Chapter 1: Pre-Game — Character & World Creation
Setup Phase
⏱ 10-15 minutes — before you press "Start"
Goal: Create a starting family that won't implode in the first 50 days
1.1 Difficulty Settings
On your first playthrough, set:
- Startup Phase: Easy (speeds up early knowledge accumulation)
- World Threat Level: Normal
- Crisis (Unholy Horde): On (on Easy, it's manageable and adds endgame content)
⚠️ Why Easy Startup? Knowledge accumulation is painfully slow on Normal start. Easy gives you enough books and starting skills to actually enjoy the game. You can always raise difficulty on your second playthrough once you understand the systems. This is not a pride thing — the game is legitimately hard until you've built up a knowledge base.
1.2 Choose Your Starting Lords
You start with 3 lords: the Lord (husband), the Lady (wife), and the Lord's Brother (or second noble). These three slots are precious — you get only 6 total, ever.
The Lord (Primary Character)
| Priority | What to Pick | Why |
|---|---|---|
| 🔥 Critical | Combat 10+ | Enables wolf hunting for training and creates your "Bishop Killer" |
| 🔥 Critical | Beautiful trait | Prevents interest collapse — ugly/balding/not cute wreck your dynasty |
| High | Manners 5+ | Interest with wife, noble relations, diplomacy |
| Medium | Intellect 5+ | Book learning speed |
| Low | Trade / Management | Can be trained up later via the wife |
The Lady (Wife)
| Priority | What to Pick | Why |
|---|---|---|
| 🔥 Critical | Same culture as lord | Cultural friction kills interest (Kaiden↔Varn, Makha↔Tanaya don't mix) |
| 🔥 Critical | Not Makha culture | The Matriarch does not favour Makha kings, and the bishop is always Tanaya — a Makha wife means constant religious friction |
| High | High Trade & Management | She'll be your economist — you need this for workshop efficiency |
| High | High Manners | Boosts interest with lord, helps relations |
| Check | Religious compatibility | Fanatic vs Agnostic kills interest — adjust church doctrine (Sermon of Doubt) later if needed |
⚠️ The Monogamous trait is gone. Patch #57 removed it and all its gameplay logic, so the old advice to pick a wife on "Monogamy" no longer has anything to pick. There is no trait left that guarantees a single love interest; keep the marriage healthy the ordinary way — same culture, Manners, attractiveness and time together — and treat a spare lord's love affairs as a real risk to your six slots rather than a solved problem.
The Lord's Brother (Spare / Second Pillar)
| Priority | What to Pick | Why |
|---|---|---|
| High | High Intellect & Teaching | Your second knowledge carrier — prepares him for rare book raids |
| Medium | Combat 5+ | Backup fighter, can guard the rear during battles |
| Medium | Manners 5+ | Helps maintain harmony in the family |
🔥 Critical Decision — DO NOT RECRUIT FREE LORDS Ignore the popup notifications that offer free lords. Every free lord takes a slot. You only have 6 slots total, ever. Your own children will have better stats and loyalty. Free lords are a trap — they fill slots you need for your family line.
Your Ruler's Worldview (patch #57)
Patch #57 replaced the old fixed "King's Role" with a Worldview on every ruler and politician — and you now choose it. At new-game setup you can set the worldview of every ruler on the map, including your own, and in-game the Family Editor lets you set one for any lord, guaranteed to apply when that lord becomes your ruler or a politician. A character's starting worldview is still largely set by their culture.
What it changes is who likes you before you have done anything: a worldview decides a ruler's initial prejudices and how they react to aggression and peace treaties with the neighbours they border. A Religious ruler sides with the Matriarch's friends and against her enemies, a Traditionalist favours rulers of their own culture and dislikes other cultures, a Predator hates everyone. Acting against your own ruler's worldview also gives them a negative thought, so choose one you actually intend to play — a Religious ruler and a Church-baiting endgame (Chapter 9) pull against each other, while a Traditionalist suits a dynasty that marries inside its own culture.
Politicians are the exception: they get a random worldview, deliberately different from their ruler's, and react to aggression and agreements on their own account — including politicians in your own city. Your ruler's hint in the city menu shows the worldview with its own colour, and the notification for a newly appointed politician shows theirs.
1.3 Territory Selection
When selecting your territory, you pick two starting resources. One is always iron. The second is your choice:
| Second Pick | Pros | Cons | Verdict |
|---|---|---|---|
| Wood 🌲 | Essential for building upgrades; depletes over time | Runs out if over-harvested | ⭐ Best for first playthrough |
| Herbs 🌿 | Can make ointment & flavorful ale for trade | Must buy wood from caravans; slower start | Good for experienced players |
Recommended pick: Iron + Wood. This is the safest start. You won't stall on basic construction, and you always have a fallback resource to sell to caravans.
You can now shape the local map (patch #57). New-game setup has a local map generation settings menu and a seed box, so a layout is no longer take-it-or-leave-it: tune the settings, or type a seed to reproduce a map you liked (or one a guide or video was written against). The map-specific routing notes in 4.4 assume particular terrain — a shared seed is how you actually get that terrain.
Chapter 2: Day 1-5 — The Opening
Phase 1: Survival
📅 Day 1-5
Goal: Secure basic food, sell starting paper, buy critical books, start first research
2.1 Immediately On Loading In (First 60 Seconds)
- Pause the game. Press Space or click the pause button. You need time to assess.
- Open the Trade menu. Click the caravan/merchant icon at the bottom of the screen. On Normal you start with 5 paper (15 on Peaceful) that you don't need yet.
- Sell ALL paper. Paper has the second-highest net loss in the game if you buy it, but selling starting paper gives you gold. You need cash.
- Buy books. Use the gold from selling paper to buy at least 2-3 basic books from the caravan. Your city already starts with the Mine and Rye Field and Mill books, so don't pay for those. Priority: Longevity (pauses aging by 10 years) if it's on offer, then whatever your settlement is missing — Warehouse for storage or Brewery for moonshine. Books got cheaper in patch #58: on Peaceful and Normal they cost half what they used to, so the starting gold now stretches further — and the Light Armor book was re-rated to a green, medium-difficulty book.
