Town & Castle Fief Management ULTIMATE GUIDE Tips & Tricks - Mount & Blade II: Bannerlord
Bandit Recruitment ULTIMATE GUIDE Tips & Tricks - https://youtu.be/FAwCLPxP2Jk
FULL SCRIPT:
This was a highly requested video to make and i made a video like this in the past, but it is outdated now, so im here to make an updated version.
First we are going to talk about upgrades or projects, then move on to
policies and skills and lastly some tips at the end.
- UPGRADES
Key List:
S = Towns and Castles are the same
+ = Better than the Other
- = Worse than the Other
OT = Only Towns have it
OC = Only Castles have it
Towns:
Projects:
Fortifications - Garrison Capacity (+100 Max) | S as Wall
Garrison Barracks - Garrison Capacity (+100 Max) | S as Barracks
Training Fields - Garrison Troop Exp (+3 Max) | S
Marketplace - More Taxes (+30% Max) | S as Toll Collector
Orchards - Food Production (+30 Max) | -
Fairgrounds - Morale/loyalty (+4 Max) | +
Aquaducts - Prosperity (+1.5 Max) | OT
Forum - Owner Influence (+1 Max) | OT
Granary - Food Reserve (+600 Max) | +
Workshops - Construction Speed (+9 Max) | +
Militia Grounds - Militia (+3 Max) | S as Militia Barracks
Siege Workshop - Wall Repair Speed (+50 Max) | S
Castle:
Projects:
Wall - Garrison Capacity (+100 Max) | S as Fortifications
Barracks - Garrison Capacity (+100 Max) | S as Garrison Barracks
Training Fields - Garrison Troop Exp (+3 Max) | S
Gardens - Food production (+15 Max) | OC
Castallan's Office - Lose less militia during rebellions (-50% Max) | OC
Toll Collector - More taxes (+30% Max) | S as Marketplace
Granary - Food Reserve (+300 Max) | -
Workshops - Construction Speed (+3 Max) | -
Fairgrounds - Morale/loyalty (+3 Max) | -
Siege Workshop - Wall Repair Speed (+50 Max) | S
Militia Barracks - Militia (+3 Max) | S
Now in terms of daily defaults, towns always have bigger bonuses than
castles and the higher prosperity your fief has, the better the benefits.
Housing - more prosperity
Train Militia - more militia
Festival & Games - more loyalty
Irrigation - more village growth
- POLICIES:
(Not Including policies that only benefit taxes, those are very straight
forward)
- Castle Charters - Castle upgrades cost 20% less construction
- Serfdom - Towns gain +1 security, but lose 1 militia and 1 prosperity
- Magistrates - Towns +1 security
- Trial by Jury - Settlement +0.5 Loyalty, but lost 0.2 security
- Debasement of Currency - Settlement -1 Loyalty
- Road Tolls - Towns -0.2 prosperity
- Baliffs - Town +1 security
- Imperial Towns - Towns held by ruler clan +1 loyalty & +1 prosperity,
but towns held by non ruler clans lose 0.3 loyalty
- Crown Duty - Settlement -1 prosperity
- Hunting Rights - Town & Castle Food production +2, but town -0.2 loyalty
- War Tax - Towns -1 prosperity
- Charter of Liberties - Militia quantity increased 10%
- Forgiveness of Debts - Settlement +2 loyalty, but -5% production
- Citizenship - +0.5 loyalty for settlements with same culture as owner,
settlement militia +1, but -0.5 loyalty for settlements with dif culture
- Tribunes of the People - Town +1 Loyalty
- Grazing Rights - Settlement +1 Loyalty and +1 Militia
- Cantons - Settlement +1 militia
- SKILLS / PERKS:
For most perks to work, you have to assign a companion to being a governor of the fief and they much have these perks. You can pick out a companions perks while they are in your party.
Trade & Steward: Almost every skill is tied into making money from
towns/castles/villages. These are the main skills to focus on!
Higher Engineering = Faster upgrades
Higher Leadership = Bigger Garrison Size
Vigor Skills(One Handed, Two Handed and Polearm) - A lot of secondary
effects that pertain to garrison discounts, effectiveness and loyalty.
Now lets look over some other perks that i think are significant:
(Perks are changing and will continue to change so if you see this video
later on, recheck to see if anything changed)
Charm:
- Promoter / Effort for the People (150) - Every Upgrade +1 reputation
per noble of settlement to owner / Town Governor 10% chance to get +1
reputation with a random noble while upgrade is being made
- Moral Leader / Natural Leader (200) - Towns +10 Security / Towns +10
loyalty
- Parade (225) - +5 loyalty if you are at your own settlement
Leadership:
- Gratitude / Stiff Upper Lip (75) - Town +20% loyalty / Town Garrison
+20% more effective
- Dispenser of Justice (125) - Town +5 security while waiting
- Drill Master (150) - Garrison 20% more exp
- Public Talker (200) - +10% forum, marketplace, arena, temple,
and festival effect
Medicine:
-Pristine Streets / Bush Doctor (150) - Settlement +0.5 prosperity /
Village +20% growth rate
-Physician of People / Clean Infrastructure (200) - Settlement +1 loyalty /
Town upgrades related to health give +1 property
- TIPS/TRICKS:
This part didnt fit in the description limit, posted the full script on a google docs, here is the link - https://docs.google.com/document/d/e/2PACX-1vSr5KjhBN8qPxkybtjFgHpcbjp1CMLBdBIldlVoQTsJSlLqRqDUIIUGZvLP8MjG_raOeIis0kKv58Wa/pub
► Business Email - business.skam@gmail.com
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