- Title: Lakeburg Legacies
- Release Date: July 20, 2023
- Developer: Ishtar Games
- Publisher: Ishtar Games
The personalities, needs, and relationships of your people will influence everything from their abilities and stats to morale and life expectancy. This tutorial will explain down all of the effects in the game that you can and cannot manage, allowing you to place your community on the route to success!
Introduction
Lakeburg Legacies features overlapping and intricate systems that govern how your folks work and interact with their neighbors. You’ve come to the right area if you’re looking for more extensive information on what different statuses do and how you can acquire greater results for your villagers.
What can a villager’s traits/feelings/relationships affect?
- Stat increase/decrease
- Skill increase/decrease
- Resources needed/used
- Needs (protection, entertainment, etc.)
- Production time
- Meeting chance (Only applies to random meetings, not ones that you initiate)
- Relationship chance by type (romantic, friendly, lustful, etc.)
- Life Expectancy
- Affinity
- Citizen experience gained
Personality & Congenital Traits
These characteristics are automatically allocated to your folks. They are supposed to be passed down from parent to kid and mentor to mentee, however that component does not appear to be functioning effectively at the moment. They can also earn or lose attributes based on the decisions you make during pop-up events. You won’t be able to change a villager’s congenital or personality features, so you’ll have to work around them as best you can.
- Ascetic: -1 vegetables, meat, and fish needed
- Beautiful: Charisma stat +2
- Boring: Stage performance skill -5%, meeting chance -5%
- Brave: Athletics skill +5%, Protection needs -1%
- Club Foot: Dexterity stat -2
- Coward: Leadership skill -5%, -1 wood every 120 days
- Depressive: Morale -10, meeting chance -5%, Friendly relationship chance -5%
- Devout: Knowledge skill +5%, -1 fish every 120 days
- Energetic: Athletics skill +5%, -1 tools every 120 days
- Frail: Life expectancy -50
- Funny: Meeting chance +10%, friendly relationship chance +10%, Affinity +6%
- Glutton: -1 fruit every 120 days, -1 meat every 120 days
- Greedy: -1 Gold every 120 days
- Hard-Working: Perception skill -5%, Production time -5%
- Humble: Meeting chance -5%, Jewelry resource needed -1, Painting resource needed -1
- Ill-Mannered: Precision Work skill -5%, Crafting skill -5%, -1 beer every 120 days
- Indecisive: Precision work skill -5%, friendly relationship chance +5%
- Kind: Nature skill +5%, Meeting chance +10%
- Lazy: Production time +10%, meeting chance +10%, friendly relationship chance +5%
- Mean: Persuasion skill +5%, Weapons mastery skill +5%, friendly relationship chance -10%, Affinity -3%
- Nimble: Dexterity stat +2
- Obstinate: Knowledge skill -5%, Stage Performance skill -5%
- Proud: Stage Performance skill +5%, -1 Jewelry every 120 days
- Resilient: Morale +10, Romantic relationship chance +5%, Leadership skill +5%
- Robust: Life expectancy +50
- Romantic: Meeting chance +10%, lustful relationship chance -5%, Affinity +5%
- Rowdy: Weapons mastery skill +5%, -1 weapons every 120 days
- Shy: Leadership skill -5%, Persuasion skill -5%, friendly relationship chance -5%
- Simple: Intelligence stat -2
- Smart: Intelligence stat +2
- Social: Persuasion skill +5%, Stage performance skill +5%, Affinity +6%
- Strong: Strength stat +2
- Ugly: Charisma stat -2
- Weak: Strength stat -2
- Well-Mannered: Precision work skill +5%, Crafting skill +5%, -1 Clothes needed
Annual Needs
The annual needs of a villager rise in direct proportion to their level of citizenship. Every villager will have 5 fundamental needs, 2 convenience needs, and 1 luxury need, which will be picked at random from a pool of possibilities. Illegal structures will also deplete your resources and make life more difficult for the residents. When resources are few, they are distributed first to Nobles, next to Artisans, and finally to Peasants. New resources are not added to the pool until you have a supply of them, so until you create the bakery, your villages will not have bread as an essential need. These needs are examined at the end of the calendar year, so if you are short, you have until December to solve it before being penalized for the entire year. If essential needs are supplied, they have a positive influence; if they are not met, they have a negative effect. If convenience and luxury needs are addressed, they will have a beneficial effect, but there will be no consequence if they are not met.