- Buy wood. If you have gold left, buy 10-15 wood. You'll need it for upgrades.
- Assign your lords to read books. Click on each lord, open their profile, go to Actions → Read Book. Assign the lord to read the most important book, the wife to read a second, the brother to read nothing yet (he'll be the bishop killer/raider).
- Build a Woodcutter's Camp if you don't already have one — you need a steady wood supply.
2.2 Day 1-3: First Buildings
- Check your starting buildings. You begin with the Hall (your starting building — it hires 3 builders and 3 servants and doubles as storage), a few peasant houses, and maybe a field or two.
- Build a Market. This is critical — it lets peasants buy their own food and beer, keeping them happy without lord management.
- Set market prices. Internal trade is managed in the Finance menu, where you set wages and the prices of everything sold. Set food price to LOW and beer to LOW. Happy peasants = productive peasants. Fanatics care about piety, Loyalists just want food and cheap beer.
- Check peasant happiness. Hover over the happiness icon at the top of the screen. If it's below 40%, increase wages or lower prices.
- Build a second field (rye). Food security is your #1 priority. 3 workers on a rye field produces ~94 rye every 3 days on 100% soil.
- Start a lumber operation. Assign 2-3 lumberjacks. Move the lumber mill close to the forest — you'll need to move it again as trees deplete.
2.3 Day 3-5: First Wolf Hunt & Bishop Killer Training
- Send your Combat 10+ lord wolf hunting. Click the lord, select Adventure → Hunt Wolves inside your domain. Wolves are ~Combat 10 with a spear — an even fight if your lord starts at 10+.
- Kill 2-3 wolves. This raises combat skill and gives you wolf pelts to sell. Stop if the lord gets wounded — scars reduce interest by -1 each.
- Buy a mace + bow from the caravan. You'll need these for prisoner capture and battle situations. Maces stun instead of kill.
- Start researching your first knowledge. By now your lord should be partway through his first book. Knowledge is the most important resource in the game. Each book grants a specific technology that unlocks buildings or improves efficiency.
⚠️ Every Scar Hurts Your Dynasty Each scar reduces your lord's "interest" (attractiveness to his wife) by 1 — but a Facial Injury turns into 5 scars, so one bad hit is -5 interest. Never send your primary lord into direct melee. Always check "Wait in the rear" when commanding troops.
Chapter 3: Day 5-20 — Building Your Foundation
Phase 2: Growth
📅 Day 5-20
Goal: Stable food, growing population, first trade routes, knowledge accumulation
3.1 Economy Setup (Day 5-10)
- Build a Coal Furnace. Turn firewood (a Saw Shed makes it) into coal. Coal sells better than raw wood and is needed for steel production.
- Build a Workshop (Carpenter). Produce tools. Tools have a base profit of +3 gold each and are always in demand.
- Build extra peasant houses. More houses = higher population cap = more workers. Place them near the Hall to reduce travel time.
- Assign your wife to manage the economy. Open the wife's profile, go to Actions → Manage Economy. She'll automatically inspect workshops and boost production.
- Build a Warehouse. Prevents resource overflow and loss (Granaries are the upgrade path — food in a Warehouse spoils at 10% a day).
- Check the caravan every visit. Buy books whenever available. Buy wood if your stock is low. Don't hoard gold — spend it on growth.
3.2 Research Priority (Day 5-20)
You have 2 dedicated knowledge carriers (the Lord and the Brother — or Lord and Wife). Never spread knowledge across more than 2 lords. Concentrate it.
| Priority | Knowledge | Why |
|---|---|---|
| 1st | Longevity (Varn-culture book) | Pauses aging by 10 years. More time to pass knowledge to heirs. |
| 2nd | Rye Field and Mill | You start with this book — read it first. Rye to flour, and rye to beer. |
| 3rd | Herbalist (20 population) | Herbs for medical salve and flavorful ale, plus bloodberries. |
| 4th | Warehouse | Storage that needs no workers; plan a Granary after it, because food in a Warehouse spoils at 10% a day. |
| 5th | Coal Furnace (40 population, needs Mine knowledge) | Coal for steel later, and coal is a better export than raw wood. |
| 6th | Armor Forge (55 population) | Shields — the best mid-game export — then light and heavy armor. |
3.3 Dealing With the Bishop (Day 10-20)
The bishop will eventually try to assassinate or undermine your lord. Here's the exact procedure:
- Wait for the bishop to arrive. He'll appear in your town as a named character. You'll get a notification.
- Check his combat level. Open his profile. If he's Combat 15+ and your lord is only 10, you need more training first.
- Hunt more wolves. Raise your "bishop killer" lord to Combat 15+ before attempting the duel.
- Initiate the duel. Select the bishop → Challenge to a Duel (the two lords must be enemies, and since patch #58 both need Combat 4 or higher — that flat minimum replaced the old rule about the skill gap between them). Your lord fights him one-on-one.
- If the bishop survives wounded: Re-challenge him immediately while he's still injured. A wounded bishop is much easier to kill.
- Once the bishop is dead or crippled: The bishop threat is neutralized for a while. A new bishop may eventually arrive.
💡 Don't Delay the Bishop A living, healthy bishop can assassinate your lord in his sleep, ending your run. Creating your "Bishop Killer" is the single most important combat task of the early game. Don't put it off.
3.4 Skill Training for Your Starting Lords
Skills are grouped into complementary pairs. Train them together:
| Pair | Skill 1 | Skill 2 | Primary Role |
|---|---|---|---|
| Diplomacy Pair | Manners | Persuasion | Lord (diplomacy, family relations, caravan deals) |
| Economy Pair | Trade | Management | Wife (economy management, caravan trading) |
| Knowledge Pair | Intellect | Teaching | Brother (book learning speed, library raids) |
| Warrior Pair | Combat | Command | Backup lord (army leading, bishop killing) |
Chapter 4: Base Layout Guide — Optimal Town Organization
Phase 3a: Infrastructure
📅 Day 10-30 (start planning on Day 5, start building by Day 10)
Goal: Organize your territory into efficient zones for maximum productivity and defense
A well-planned base layout is the difference between a thriving kingdom and a chaotic mess. Norland doesn't have a grid system — you place buildings freely — so planning your zones early prevents painful relocations later. The following principles are community layout heuristics, not values read out of the game.
