Throughout the reign of the Kingdom, the Sun and Moon will rise and set, and with time comes the changing seasons and the conditions they bring. Each Kingdom starts in spring, and slowly progresses into winter. These mechanics heavily affect the behavior of NPCs within the game.
Kingdom: Classic – There are various types of weather but no seasons.
Seasons cycle[]
In New Lands[]
There are four seasons that do not cycle, so once winter hits the kingdom it will stay forever. However seasons reset each time a new Monarch arises and each time this Monarch moves to a new island. The table below shows when exactly is the first day of autumn and winter on each island:[1]
Island | 1st | 2nd | 3rd | 4th | 5th | |
---|---|---|---|---|---|---|
1st day of autumn | 47 | 14 | 22 | 32 | 42 | 32 |
1st day of winter | 67 | 27 | 32 | 42 | 52 | 52 |
Hover the mouse over the days to display its respective Roman numeral.
In Two Crowns[]
The four seasons cycle like in real life. Each season lasts for sixteen days, using the overall day count. Consequently, the season cycle will reset if the Monarch loses the crown (or their crowns in coop).
Blood Moons have a high probability of happening by the end of each season.
The table below shows the starting-ending days of seasons in the first five years:
Optionally, players can use the web app Daeg-Mael for better dealing with days and seasons. |
Year | Spring | Summer | Autumn | Winter |
---|---|---|---|---|
1 | 1–16 | 17–32 | 33–48 | 49–64 |
2 | 65–80 | 81–96 | 97–112 | 113–128 |
3 | 129–144 | 145–160 | 161–176 | 177–192 |
4 | 193–208 | 209–224 | 225–240 | 241–256 |
5 | 257–272 | 273–288 | 289–304 | 305–320 |
Hover the mouse over the days to display its respective Roman numeral.
Year – In Two Crowns, four consecutive seasons counted from the spring form the concept of a "year". The word itself isn't displayed on any in game feature, but is commonly used by players, especially when talking about late game mechanics. The table above helps to find the relation between days, seasons, and years.
Spring[]
Every year starts with spring. Green grass grows on every plain and trees have green leaves. Wildlife spawns, and farms work well. Occasional rain.
Summer[]
Wildlife and tall grasses spawn naturally, and farms work at peak perfection. Animal spawns become more frequent as more tall grass generates. No rain. The Kingdom can generate income to its full potential, and should either stockpile coin with the Banker during this time or work on reconstructing the boat.
Autumn[]
Tree leaves and the cattails by the river start to turn red. This is useful for signalling the impending coming of winter.
Winter[]
- Seasons_cycle|§ Seasons cycle]].
During the winter, all trees lose their leaves, and the river starts to freeze over. The snow begins to fall and coat the ground, freezing away the tall grass bushes, and destroying rabbit dens. Deer also cease spawning from the forest. This is by far the hardest season for the Kingdom, as almost every source of income diminishes to zero, with the exception of Merchant shipments, and the Banker interest if money has been stored there. In Two Crowns, there are a couple of income alternatives (see below).
There is also a major impact on farm activity. For the first couple of days, crops take a little while longer to grow and mature. After that, the running water in the stream freezes, and crops start to die. The now-jobless farmers return to the center of town.
In New Lands, after a couple of days idling, farmers give up and throw their scythes into the water, preferring any other tool available a few days after. In Two Crowns, they keep their profession, as berry bushes may grow outside the Kingdom's walls and spring will eventually return. Since snow has replaced the grass on the ground, all mounts in New Lands, and the mounts in Two Crowns that feed on pasture, can no longer have the well-fed buff, therefore making getting around the island much more difficult.
Furthermore, losing people is much more costly, because of the very fragile economy and all other problems that come with a loss of income.
Kingdom: New Lands – It's always possible and advisable to leave islands before the winter, unless the player is going for the survival achievements. As in all other seasons, nightly raids will continue to become more intense, increasing the pressure for the Monarch to escape the island.
Kingdom Two Crowns – Wildlife doesn't fully disappear during winter. A very reduced number of rabbits and deer will keep appearing on their respective biomes. Not only archers will keep hunting, but also pikemen in Europe and ninjas in Shogun will keep fishing. Farmers on their side will all abandon the farm fields. However, they'll become available for foraging berry bushes that appear in the wilds. Additionally, every winter, a single boar, which can be hunted for a great amount of coins, appear on all lands.
Norse Lands – During winter the daylight hours wane. It becomes increasingly more common for the sun to rise later and to set earlier. The northern lights[2] also start to appear, gradually becoming visible nearly for the entire night. Berry bushes provide fewer coins than in the European and Shogun settings.
Winter poem[]
“ —Medieval poem[3][4]Miri it is while sumer i-last
With foulës song;
Oc now neghëth windës blast
And weder strong.
Ei, ei, what this night is long,
And Ich with wel michel wrong
Sorwe and murne and fast.„
Miri it is while sumer i-last
With foulës song;
Oc now neghëth windës blast
And weder strong.
Ei, ei, what this night is long,
And Ich with wel michel wrong
Sorwe and murne and fast.
References[]
- ↑ A code line in New Lands game files containing
"seasonChangeDays": 3.0
suggests that it takes 3 days for a season to fully set. Values in the table refer to "fully-set" seasons, meaning that those are not really the "first days". - ↑ Aurora on Wikipedia.
- ↑ “Mighty Ballista” trading card on Steam.
- ↑ Mirie it is while sumer ilast on Wikipedia.