This is Part 1 of a 2 Part series. My intention was to do everything at once, but the video was going to be over 30 minutes long and it would have taken another week to release, so I decided to split it up. It's a TON of info, so don't be worried if you don't catch everything on the first viewing. I can honestly say out of all the Bannerlord guides and research i've done, this was the one I learned the most in making. Part 2 will be focused on step by step plans for many scenarios like avoiding rebellions, max profit fiefs, well defended border fief, etc. I'll even show you how to make 2k denars from a castle!
@@mysteryman8468 I'm hoping to have it done by next week - I'm a little behind schedule this week because this video took so long to do but I'll do my best!
If you stack modifiers, could you use a fief as a troop factory/upgrader? I remember a long time ago you could put cavalry recruits into a castle and have the castle upgrade them into actual cavalry troops without you having to spend a horse for it.
Best Bannerlord guides out there, precise and scientific, that's how it should be. Waiting for the part 2. Also suggestion for video idea, you could review different scenes for castles, cities and explain best strategies to defend/attack. Weather it is worth it to build siege towers vs make a breach vs starve out settlement, etc. btw, Ortysia looks so beautiful
That's a really good idea! I think maybe doing kingdom by kingdom would be a nice breaking point for each episode too. I'm adding it to the list :D Thank you for the suggestion!
I spent nearly an hour yesterday looking through ancient Reddit guides from 2020, trying to find some explanation on fief management and I sit down for lunch today and find your video! Whatta guy
I can't believe this game, I played warband on xbox for about a year. Moving from Vanilla Console Warband to Bannerlord is incredible - even on console. The depth of this game is incredible. Can't believe people are saying that it has less depth than Warband
These videos are straight fire. The workings of this game seem a mystery to lots of people and there is misinformation going around all over the place, so this is a welcome hidden gem of a channel. May I make a request? A video on "goods" generation in towns would be really useful. For example, why do high tier pieces of armour spawn or not spawn. People say its to do with clan tier, prosperity having a smithy in town etc. Would be good to finally get that answer.
I agree, whenever I play I often have to look around the whole map just to find a specific empire armor that sometimes spawn in the Khuzait lands. Would be a real big help to get clarification on it
Haha i'm included in that group as I feel half the time I don't know where some of the mechanics are coming from in the game. Doing these guides helps me some with that, but the TaleWorlds blackbox is still there :) Ooh that's a great idea. I have plans for a couple more different videos on a similar topic, but I think this would fit in really well for the workshop video I have planned. I'm going to add this to the notes and be sure to test for it. Thanks for the suggestion!
I can say for sure that Smithys directly impact the high level weapon and armour spawns. Run the game for a couple hundred ingame days, turn on cheats and then visit 2 towns, 1 with a smithy and 1 without and you'll see a significant difference in amount and variance. :)
@@paulgallagher5092 Yeah for sure, one thing I learned is that they also need to be properly supplied or they won't produce the goods. Manually dropping off some wood and iron ore can help if they seem to be stuck!
Only recently picked up this game and your guides have been amazing at helping me learn game mechanics/strats. One thing I would love to see you make a vid on is efficient leveling of companions for specific roles, i.e. how to pick a good companion for being a governor, party leader, caravan etc. and then if there are any good ways to level them for those roles, outside of just giving them the role and waiting (which is what I've been doing so far). Really can't say enough how amazing it is to find such high quality and in depth vids on a game that is quickly becoming one of my favorites, and your World Conquest speedrun is amazing, must have watched it 5 times already, and it inspired me to try and learn by replicating your playthrough which has been amazing fun.
I'm glad to hear the videos are helpful! This game was be pretty frustrating because of the lack of explanations and info in game with how things work. I do have plans for a companion video as that's a really tough topic in game. It's even more so when death is enabled since there are really only a handful of "safe" leveling methods. I need to get through a few more topics and then I will probably try to tackle that one, although I need to think on it a bit more as I'm not sure how to format it. I might have to break it up into a small series, but we will see! Nice! That WC campaign is really fun, I've enjoyed it a lot. Usually WC can be tedious and more of a mental challenge than anything lol but this time it was different for some reason.