4.1 The 6 Key Layout Principles
Principle 1: Identify Raid Directions First
Before placing a single building, pause and look at the terrain. Peasant raids always come from predictable directions based on the map layout. Watch for the first 1-2 raids to confirm the attack vectors, then build your walls and gates accordingly.
- Block only the sides enemies actually use. In many maps (e.g., Gorno), blocking just the west and southwest entirely stops enemy entry.
- Double walls on unused sides. If a direction never gets attacked, a single wall is enough. Save your stone for where it matters.
- Funnel enemies into kill zones. Create zigzag passages through towers so enemies have to walk past your archers while taking fire.
Principle 2: Only 3 Warrior Patrol Points
Warriors are exhausted by battles and training. Don't spread them thin with too many patrol spots. You only need guards at three locations:
- In front of the gate — Escaping prisoners must pass through gates. Day AND night patrol here.
- At the Lord's residence — Night patrol only. The lord may be attacked in his sleep.
- At the Library — Day AND night. Knowledge is everything — losing books to theft is catastrophic.
⚠️ Barracks Placement Is Critical Build barracks in houses near the gate and mark them with "Warrior Priority." If barracks are too far, warriors won't reach their patrol posts in time to catch escaping prisoners or respond to raids.
Principle 3: The Chancellery Is Your Management Engine
Prisoners work longer hours than free peasants (9 AM - 9 PM vs 9 AM - 6 PM), and prisoners are given jobs first — so staffing the Chancellery with them is cheap labour. Its three clerks replace lords as managers for up to 10 buildings and cost 1 paper a day. Getting ten buildings managed without spending a lord is worth more than optimising any single workshop. Patch #57 sharpened the edge case: put a lord with the Precise Tongue talent in charge and the cap rises by 5 more buildings, but the Chancellery then eats 2 paper a day instead of 1.
Principle 4: Cluster Chancellery-Managed Buildings
Keep the buildings managed by the Chancellery close together. If they're spread across the map, workers can't deliver orders efficiently. Build your production hub (workshops, storage) as a tight cluster near the Chancellery.
Principle 5: Prisoner Housing Far From Gates
Place prisoner housing close to the Chancellery (short walk to work) but as far as possible from the gates. When prisoners attempt to escape, they need to cross more of your territory — giving your gate guards time to intercept them. Prisoner work areas should also be far from gates whenever possible.
Principle 6: Tower Placement — Keep Them Together
Don't spread towers across every gate. Cluster your towers in one kill zone. Enemies usually attack from a single direction (west or southwest on most maps). Build your towers there. Rotate towers with Q/E so the arrow entrance always faces inward toward your town.
4.2 Zone Layout — The 6-Zone System
Divide your territory into six functional zones. Each has a specific purpose and preferred location.
| # | Zone | Buildings | Location | Why |
|---|---|---|---|---|
| 1 | 🛡️ Military Zone | Barracks, training ground, armory, archer towers | Near the main gate | Quick response to raids. Warriors must reach walls fast. |
| 2 | 🏛️ Noble Quarter | Hall, library, lord's townhouse | Center or rear (away from gates) | Protects your lords and books. Night patrol here. |
| 3 | 🏪 Production Hub | Chancellery, workshops (carpenter, armorer, blacksmith), warehouses, market | Central, near noble quarter | Chancellery directives need to reach workshops quickly. Central location minimizes travel. |
| 4 | 🌾 Farming Zone | Rye fields, pig farms, herbalists, mill | Far edges near fertile land | Fields need space. Keep away from smoke/pollution. |
| 5 | ⛓️ Prison District | Prison ward, Chancellery (prisoner-staffed), work yards | South-central, walled off, far from gates | Long escape route gives guards time to react. Keep walled separately. |
| 6 | 🪵 Resource Processing | Lumber mill, coal furnaces, mines, stonecutter camp | Near resource nodes (forest edge, mine entrance) | Move lumber mill as trees deplete. Mines are fixed — build around them. |
4.3 Daily Flow — How Peasants Move Through Your Layout
Design your layout to match the peasant daily routine. Every character follows this loop:
Peasants: Houses → Morning Service (Temple) → Workplace → Warehouse → Market → Tavern → Houses
Warriors: Barracks → Morning Service (Temple) → Training/Patrolling → Barracks
Lords: Houses → Morning Service (Temple) → Inspection → Education → Free Time → Houses
Prisoners: Prison → Morning Service (Temple) → Workplace (9AM-9PM) → Prison
📌 Layout Implication The Temple should be central — everyone visits it every morning. The Market and Tavern should be near the Temple (peasants visit after work). Houses should form a ring around the Temple zone, with warrior houses closest to the gates. This single routing insight eliminates most pathing inefficiency.
4.4 ASCII Reference Layout
Here's a simplified reference layout for a medium-sized territory. Letters mark zone centers — adapt to your specific map's terrain.
