Mount & Blade II: Bannerlord: How to run a kingdom

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Mount & Blade II: Bannerlord: How to run a kingdom

Immediately after completing The Dragon Banner mission, the game will allow you to establish your own kingdom. Indeed, the functionality of a king or queen is more or less identical to that of a vassal. You can open the same domain panel (K), and many mechanics may look familiar. The only change is that you are now a ruler.

Now that you rule your kingdom, each victory in battle will bring influence points. Even the destruction of ordinary looters and bandits.

Before continuing, let’s remember how to gain influence by playing a vassal:

– Battle victory: As described above, now that you are king, the game will reward you with influence for each victory. The harder (bigger) the battle, the more influence you will receive to participate in it.

– Build a forum. You can create it in any main rule it belongs to. Add 1 influence point per day. It can even be improved!

– Donation of troops. The soldiers you deliver to Allied garrisons increase your influence.

– Updating charisma skills is a slow and tedious process, but for this you will receive a lot of useful bonuses, including influence.

Then you should focus on the politics of the kingdom. As a vassal, you were generally limited to a series of laws. But now you’re a ruler, so you can do almost anything you say.

Kingdom management menu.

Kingdom policy: influence of the sovereign

Here are some political laws that will allow you to have a daily influence on Bannerlord:

– The House of Commons: +1 point of influence and +1 to militia production for each celebrity in the colony; Extremely powerful decree, as all unique NPCs in the colony, including merchants and artisans, will count towards bonuses.

– Feudal inheritance: clans gain +1 to influence each fight they have; double the cost of a Clan Battle Souvenir; You will be influenced based on the number of settlements under your control.

– Sacred grandeur: the sovereign’s clan gains +5 influence; the remaining clans of the kingdom (not the sovereign) lose 1 point of influence.

– Royal Guard: the sovereign’s clan gains +1 for influencing and +80 for the size of the detachment (sovereign); all other clans lose 0.2 influence.

– Military Coronae: military achievements give 30% more influence; the salary increases by 10%.

– Castle Charters: castles give +1 to influence; lock upgrades are 20% cheaper.

– Magistrates – +1 to the influence of the chieftain; +1 to city security; municipal taxes reduced by 5%.

– King’s mercenaries: the sovereign receives a double influence from the mercenaries; Non-governing clans receive 10% less influence from battles.

– Senate – +1 to influence the clans of the third level.

– Noble Entourage – +1 for influencing fourth level clans and +50 for army size for clan leaders.

– Legislators: Clan leaders with high charisma gain +1 influence and leaders with low charisma lose 1 influence per day. For example, 75 charisms will not be enough.

– Privy Council of Lords – +1 to influence clans of the fifth level or higher.

– Serfdom: Villages add +0.3 influence to the ruling clan, but lose 1 militia and 1 prosperity. This will only be a good option if you can make up for these losses.

– Bailiffs – +1 to city security; cities with more than 60 security points add 1 influence point to the rule; municipal taxes are down 0.5.

First unlock the « House of Commons », then the « Feudal Heritage ». Depending on the factors, you can get up to 40 influence points per day, which will have you taking all the necessary political courses in no time.

More political courses

There are other political courses that are extremely useful in running the kingdom and the economy:

– The right to graze cattle – +1 to the loyalty of the colony and the production of the militia.

– People’s platform: +1 to city loyalty and a 5% reduction in city taxes.

– Imperial Cities – +1 to loyalty and prosperity of cities owned by the sovereign; Ungoverned cities lose 0.3 units of these indicators.

The decisions of magistrates and bailiffs, while adding points of influence, are also beneficial in terms of improving the security of the colonies. Well-protected cities will also improve their relationship (reputation) with known NPCs in this area. We are talking about artisans, merchants and other characters who can provide even more troops for recruiting.

Manage your regulations (disputes)

When it comes to settlements, you should be familiar with the following terminology:

– Cities – the main settlements; provide much more space for buildings; bring higher profits; you can recruit troops; protected by the garrison and the militia; can be transferred to a vassal.

– Castles – fortified establishments; less options for buildings, low income, you can not recruit troops; protected by the garrison and the militia; can be transferred to a vassal.

– Villages – small settlements; no construction option; low income; you can recruit troops; protected only by the militia; you cannot give a vassal, but you are « attached » to the nearest town or castle.

– Garrison forces: units that you place manually in the colony to protect it; consume food

– Militia forces: generated automatically by towns, villages or castles; Do not eat food.

– “Linked” villages: all villages are linked to a specific town or castle. The occupation of a town or a castle will give control over all the villages which are attached to it.

– Prosperity: ensures that the agreement will give much more money through taxes.

– Loyalty: protects the colony from disturbances (to my knowledge, this mechanism is not yet implemented in the game).

– Security: the higher the security level, the better your relationship with merchants and other NPCs. The former is useful when recruiting high-level troops.

– Food: prevents hunger; increases in barns (in towns) or gardens (in castles).

– Production: accelerates the construction of buildings and the realization of various projects.

Governors are the partners you designate to govern the city; Depending on their skill as « Manager », they can provide various bonuses; make sure the governor and colony have the same culture, which will undoubtedly increase loyalty.

You can also construct buildings and execute projects. Among buildings, preference should be given to those that increase the influence and prosperity of the colonies and provide additional militia units. Projects are repeated indefinitely, so choose the housing option to continue improving the well-being of the settlement. Finally, try to complete NPC missions that cannot be played, which will improve relations in a specific area.

Manipulation vassale

Try to strengthen your influence as a leader and start passing all the laws that will help you in this area. When you are ready, you can start recruiting Lords into your faction. Don’t worry, it isn’t particularly complicated. A familiar mechanic is used to verify dialogs and agree to the terms of the transaction.

Remember two things:

“You can’t make noble companions, so you have to hire existing gentlemen. «

– If you are at war with the kingdom and you successfully recruit one of the enemy clans, it will join you with all the colonies that belong to it. However, difficulties may arise if you have previously invaded a clan’s territory.

Before recruiting my first vassal clan, I passed many laws. Remember that vassals with little influence, without colonies, will not be able to make a great contribution to the prosperity of your army. They cannot create armies or bring in a lot of money. However, you should still help them.

Improve relations with vassals and transfer fiefdoms

Let’s say you already get 40 to 70 influence points per day. You can certainly put some aside. In the « Kingdom / Clans » panel, you can support the vassal clan by transferring some influence to it. In addition, such an action will also increase your relationship with the vassal by 2 points.

As for feudal possessions, you can only transfer one newly captured establishment to a vassal. This will be done by vote, and you will have a choice of three options. They are random, you cannot change their settings, although landless vassals can have priority. If you save the settlement for yourself, you will no longer be able to transfer it to the vassal. Open the “Kingdom / Feuds” menu and you will see that the offer button for the transaction is simply inactive now.

Likewise, you cannot transfer ownership of your vassal (or character from other realms) through barter. At least until he improves his business skills to a high level. You then unlock the perk, allowing you to transfer land.

Vassal army

As mentioned above, vassals with sufficient influence will be able to create their own armies. You can even repair them yourself. The problem is different: you won’t have full control over what your AI allies do. They are trustworthy in the very fact of army training and campaign tracking, but you cannot specify specific areas as a goal.

Source: The Verge

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