Wow, thank you so much! I really appreciate that. I worked really hard on this one, so I'm hoping it performs well and people get a lot of use out of it. Although, I suspect part 2 will be a bit more helpful!
While much, if not most, of the info in this guide is outdated, it's interesting to watch anyway because it gives a snapshot in time of the way things worked in early access, and allows us to compare it to how things work now. The three biggest changes that come to mind after watching this are: 1.) Notables are capped at 3 for villages, and 5 for towns. 2.) Villages have a seemingly infinite number of tiers. After running the game AFK at 50x speed for about 150 years and getting Marunath's attached villages to over 15k Hearths, Marunath was able to reach over 110k Prosperity from the 240 food score from each village, 3.) Continuous projects' benefits aren't based on Construction anymore. They're just flat values that can be boosted somewhat by a few perks. Also, you're the first person I've watched that actually thought about photosensitive people and took some sort of precaution for them. Kudos for that.
The main thing I have learned from this video is that I have played a game for 125 hours and still have no idea what I'm doing. I'm going to have to watch this video over and over to even get some small grasp of it. WOWZERS.
Your collection of videos is the best documentation on the game and its systems, and by some margin. Whilst all of your videos are excellent, this video is the one that I have learned the most from so far. I actually learned a ton, which is a testament to your thoroughness considering I have a embarrassingly high play time in Bannerlord. Looking forward to part 2.
I can echo your statement 100%! I have about 2500 hours into the game and I learned more in the researching for this video than any other! I knew the fief system was pretty complex, but this brought it to a new level for me. Thank you for watching!
Subbed. I played A LOT of Mount and Blade 1. Recently picked up Mount and Blade 2 and have fallen in love with the game, though there is a learning curve as many things from the original have improved but have created a more complex system that's more difficult to learn. Your videos are great and informative. Keep up the great work!
I don't usually comment on videos, but I've been watching your Bannerlord videos and man, you are amazing. This video in particular was so helpful to understand how the fiefs work and what I should focus on when trying to make a town or a castle profitable. Thank you so much!
The comment and support is greatly appreciate :) I can tell you that even with thousands of hours into the game, I learned a ton from making this guide. I'm glad it was helpful and thank you again for the support!
OMG I've played for hundreds of hours, and only now do I learn that Daily Defaults kick-in when there's no projects. All these times I thought I was boosting Loyalty or Militia... only I wasn't. Derp! Considering how important Loyalty is I think you are legitimately better off boosting that before really working on any projects.
I know what you mean, there is literally 0 information on fief management lol I learned quite a bit after making this guide and I have a couple thousand hours into the game. 100% agree, loyalty is the most important stat!
I have to admit, that's a first in my life lol usually I get comments about being a smart-@$$ or annoying etc. :P I guess Bannerlord brings outs the the good side! Thank you for watching and helping with the Algorithm :D
@@Strat-Guides Take that negative feedback as compliments tbh, psychologically I can describe why but that would be far too long for a youtube comment. Being a smartass still means you are smart, and most people aren't comfortable knowing they aren't the smartest people in the room, thus subconsciously trying to set you off balance so they can gain some self esteem back. Either way, great voice. Keep up the good work bro
I'm glad it helped! Fiefs are tricky unless you deliberately run tests etc. I didn't know half of the stuff I uncovered in the testing and I'm about 2500 hours in lol Thank you for watching!
I missed the notification because vlandians were kicking my butt, so im late for the video. Love watching your guides, they make me feel so dumb and then, after i learn everything, super smart.
Lol I can share in that feel after going through the research. So many times I thought "oh, that's how that works. So then I just wasted my time trying to do 'x'." Thank you for watching!
This is a great video. I’m new to this game and most of what you’re saying here is in one ear and out the other but just going over some of these numbers gives me a good idea of what to be looking at, what numbers to be checking and it gives me a good sense of what I need to be doing to mitigate problems. Love your videos.