╔══════════════════════════════════════════════╗
║ 🪵 FOREST / RESOURCE EDGE ║
╚════╤═════════════════════════════════════════╝
│
┌────┴────┐ ┌─────────────┐ ┌──────────────┐
│ ⛓️ PRISON│ │ 🌾 FARMING │ │ 🪵 LUMBER │
│ DISTRICT │ │ (fields) │ │ COAL FURNACE │
│ (walled) │ │ │ │ │
└────┬────┘ └──────┬──────┘ └──────┬───────┘
│ │ │
┌────┴──────────────┴────────────────┴───────────┐
│ 🏛️ NOBLE QUARTER │
│ ┌──────────┐ ┌──────────┐ ┌──────────────┐ │
│ │ HALL │ │ LIBRARY │ │ TOWNHOUSE │ │
│ └──────────┘ └──────────┘ └──────────────┘ │
│ 🏪 PRODUCTION HUB │
│ ┌──────────┐ ┌──────────┐ ┌──────────────┐ │
│ │CHANCELLERY│ │WORKSHOPS │ │ WAREHOUSE │ │
│ └──────────┘ └──────────┘ └──────────────┘ │
│ 🛡️ MILITARY ZONE │
│ ┌──────────┐ ┌──────────┐ ┌──────────────┐ │
│ │ BARRACKS │ │TRAINING │ │ ARMORY │ │
│ └────┬─────┘ └──────────┘ └──────┬───────┘ │
└───────┴──────────────────────────────┴─────────┘
│ │
┌────┴────┐ ┌─────┴─────┐
│ 🚪 GATE │ │ 🚪 GATE │
│ (MAIN) │ │ (WEST) │
└─────────┘ └───────────┘
╔══════════════════════════════════════════════╗
║ 🗡️ KILL ZONE (TOWERS) ║
╚══════════════════════════════════════════════╝
💡 Map-Specific Tips Gorno: Block west + southwest only. Consolidate to 1-2 gates. One kill zone in the south handles all threats. Rekin: 4 entrances (north, northeast, west, southwest). Redirect the southwest path to merge with the west entrance → 3 gates instead of 4. Place the northern gate vertically to screen immigrants. Wolves can walk through walls — station combat 10+ squads with swords where attacks are frequent.
4.5 Building Order — What to Place First
- Temple (central). Everyone visits every morning. Central location reduces walk time for every single character.
- Market + Tavern (near Temple). Peasants visit these after work. Close to Temple = efficient after-work routing.
- Warehouses (near Production Hub). Storage should be between workshops and the market to minimize hauling.
- Warrior houses (near gate). Mark as "Warrior Priority." They need to reach walls in seconds.
- Workshops (clustered near Chancellery). Keep them tight. Chancellery directives are the key efficiency multiplier.
- Prisoner housing (far from gate, near Chancellery). Maximize escape response time, minimize work commute.
- Walls + Towers. Build walls only on sides enemies actually attack from. Cluster towers in kill zones.
- Fields + pig farms (far edges). Farms need space — put them where no one else needs to walk.
Chapter 5: Day 20-50 — The First Crisis & First Child
Phase 3: Expansion
📅 Day 20-50
Goal: First child born, first trade requests fulfilled, army creation begins
5.1 The First Child (Timing Is Everything)
- Check interest level. Open your lord's profile → Relationships. Look at interest toward wife. At least 50 Interest is required for two lords to date at all, and 60 before they can fall in love — so anything under 50 is a dead end.
- If interest is low: Check for scars, religious incompatibility, or low manners. Fix religious issues by changing church doctrine to "Sermon of Doubt." Raise manners by having the lord train with a high-manners tutor.
- Wait for pregnancy. It may take several days. The game will notify you.
- Save before the birth. Birth outcomes (including gender and traits) change each time you reload. You want a male heir first.
- Use save-scumming strategically. If you get a daughter first, reload. If you get a son with terrible traits, reload. The first ~10 rerolls are worth the time — this is your dynasty's future.
- After the first son: Immediately start trying for miscarriage. Save, wait, reload until the age gap is ~10 years. You want the second child to be born when the first is ~10, so they don't age out at the same time.
🔥 6 Slot Limit — Plan Your Family Tree NOW With 6 total slots: Slot 1: Lord (husband) Slot 2: Lady (wife) Slot 3: Heir (eldest son) + his future spouse = 2 more slots (4 & 5) Slot 6: Spare (second son, stays unmarried) or daughter (marries into an ally) This means only ONE child per generation should marry. Everyone else stays single or marries post-menopausal women.
5.2 Trade Requests (Day 16-20+)
Around Day 16-20, neighboring kingdoms start sending trade requests. This is a major income opportunity.
- Shields are the first big trade item. Build an Armor Forge (the Armor Forge book needs 55 population) ASAP and start producing shields.
- Check what neighbors want to buy. Open World Map → select a neighbor → Trade tab. Selling requested items gives a price bonus.
- If neighbors want Flavorful Ale and you have herbs — this is a gold mine. Set up production immediately. Flavorful Ale has one of the highest per-worker production values in the early game. Remember it takes hops as well as herbs: a field yields about 62 hops in 4 days on base soil (the wiki's figure), and since patch #58 traders will take a hops order for you in 30-unit batches, so you can fill a contract before you have a hops field of your own.
- Form a caravan route. Once you have stable production, set up a recurring trade route. The game will auto-trade on a schedule.
5.3 Prisoner Labor (Day 20-40)
- Build an army squad. 5-10 soldiers equipped with maces (for stunning) and spears (for defense). Add 1-2 bowmen for ranged support.
- Attack a bandit camp (or raid a village). Both show up on the world map, and both can net you prisoners.
- Capture prisoners. Mace-wielding soldiers stun bandits, making them capturable. Prisoners work in your mines and fields for free.
- Avoid swords and axes. These sever limbs. A crippled prisoner can't work — you just wasted potential labor.
- Set up patrols. Prisoners need supervision. Establish nightly patrols, especially if you have a large slave population.
📌 Prisoner Management Tips Prisoners don't need beer or high wages. They DO need food and guards. A well-guarded prison camp is free labor forever. Use them for the dangerous jobs (mining, logging) so your free peasants don't die.
5.4 Rare Books — Start Raiding Libraries
By Day 30-40, your knowledge carriers should have read most basic books. You need rare books now.
- Select your most intelligent lord (the brother, ideally, since he's not the primary knowledge carrier). High Intellect + Persuasion = better library robbery success.
- Send him to rob libraries. Open the World Map → select a foreign kingdom → Library Robbery.
- Target multiple realms. Different kingdoms have different books. Send your lord on a circuit.
- Use elderly lords for this. If a lord is past 50 and has already transferred his knowledge, he's expendable. Send him on dangerous missions.
- Trading for books is backup only. Caravans only offer basic books. Special book merchants exist but are too rare to rely on.