Wood (Essential)
- Satisfied: +20 Morale every 20 days
- Not satisfied: Strength stat -1, Life expectancy -120 every 360 days, Morale -40 every 360 days
Vegetables (Essential)
- Satisfied: Dexterity stat +1, Charisma stat +1
- Not satisfied: Dexterity stat -2, Intelligence stat -2, Life expectancy -120 every 360 days, Morale -10 every 360 days
Meat (Essential)
- Satisfied: Strength stat +2
- Not satisfied: Strength stat -3, life expectancy -120 every 360 days, Morale -10 every 360 days
Clothes (Essential)
- Satisfied: Meeting chance +5%, Charisma stat +1
- Not satisfied: Charisma stat -4, -20 Morale every 360 days
Bread (Essential)
- Satisfied: Dexterity stat +2
- Not satisfied: Dexterity stat -3, life expectancy -120 every 360 days, Morale -10 every 360 days
Fish (Essential)
- Satisfied: Intelligence stat +2
- Not satisfied: Intelligence stat -3, life expectancy -120 every 360 days, Morale -10 every 360 days
Fruit (Essential)
- Satisfied: Charisma stat +2
- Not satisfied: Charisma stat -3, life expectancy -120 every 360 days, Morale -10 every 360 days
Weapons (Convenience)
- Satisfied: Strength stat +1, Intelligence stat +1
Tools (Convenience)
- Satisfied: Dexterity stat +1, Production time -2% every 360 days
Beer (Convenience)
- Satisfied: Intelligence stat -1, Morale +10 every 360 days, meeting chance +10%
Furniture (Convenience)
- Satisfied: Life expectancy +25 every 360 days, Morale +6 every 360 days, Intelligence stat +1
Jewelry (Luxury)
- Satisfied: +10 Prestige
Paintings (Luxury)
- Satisfied: +10 Prestige
Life Events – Feelings/States
Your people can also develop feelings as a result of events in their lives. Marriage, divorce, homelessness, parenthood, widowhood, pop-up events, developing relationships, and engaging with other villagers are all potential triggers. During the pop-up events, you can mouse over the alternatives to view what states your villagers will acquire as a result of that choice, however it only gives the name of the sensation, not its actual repercussions.
There are two permanent sentiments that come with being divorced and being widowed. Even if the villager remarries, these two feelings remain.
- Divorced: +1% Faith needed, -10 morale
- Widowed: -1 Faith needed, Morale -20, romantic relationship chance -20%
The rest are temporary. You can see how much longer a villager will have a feeling by the colored circle around the icon.
- Amused: Morale +5, Entertainment needs -1%
- Bothered: Morale -5, Production time +2%
- Calm: Athletic skill -3%, Perception skill +3%, Faith needs -1%
- Charmed: Charisma stat +1, Persuasion skill -3%
- Confident: Charisma stat +1, Persuasion skill +3%, friendly relationship chance +5%
- Dejected: Morale -5, Precision work skill -5%, Stage performance skill -5%, Crafting skill -5%
- Disappointed: Entertainment needs +1%, Meeting chances -5%
- Disgusted: Stage performance skill: -3%, Food skill -3%
- Drunk: Charisma stat -1, Intelligence stat -1, Beer -1 every 120 days, meeting chance +10%
- Embarrassed: Morale -5 every 100 days, Persuasion skill -3%, Stage performance skill -3%
- Furious: Strength stat +1, Intelligence stat -2
- Grateful: Morale +5, Friendly relationship chance +5%
- Heartbroken: Morale -15, -2 Hearts every 120 days
- Homeless: Morale -20 every 90 days, Faith needs -2%, Life expectancy -50 every 90 days
- Impressed: Intelligence stat +1, Morale +2
- Inspired: Perception skill +5%, Stage Performance skill +5%, Crafting skill +5%
- Joyful: Morale +20, Affinity +3%
- Offended: Morale -5, Friendly relationship chance -5%
- Pleasantly surprised: Morale +5, Entertainment needs -1%
- Scared: Knowledge skill -5%, Weapons mastery skill +5%, meeting chance -10%, friendly relationship chance -5%
- Stressed: Knowledge skill -1%, Life expectancy -10, Perception skill +5%, Production time +5%
- Waiting for a stork: Parenthood chance -100%
- Young Parent: Parenthood chance -90%
Town Services
These effects are also transient and can be obtained through illegal structures, the Bards’ House, the School, and depending on the state of your Needs gauges. Managing your illegal structures is a balancing act, and you must find the sweet spot for your village. When your Needs gauges are really low, your villagers are vulnerable to some pretty terrible effects, but if you wait long enough, they will wear off. Later in the game, you can acquire structures that will mitigate the consequences of the unlawful buildings, but they can be difficult to manage until you do.
