Northgard

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Really struggling to understand Lion Clan
I'm playing the Cross of Vidar campaign... but I just started the first stage where I'm playing as Lion Clan and I've no idea what is going on. Apparently I can send huge numbers of villagers to any task, but I can't assign anyone to the churches because livability is too low? I tried putting everyone I could in the hostelry, but apparently that didn't increase livability like it said it would...
I've built houses and upgraded them, and made hostelries... but it doesn't seem to make any difference. Some of my zones seem to have maxed livability while others seem to have none, and I can't wrap my head around it.

Is there any sort of guide to this livability mechanic anywhere?

Also, how do I get the "Do you have a moment to talk about our Lord and Savior?" achievement? There seem to be different relic options but I don't have any ability to move any of the ones I've crafted... Also whoever named that cheevo had a sick sense of humour as it is basically impossible to search for info on it due to the lengthy title and the way Steam Discussion search works.
Last edited by The Debauchery; Jan 2 @ 8:35am
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Bolt Jan 2 @ 8:52am 
Quite simple:
-you can assign as many workers within a single zone to whatever task according to the number the livability that zone has; whether you assign workers to different structures or just one is up to you, but the Lion Kingdom is made to exploit a single resource per zone
-without any upgrades or structures in a zone each zone has a base value of 4 livability
Livability can be increased in a variety of ways:
1) unlocking the vow lore that increases every zone's livability by +1
2) having a tavern in the zone = +1 (can be upgraded into either hostelry or barroom)
3) having a hostelry in the zone = +1 (still the same as Tavern) in the zone and all your zones around it that you can move into directly from that zone; can also overlap with other hostelries, like having a center zone surrounded by hostelry zones = +x livability, for the center zone, according to the hostelries around it with a direct travel path into it
4) having a barroom in the zone = +2 livability (can be combined with a hostelry)
5) having an upgraded house in the same zone = +1 livability
6) upgrading the zone with kröwns = +1 livability & +1 build slot
7) having at least 1 military camp in a zone = +1 livability (+2 if upgraded)

The basic tasks:
- increase livability
- keep stacking production bonus effects: smithy, upgraded production structure, prosperity buff that automatically kicks in at 8 livability

The Lion Kingdom has no lore that protects against the harsh winter, so having extra food and wood before winter starts is necessary.

The Lion Kingdom's main flaw that's still not addressed is that zones that offer multiple resource types go to waste because of the Lion Kingdom's production concept of 1 resource type per zone. Could be improved or fixed, Shiro doesn't care.
Last edited by Bolt; Jan 2 @ 8:59am
It is pretty well explained in game too. All tiles have a base livability that can be increased with the different happiness buildings and houses. The other upgraded happiness building increases livability on adjacent tiles too and the other one adds one more livability to the tile it is on (on top of the +1 on the base building) So you most likely want to have the adjacent one on central tiles to give multiple tiles more livability. And if you have a good tile where you want more workers then build the one that add livability on that tile and the other one on the adjacent ones. The hostelry does not need to have any villagers working on it.

You are not limited by the amount of workers per building but you are limited by the tile as a whole. So if you have 6 livability you can have 6 people working. For example you can have 6 woodcutters, then change it to 3 woodcutters 3 barkeepers or even 6 barkeeps once you don't need more wood.

You can carry relics with paladins, which you unlock by fame if I remember correctly.
Originally posted by Hollow:
2) having a tavern in the zone = +1 (can be upgraded into either hostelry or barroom)
3) having a hostelry in the zone = +1 (still the same as Tavern) in the zone and all your zones around it that you can move into directly from that zone; can also overlap with other hostelries, like having a center zone surrounded by hostelry zones = +x livability, for the center zone, according to the hostelries around it with a direct travel path into it
4) having a barroom in the zone = +2 livability (can be combined with a hostelry)
I figured out what the problem was.... sort of.... I was assigning everyone I could to the Hostelry, assuming that getting its bonus required having people working there. I was assuming that people working at the Hostelry would increase the number of people that could work in other buildings, but it seems to have been the opposite.... i.e. Hostelry people just take up slots...
So... does that mean I just need to HAVE the Hostelry and don't need anyone working there? Should I just have an assortment of unoccupied Hostelry buildings across the map?

Also I'm not sure what the deal is with the Smithy tents once I've got them not taking up a slot. Should I just build those everywhere, or do they need someone working there in order to convey bonuses?



Originally posted by Ammikaameri:
You can carry relics with paladins, which you unlock by fame if I remember correctly.
Ah. I don't seem to have Fame bonuses in Story Mode... Shame.
Last edited by The Debauchery; Jan 2 @ 9:27am
Bolt Jan 2 @ 10:02am 
Any structure that provides livability needs no person assigned to it. Ideally you'll want a production zone surrounded by zones with a hostelry in each that has a direct path to it to maximize the amount of workers you can have in it.

A smithy is for a +15% production bonus in the zone but only for "specialized workers" = workers assigned to work at a structure, not mere subjects. It used to be the case that a smithy needed a worker, but that's been removed as a requirement.
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Date Posted: Jan 2 @ 7:30am
Posts: 4