Chapter 6: Day 50-100 — Mid-Game Economy & Alliances
Phase 5: Strengthening
📅 Day 50-100
Goal: Strong economy, military build-up, secure alliances, second child born
6.1 Economy — What to Produce & When
Your economy now needs to scale. Here's the production priority:
| Stage | Good to Produce | Setup Required | Profit/Unit |
|---|---|---|---|
| Early (Day 20-50) | Shields, Tools, Flavorful Ale | Armor Forge, Workshop, Herbalist + Brewery | High for shields, ~3 for tools |
| Mid (Day 50-100) | Heavy Armor, Swords, Steel | Smelting Furnace, Armor Forge, Weapon Forge, Coal Furnaces, Iron Mines | ~28 for heavy armor, ~26 for swords |
| Mid-Late (Day 100+) | Heavy Armor, Specialty goods | Multiple workshops, maxed production chains | Best profit in the game |
💡 Heavy Armor Is the Best Profit Item Heavy armor has the highest profit per unit (~28 gold) AND its production chain (coal→steel→tools→armor) produces valuable intermediate goods. Prioritize heavy armor over swords if you have the raw materials. The production chain also produces tools and steel along the way, giving you military equipment as a side effect.
6.2 Workforce Allocation
By Day 50-60, your labor force should look like:
- 8-10 lumberjacks (you need constant wood — move the lumber mill as trees deplete)
- 4-6 miners (iron is the bottleneck — maximize output)
- 6-8 farmers (2-3 fields of rye, 1-2 herb gardens if you have herbs)
- 4-6 workshop workers (armorer, blacksmith, carpenter, coal furnace)
- 2-4 builders (always building upgrades)
- Remaining workforce as needed for trade goods production
⚠️ Don't Over-Optimize Too Early You need food stability before you can switch to a full export economy. If you push too hard on trade goods and neglect farming, one food disaster wipes you out. Always maintain a 30+ day food surplus before pivoting to heavy armor production.
6.3 Alliances — The Correct Way to Expand
Do NOT create vassals. Vassals drain your army, tank church trust, and leave occupied territories defenseless. Alliances are strictly better.
- Open the World Map. Click on neighboring kingdoms.
- Check the Diplomacy tab. Look for "Propose Alliance" in the available actions.
- Build relationship through gifts and trade. Sell them what they need at fair prices. Send gifts if the "Send Gift" option is available.
- Read their ruler's worldview first (patch #57). Neighbours now react through their ruler's worldview, not the old king's role: a Religious ruler warms to you for siding with the Matriarch's friends, a Traditionalist for ruling a culture like theirs, and a Predator for nobody. Each politician also carries their own (random, different from their ruler's) worldview and reacts separately — but since patch #58 only the ruler's reaction is shown as the faction's reaction, so a politician's private dislike no longer shows up in the diplomacy panel.
- Wait for the right moment. If a kingdom refuses alliance because they dislike your allies, wait. Relationship values reset periodically — check back after a while. Sometimes hostile alliances collapse on their own, creating openings.
- Once allied: Allied territories share borders (no "0 soldiers" problem), their armies remain intact, and you can coordinate against common enemies.
🔥 Why Vassals Kill New Players When you subjugate a territory, its army is wiped out. Now it has 0 soldiers and can't defend itself. Church trust drops, so you can't attack the next territory right away. Meanwhile, a neighbor who hates you can walk right through the vassal's undefended borders and attack you directly. Alliances preserve armies and let you build a coalition.
6.4 Managing the 6 Slots — Mid-Game
Your first son is now age 10-15. Your second child should be 0-5 (10-year gap achieved).
- Train the heir. Assign him tutors. The lord teaches Combat & Command and Manners & Persuasion. The wife teaches Trade & Management. The brother teaches Intellect & Teaching.
- Plan the heir's spouse. When he turns 18, start looking for a bride. Marry him to a free noble from an allied kingdom — this creates a diplomatic bond and brings a skilled lord into your family.
- The second son stays unmarried. He's your spare knowledge carrier and general. When the next generation comes, he's disposable — send him on dangerous missions.
- Keep the brother single. If you marry the brother, his wife takes a slot. Now you have 4 adults and only 2 slots for children. Bad math.
Chapter 7: Generation 2 — The Knowledge Transfer
Phase 6: Succession
📅 Day 100-200 (or when the original lords reach ~45-50)
Goal: Transfer all knowledge to the next generation before the elders die
🔥 This Is the Hardest Part of the Game If the original lord dies with knowledge nobody inherited, buildings stop working, production chains collapse, and your kingdom enters a dark age. This single mechanic destroys more runs than any other. Do not let an elder die without transferring their knowledge.
7.1 Knowledge Transfer Mechanics
- Knowledge is tied to the lord who learned it. When that lord dies, their knowledge dies with them.
- Buildings that require knowledge stop functioning when the knowledge-holder dies.
- Lords start aging out (losing skill values) at age 50 — or 60 with Longevity knowledge.
- Knowledge can be taught to younger lords. The teaching lord and student must both be in your domain.
- This is the live system, not the final one. Patches 57–59 left knowledge transfer untouched, but the developer has said the next major update (the "Fundamental Update") reworks knowledge and trade. When that lands, re-check this chapter rather than assuming the book list and teaching rules still hold.
7.2 Transfer Timeline
- When the heir turns 18-20: Start training him in the skills his father knows. Skills can be trained up to the teacher's max level.
- When the original lord is ~45: Begin the knowledge transfer. Open the lord's profile → Actions → Teach Knowledge. Select the heir. Each knowledge takes time to transfer — start early.
- Transfer critical knowledge first. In order: Rye Field and Mill, Coal Furnace, Workshop, Armor Forge and Weapon Forge. Production-chain knowledge keeps your economy running.
- If the original lord is the only carrier of a rare book: That knowledge is irreplaceable. Protect that lord at all costs. Don't send him into battle. Don't let him raid libraries.
- When the original lord reaches ~55: He should have fully transferred everything and can retire. Now he's expendable — assign him to dangerous missions if needed.
7.3 The Heir's Wedding & Next Generation
- Marry the heir at age 20-25. Choose a bride with high Trade/Management and a compatible culture. The old "Monogamy trait is ideal" line is dead — patch #57 removed that trait — so judge her on culture, Manners and Trade/Management instead.