Some of these overlap with the Feelings received from life events, but I’ve included them separately so you can see where each originates from.
Health (Rodent Nest/Hospital)
- Confident: Charisma stat +1, Persuasion skill +3%, friendly relationship chance +5%
- Cold: Life expectancy -60 every 85 days, -5 Wood every 29 days
- Flu: Life expectancy -640 every 175 days, Strength stat -1
- Cholera: Life expectancy -1220 every 265 days, Strength stat -2, Charisma stat -2
- Plague: Life expectancy -1800 every 355 days, -3 to ALL stats
Faith (Pleasure House/Church)
- Lustful: Intelligence stat -1, Morale -20 every 115 days, gold -1 every 115 days, meeting chance +5%, lustful relationship chance +5%
- Grateful: Morale +5, Friendly relationship chance +5%
- Atheist: Charisma stat -1, Intelligence stat -1, Citizen experience -10%
- Heretic: Life expectancy -50 every 265 days, Charisma stat -2, Dexterity stat -2, Intelligence stat -2
- Disbeliever: Life expectancy -100 every 355 days, -1 to ALL stats
Entertainment (Prank Shop/Theatre)
- Amused: Morale +5, Entertainment needs -1%
- Bored: Morale -50 every 175 days, Intelligence stat -1
- Despondent: Life expectancy -300 every 265 days, Morale -100 every 265 days, Affinity -10%, Intelligence stat -2, Charisma stat -2
- Suicidal: Life expectancy -600 every 355 days, Morale -150 every 355 days, Affinity -25%, Intelligence stat -3, Charisma stat -3, meeting chances -25%
Protection (Thieves’ Guild/Barracks)
- Joyful: Morale +20, Affinity +3%
- Worried: Morale -50 every 175 days, Dexterity stat -1, Strength stat -1, Meeting chance -5%
- Robbed: Morale -100 every 265 days, meeting chance -25%, Dexterity stat -2, Strength stat -2, Intelligence stat -2
- Deprived: Morale -150 every 355 days, -5 Furniture every 120 days, meeting chance -50%, -3 to ALL stats
Assassin’s Guild
- Injured: Life expectancy -120 every 175 days
Bard’s House
- Entertained: Morale +10 every 30 days, meeting chance +5%, Affinity +3%
School
- Educated: Intelligence stat +2, Citizen experience +5%
Intro to Relationships
The relationships of your villagers can have a significant impact on their talents, attributes, and requirements. This is the set of attributes that you have the most control over, but it is also the most complicated. You can use hearts to end relationships with unwanted consequences. Marriage ties are formed when two villagers marry. When you appoint a youngster to be an apprentice, mentorship relationships are NOT automatically established. They might happen at random or you can arrange for the youngster and adult to meet.
Adult/child connections function differently than peer interactions. When a youngster encounters an adult who is not their apprentice, they will create a relationship or a hatred based on their affinity. When a youngster meets an adult to whom they are apprenticed, they create either a mentoring or an exploitation connection. Mentorship is a huge benefit, but exploitation has serious consequences. If you wish to develop a mentorship, it is ideal to apprentice a youngster to an adult who shares their interests, since this greatly increases the likelihood of their forming a mentorship when they meet.
The other sorts occur as a result of random meetings (affected by their meeting chance) or when they spend time together. You can make a villager spend time with someone they don’t already know by opening the villager window at the bottom of the screen and dragging the one you want up to the location.
Relationships have two consequences on your villagers. The first type are the adjustments in skills, stats, needs, and morale that characteristics can provide. The second type of interaction occurs solely when the villager interacts with the other person in the relationship. Production time (when working together) and Romantic affinity (when going on a date) are examples of this. Their relationship will also have an affect on the ambiance when they work together, which will have an impact on any other villagers working in the same building.