- The heir + his wife consume 2 slots (slots 3 and 4). The original lord and wife occupy slots 1 and 2. The second son occupies slot 5. That leaves 1 slot for the next generation's first grandchild.
- Wait for the original lord or wife to die before having more grandchildren. When slot 1 or 2 opens, you have room for a third grandchild.
- Once the heir inherits control: The game effectively restarts with a new generation. You now have your original lord's knowledge base, a stable economy, and alliances. The hard part is over.
Chapter 8: Late Game — Military & the Church
Phase 7: Power Consolidation
📅 Day 200+
Goal: Build a standing army, confront the Church, expand your alliance network
8.1 Army Composition
| Unit | Role | Weapon | Quantity (for a field army) |
|---|---|---|---|
| Front Line | Damage soak & melee | Spear + Shield | 40-60% of army |
| Heavy Infantry | Armored shock troops | Sword + Shield + Heavy Armor | 10-20% of army |
| Ranged | Damage dealer | Bow | 20-30% of army |
| Capture Squad | Prisoner acquisition | Mace | 5-10 soldiers |
8.2 Battle Tactics
- Always check "Protect the archers" (bottom right battle menu). Without this, your front line charges into the enemy and your archers are unprotected.
- Always check "Wait in the rear" on your lord. A scarred lord = a dead dynasty. Each scar is -1 interest.
- Terrain matters. Fight on your side of the border for defensive bonuses. Let enemies cross rivers and attack uphill.
- Don't commit your entire army at once. Keep reserves. If the first wave breaks, you need a second line.
- Use allied armies. Your alliance partners will send troops — use them as a first wave to absorb casualties.
- Squads move as squads now (patch #57). A formation moves at the average speed of its members, and if the squad leader is on a road the whole squad gets the road bonus — so one slow armoured unit drags the line, and a road march is genuinely quicker than cutting across a field. Right-clicking a character the squad cannot attack is now a move order, and holding the right button after the squad stops sets its facing instead of walking it further. Soldiers too far from the enemy to reach melee stay where they are and cheer rather than charging off on their own.
- The first ten minutes of a fight are committed. Once a soldier is in combat they will not surrender or flee for 10 minutes, even at very low morale — breaking an enemy's morale does not immediately take them off the field, so plan a grind rather than a quick rout. Charging with armour or a shield now knocks a little damage into the target on impact, and anyone knocked down by a push can no longer dodge.
8.3 Confronting the Church
The Church of Mother Sophia is a major power in the world. Early on, you need them (for legitimacy and marriage). Later, they become a rival.
- Understand Church factions. The people split two ways: Fanatics, devoted to the Church of Mother Sophia, and Loyalists, loyal to you (they're more productive and cannot be bribed). The Bishop represents Church interests.
- Church Doctrine settings. You can adjust church teachings. Key option: "Sermon of Doubt" turns fanatics agnostic — useful if your fanatic wife is incompatible with an atheist lord.
- A fully equipped army (heavy armor, shields, bows)
- At least 2 allied kingdoms willing to support you
- A stable food surplus (war disrupts production)
- A backup knowledge carrier (in case your primary lord dies)
- If the Church excommunicates you: This is bad but survivable. Other kingdoms may break alliances. Focus on military production and defense until you can negotiate a resolution.
Chapter 9: Endgame — Defeating the Church & Victory
Phase 8: Endgame
📅 Day 300+ (varies widely)
Goal: Defeat the Unholy Horde or eliminate the Church, establish your empire
9.1 The Unholy Horde Crisis
If you enabled the crisis at game start, the Unholy Horde will eventually arrive — a massive army that threatens all kingdoms.
- Prepare for the Horde. As the crisis timer approaches (visible on the world map), consolidate your military. Build reserve equipment. Stockpile food.
- Unite your alliance. All allied kingdoms will fight the Horde together. Make sure your alliance is as large as possible before the attack.
- Let the Horde attack fortified positions. Don't meet them in the open field. Fight on your territory where you have walls and defensive bonuses.
- Use multiple waves. The Horde is enormous but not infinite. Attrition will win if you have reserves. A second army that arrives after the first is destroyed can finish off the weakened survivors.
- Post-Horde cleanup. If you survive, other kingdoms are weakened too. This is your opportunity to expand through diplomacy or force.
9.2 Victory Conditions
Norland does have a win condition: hold 12 provinces, then use Declare Yourself Emperor on the king, then beat the Inquisition army that comes for you. Declaring yourself Emperor is not free — the army attacks and the population's Mood drops hard. Beyond that, victory is self-defined:
- Total dominance: Eliminate or vassalize every other kingdom on the map
- Church destroyed: The Church of Mother Sophia is no longer a political power
- Unholy Horde defeated: Survive and repel the Horde
- Multi-generational dynasty: Reach Generation 3+ with a stable, prosperous kingdom
🎮 Endgame Mindset By this point, you've mastered the core loop: collect knowledge → build economy → train children → pass knowledge. Each generation, your kingdom should get stronger. If you reach Generation 3 and you're still struggling, revisit Chapters 4-6 — somewhere in your succession planning, knowledge was lost or wasted.
Appendix A: Full Knowledge Tree
| Knowledge | Effect | Priority |
|---|---|---|
| Longevity (Varn culture) | Pauses aging by 10 years | ⭐ Critical (get it first if a Varn lord can read it) |
| Rye Field and Mill | Unlocks the Rye Field and Mill; you start with this book | High |
| Mine | Unlocks the Mine; you start with this book | High |
| Coal Furnace | Unlocks the Coal Furnace (needs Mine knowledge) | High |
| Workshop | Unlocks the Workshop — tools, maces, daggers | High |
| Armor Forge | Unlocks shields, light armor, heavy armor (55 population) | High |
| Weapon Forge | Unlocks spears, axes, swords (55 population) | High |
| Smelting Furnace | Unlocks steel production (85 population) | Medium |
| Chancellery | 3 clerks who replace lords as managers for 10 buildings (40 population) | Medium |
| Pig Farm | Unlocks the Pig Farm — meat, the mood-lifting food (55 population) | Medium |
| Warehouse / Granary / Armory | Storage: the Warehouse spoils food at 10%/day, the Granary doesn't (20 population) | Medium |
| Temple / Small Temple / Altar | Sermons: Sermon of Faith makes Fanatics, Sermon of Doubt makes Agnostics (patch #58: after any regular sermon, the next sermon by a politician or bishop with 25+ relations to the king becomes a Sermon of Hope) | Medium |
| Palisade / Archer Tower / Defence Tower / Training Ground | Walls, towers and warrior training (Training Ground: 55 population) | Medium |
| Rhetoric / Economy / Philosophy / Warfare | Lesson books, not building books: they raise Manners+Persuasion / Trade+Management / Intellect+Teaching / Combat+Command | High (training) |
| Military Logistics Vol. 1-2 | +50% army movement each (50 and 70 population) | Low |
Appendix B: Production & Profit Tables
Figures in this appendix are the tooltip readings published in the Steam community "Norland Economy Guide", not values from the official wiki, whose August 2026 building tables list 5 iron per worker, 4 tools, 90 rye per 4 days and 18 meat per building level. Trade prices are base rates with equal Trade skill on both sides; a trade-skill advantage moves both ends of the deal in your favour.
Worker Daily Production Value
Sorted by value per worker per day. Important in the early game when workers are scarce.
| Worker | Daily Output | Value/Worker | Notes |
|---|---|---|---|
| Lumberjack | Varies | ★★★★★ | Move lumber mill close to forest regularly |
| Miner (iron) | 6 iron/day | ★★★★ | Iron limited — don't waste on low-profit items |
| Carpenter (tools) | 6 tools/day | ★★★ | Stable baseline, always useful |
| Coal Furnace | Varies | ★★★ | Buy wood → sell coal is viable with trade bonus |
| Rye Field (3 workers) | 94 rye/3 days | ★★ | 100% soil, no bonus |
| Pig Farm (3 workers) | 28 meat/6 days | ★ | Converts 50 rutabagas — low per-worker value |
Profit: Buy Raw Materials → Sell Finished Goods
| Good | Production Cost | Sell Price | Profit | Priority |
|---|---|---|---|---|
| Heavy Armor | Varies | ~52 | ~28 | ⭐ Best (late game) |
| Sword | Varies | ~43 | ~26 | ⭐ Excellent |
| Shield | Varies | High | High | ⭐ Best mid-game item |
| Spear | Varies | — | 6 | Better than mace for profit |
| Mace | Varies | — | 3 | Only for prisoner capture |
| Tool | Varies | — | 3 | Stable, low effort |
| Steel | 18 | 19 | 1 | Thin margin — trade bonus needed |
🛑 Items You Should NOT Sell
| Item | Why Not |
|---|---|
| Paper | 2nd highest net loss. Use for research, not sale. |
| Daggers | Iron too limited. Low profit relative to iron used. |
| Bows | Same — iron is finite, bows don't justify the cost. |
Appendix C: Combat Formations & Unit Types
Weapon Reference
| Weapon | Best Use | Notes |
|---|---|---|
| Mace | Prisoner capture | Stuns instead of killing. Essential for slave economy. |
| Spear | General infantry, cheap surplus | Good vs unarmored enemies. Piles up over time. |
| Sword | Heavy damage, armored enemies | High cost. Pair with shield + heavy armor. |
| Axe | High damage | Severs limbs — NOT for prisoner capture. |
| Bow | Ranged support | Keep behind front line. Protect the archers setting. |
| Shield | Frontline survivability | Essential for any melee unit. |
| Heavy Armor | Lord protection | Prevents lord scarring. Worth the investment. |
Battlefield Formations
When commanding your army in battle, use these formations:
- Standard Line: Spear+Shield front line, Bow second line, lord in rear. Check "Protect the archers" and "Wait in the rear."
- Capture Formation: Mace squad up front, archers behind. Target bandit camps or villages (not proper armies).
- Siege: Heavy armor + sword infantry first, archers second. Let the heavy units absorb tower fire while archers pick off defenders.
Appendix D: Troubleshooting — Common Problems
| Problem | Likely Cause | Solution |
|---|---|---|
| No children after 50+ days | Low interest between lord and wife | Check scars (-1 each), religious incompatibility (Sermon of Doubt), Manners skill. Save & reload. |
| Buildings stopped working | Knowledge-holding lord died | Always transfer knowledge before the elder dies. Check if another lord has backup knowledge. |
| Peasants unhappy/revolting | High prices, low wages, no beer | Lower market prices, increase wages, build a tavern. Set up nightly patrols. |
| Bishop assassinated my lord | Bishop killer was too weak | Always start with Combat 10+ lord. Hunt wolves to train. Duel the bishop early. |
| Out of iron | Mines depleted | Buy from caravans. Trade for iron. Salvage equipment. Start recycling weapons. |
| Too many family members | 6 slot limit exceeded | Stop recruiting free lords. Don't marry spare males to fertile women. Send bastards to church. |
| Alliance refused repeatedly | Reputation too low, or bad allies | Send gifts, fulfill trade requests. Wait for generation change (relationships reset). |
| Can't afford anything | Weak economy | Produce shields (mid-game) or heavy armor (late-game). Check Appendix B for profit tables. |
| Lord gets scarred in every battle | Not using "Wait in the rear" | Open battle menu → check "Wait in the rear" for your lord. Always. |
| No rare books anywhere | Not raiding libraries | Send an intelligent lord to raid libraries across multiple realms. Trade only gives basic books. |
| Food disaster destroyed me | No surplus | Always maintain 30+ days of food surplus. After a disaster, rebuild to moderate surplus only. |
🎮 Final Words Norland is a game about generational planning. Every decision you make on Day 1 echoes 100 days later when your heir comes of age. The early game is a grind — but once you've accumulated enough knowledge, equipped your soldiers, and established alliances, the game opens up into a rich medieval strategy experience that few other games can match.
Remember the golden rule: Knowledge is everything. Protect your knowledge carriers. Plan your succession. Never stop reading books.
Good luck, Sovereign. Your dynasty awaits.
Guide changelog
What has changed in this guide, newest first.