Marriage
Level 1 Loveless Marriage
- Morale -10
- Production time +7%
Level 2 Infatuated
- Morale +5
- Production time -7%
Level 3 In Love
- Morale +10
- Production time -7%
Level 4 Madly in Love
- Morale +20, Paintings needed -1, Jewelry needed -1
- Production time -14%
Friendship
Level 1 Acquaintance
- Morale +5
- Production time -7%
Level 2 Friend
- Morale +10
- Production time -7%
Level 3 Close Friend
- Morale +5, Jewelry needed +1
- +30% relationship affinity, Production time -14%
Level 4 Best Friend
- Morale +10, Jewelry needed +1
- Relationship affinity +30%, Production time -14%, date will start with existing love
Level 5 Friend for Life
- Morale +10, Jewelry needed +1
- Relationship affinity +30%, Production time -21%, date will start with existing love
Enmity
Level 1 Insignificant
- -3% relationship affinity, Production time +7%
Level 2 Disliked
- Morale -5
- Production time +7%, Relationship affinity -3%
Level 3 Rival
- Morale -10, Citizen experience -3%, Weapons needed +1
- Production time +14%, Relationship affinity -3%
Level 4 Enemy
- Morale -5, Citizen experience -3%
- Production time +14%, Relationship affinity -3%, dates are less likely to succeed
Level 5 Sworn Enemy
- Morale -10, Citizen experience -3%
- Production time +14%, Relationship affinity -3%, dates are less likely to exceed
Romance
Level 1 Crush
- Morale +5
- Production time -7%, date will start with existing love
Level 2 First Kiss
- Morale +5
- Production time -7%, Relationship affinity +3%, date will start with existing love
Level 3 Romantic Relationship
- Morale +10
- Production time -14%, Relationship affinity +6%, date will start with existing love
Lust
Level 1 One-Night Stand
- Morale +10
- Production time -7%
Level 2 Bed Friend
- Morale +10
- Production time -14%, Relationship affinity +3%
Level 3 Friend and…a tad more
- Morale +10
- Production time -21%, Relationship affinity +3%, date will start with existing love
Mentorship
Level 1 Mentor and Student
- Morale +5
- Production time -7%
Level 2 Mutual Enrichment
- Morale +15, Citizen experience +5%
- Production time -14%
Exploitation
Level 1 Master and Servant
- Morale -20
- Production time -7%
Level 2 Captive Serf
- Morale -20, Citizen experience -10%
- Production time -14%
Adultery
Level 1 Secret Crush
- Production time +7%, Marriage affinity -3%
Level 2 Secret Flirt
- Clothes needed +1
- Production time +7%, Marriage affinity -5%, date will start with existing love
Level 3 Adulterers
- Clothes needed +1
- Production time +14%, Marriage affinity -10%, date will start with existing love
Managing Relationships
Even before they engage, all villagers have a level of affinity towards one another based on shared interests. They will have a good affinity if they share hobbies, and a negative affinity if they despise each other’s hobbies. This is not revealed in the game (until they go on a date or have an existing relationship), but you may guess it by looking at their hobbies. Before introducing two villagers, make sure to examine if they have any additional characteristics that predispose them to a certain type of relationship, or you may end up with unexpected consequences.
The affinity of two villagers will change as they form a relationship. However, shared interests are still important, particularly in low-level interactions! Check carefully, as low level friends can still have a negative relationship if they dislike each other’s hobbies or have other negative consequences for friendly relationships. The top of the relationship pane displays their overall score for each other. That affinity is limited to the other person in the connection and has no bearing on any other ties a villager may have.
When two villagers interact, they may gain or lose feelings depending on their relationship (see Feeling section). Feelings are fleeting characteristics that can be used to increase a villager’s morale. When dealing with villagers that have a maxed out relationship and a strong affinity in that area, they are very likely to experience a sense. So, when a couple is Madly In Love and has a high affinity for a positive relationship, they are very likely to have a positive experience. Similarly, Sworn Enemies who have a strong affinity for a negative relationship are very likely to get a terrible mood. When the villagers engage, their relationship may end if they share a poor relationship and a contrasting affinity, such as Acquaintances with an affinity for a negative relationship.
That's everything we are sharing today for this Lakeburg Legacies guide. This guide was originally created and written by Wolfprints. In case we fail to update this guide, you can find the latest update by following this link.