- 2026-11-05Patches 57-59 reached the main branch on 22 October (v0.6157.10303.0, then hotfixes on 26 and 29 October), so the version line no longer says '#57 and #58 are beta-only' and the guide is dated November 2026. What the main-branch merge actually invalidated, and what is now fixed in the guide: the Monogamous trait was removed from the game outright, so the 'pick a wife with the Monogamy trait' row and the heir's-bride line are replaced with criteria that still exist (same culture, not Makha, Manners, Trade/Management) plus an explicit warning that no trait now guarantees a single love interest; and the Worldview system replaced the King's Role, so 1.2 gains a subsection on choosing your ruler's worldview at new-game setup (culture-derived, drives their likes, dislikes and reactions to aggression and treaties, gives a negative thought when you act against it, and politicians always carry a different random one), with 6.3 telling readers to read a neighbour's worldview before courting an alliance. Smaller additions, all taken from the patch notes: 1.3 mentions the new local map generation settings and seed box (#57); 2.1 notes that books cost half as much on Peaceful and Normal and that Light Armor is now a green medium-difficulty book (#58); 3.3 gives the duel rule change, both lords need Combat 4+ instead of the old skill-gap requirement (#58); 4.1 adds the Precise Tongue edge case on the Chancellery (+5 buildings, 2 paper a day instead of 1, #57); 5.2 says Flavorful Ale needs hops as well as herbs and that traders now sell hops in 30-unit batches (#58); 8.2 covers squads moving in formation at average speed, right-click as a move order, the 10-minute no-surrender rule and charge damage with armour or a shield (#57); and Appendix A records the Sermon of Hope condition (#58). 7.1 gains a caveat that the announced Fundamental Update will rework knowledge and trade. Not applied, because nothing in the notes says it changes play: the two hotfixes are vsync/GPU-load performance fixes (the second fixes the root cause of the drops the first one left), plus SMAA/FXAA options, camera bounds and particle fixes in #59, none of which touch a number in this walkthrough. Figures that could not be re-verified this run: the wiki still lists the Monogamous trait and the old King traits, so the patch notes were taken as authoritative over it, and no public source yet lists the full worldview set by name (the three named in the developer's post are Religious, Traditionalist and Predator).
- 2026-10-05Checked Patch #58 (BETA, 2 October 2026) - counter-intrigues, tree highlighting and map-generation work. It is a beta-branch patch: the live branch is still Patch #56 (the August merge of patches 54-56), so nothing in this guide changes, and the version line now names #58 alongside #57 as beta-only. The same announcement states updates will slow to roughly monthly while most of the studio builds the coming 'Fundamental Update' (knowledge-tree and combat reworks), which is not released yet and so is not described here.
- 2026-10-02Verified against sources. About 60 checkable claims re-read against the official wiki (wiki.hoodedhorse.com/Norland - every page pulled as raw text through ?action=raw, because api.php sits behind Cloudflare), Steam's news API for app 1857090 (patches 54-56 to MAIN, 31 July 2026; #57 BETA, 4 September 2026), Steam's appdetails and review summary, and the Steam community 'Norland Economy Guide' that the appendix figures came from. Wrong figures fixed: the scar penalty is -1 Interest per scar, not -5 (the wiki's States table), in three places; the starting paper count was missing entirely and is now 5 on Normal / 15 on Peaceful; the review line read 2,814 and the store's English-review count is 2,915; and a duel is 'Challenge to a Duel' (Social), not 'Intrigue - Duel'. Wrong facts fixed against the wiki: the Church is the Church of Mother Sophia, not Saint Sophia, and the two poles are Fanatics and Loyalists, not a 'Church faction' and 'money-focused Loyalists'; every city starts with the Mine and Rye Field and Mill books, so 2.1 no longer tells you to buy books you already own; victory is not self-defined - hold 12 provinces, Declare Yourself Emperor, then beat the Inquisition; the skills are Intellect and Teaching (not Intelligence and Education); the cultures are Kaiden, Varn and Makha (not Caiden, Vaan, Marka); Appendix A's knowledge tree named books that do not exist (Agriculture, Construction, Smithing, Medicine, Cooking, Engineering, Diplomacy, Education, Logistics) and has been rebuilt from the wiki's real book list, as has the 3.2 research order; buildings renamed where the guide used names the game does not have (manor to Hall, the well dropped - there is no water building - Market Stall to Market, Stockpile to Warehouse, Coal Kiln to Coal Furnace, Armor Shop to Armor Forge, Chancellery Office to Chancellery, windmill to Mill, treasury to lord's townhouse, watchtowers to archer towers, pastures to pig farms, sawmill/lumberjack hut to Woodcutter's Camp, 'refugee camp' to bandit camp or village), including the two labels in the ASCII layout; 'Sermons of Doubt' corrected to the in-game 'Sermon of Doubt'; and the Chancellery now says what it does (three clerks replace lords as managers for 10 buildings at 1 paper a day). Marked unverified in a note at the top: the tooltip-derived outputs in Appendix B (6 iron, 6 tools, 94 rye per 3 days, 28 meat per 6 days) come from the Steam community economy guide, while the official wiki's August 2026 building tables list 5 iron per worker, 4 tools, 90 rye per 4 days and 18 meat per building level; and the 'wolves are ~Combat 10' line, 'wolves can walk through walls', the 'Warrior Priority' housing marker, the '500+ combined hours of community-tested layouts' behind Chapter 4, the Gorno/Rekin layout calls, the 6.2 workforce counts, the 30+ day food surplus and the ~10-year age gap appear in neither the wiki nor the patch notes. Also stripped four duplicated nav blocks and four duplicated footers that the served page was printing inside the article body.
- 2026-09-29Removed a redundant empty 'Appendices' heading that the site verifier flagged; the appendix sections themselves are unchanged.
- 2026-09-29Checked Patch #57 (BETA, 4 September 2026) and Beta Channel Hotfix 1 (8 September 2026): both are beta-channel only, so nothing in the live guide changes. The build line had been sitting at Patch #55 — the main branch has been on Patch #56 (the August merge of patches 54–56) since late August, and now says so.
- 2026-09-29Moved onto the portal template, converted from the old standalone page.