Oh man, yeah this is a tough video to take in all at once lol. It took me about 100 hours to put these 2 videos together and I almost went insane with all the numbers :P I think maybe just try to focus on loyalty first, then slowly expand into the other areas. Hopefully that helps!
@@Strat-Guides yeah I appreciate all your hard work here, the video really is super helpful. I’ve gone back a few times now and rewatched multiple times and it’s all so well done. I’ve managed to pull a fief back from the edge of rebellion with your help and have a much better understanding of that loyalty system. You rock man, thanks again.
Nice, I'm glad the videos have been helpful! And I appreciate you sending people this way, it really helps a ton. Speaking of builds, I have plans for starting a new series before the end of the month where I make a full character build: all perks, attribute/focus points and which order to put them, how to get through early, mid and late game etc. Not sure if that is something that would be interesting for you? I already have everything but the editing done for the armychair general (the tactics only build) but I'll probably be asking people for suggestions for types of builds they would like to see.
Thank you! I tried to pack as much as I could in a short amount of time. Maybe it's a bit too fast, but I guess people can slow it down in TH-cam if they need :)
Great video as always. And just wow! You've read my mind on the video I needed to see for some help in my playthrough. I read your comment so I'm hoping this will be in part 2. But just to be sure: is there a definitive way to secure the loyalty of the castles you capture for you own kingdom? You want to put a big garrison for the security->loyalty boost, but that starves it really quickly as they don't have have established high-hearth villages to support them, and not enough construction to build gardens. As always, keep up the great work, you're definitely one of the best M&B creators on the platform. Always happy to see you pop-up in my feed or notifications.
When I was going through my WC videos there were some things that popped up that I just wasn't sure the answers too, so I figured it might help others as well and then it just turned into this 20 monster lol Actually, I had voice over done for a 32 minute video but decided that was absurd so I split it up lol! There are a few things you can do, but the best way is through kingdom policies. That's not always an option if you're a vassal though. Aside from that, I would drain the garrison, let the villages recover from being raided, let food get back into the green. The loyalty hit from starvation is only -1 so it's really not that hard to overcome, but if you have to deal with wrong culture and don't have any kingdom policies to counter it, it's a tough one! I'm going to add a few more scenarios for Part 2 and I'll try to come up with a better solution for you on this one by then! I appreciate the support, it means a lot to me!
Wooow..... This was a lot.... I've played a lot but there are so many hidden values or unknowns with fiefs. This completely blew the top off of that. I will probably have to watch this at least a couple more times to get it to sink in. Construction rate affects the dailies!!!! I was wondering where those numbers were coming from!! Great work with this, holy moly... Thank you.
Yeah the research and testing for this video was quite painful to say the least hahaha even using the console commands, it wasn't easy to get things to pop up at times. I have quite a few hours under my belt, but I learned so much from making this so I figure a few others might be in the same boat :D Those dailies are so good when you have decent prosperity and loyalty!
It was a ton of info and I sped through some things so it's understandable! It's at 7:37 where I was explaining reserve boosts don't get consumed by daily default and to be sure to have at least 1 day reserve in there. I was thinking about splitting even this part into a few smaller videos, but they are all interconnected and I couldn't figure out how to make it work, so now we have a 20 minute data dump lol thanks for watching!
Nice! You get to skip some of the learning curve :D I had to spend a few hundred hours before I knew what I was doing lol I think the biggest issue is lack of info in-game and you just have to stumble upon things as you go, so hopefully these guides help avoid some of that. I appreciate the support!
This is an amazing guide. Taleworlds should be linking to this... Shows just how complex the systems are in the game. This is far more than just hack n slash.
Thank you for watching!! They have a great game, but a lot of the features are hidden and unless you spend ungodly amounts of time playing it like I have, most of them will stay hidden. Hopefully these guides help :D
Pretty soon you won't have to - I'm working on a custom website that will host links to all of these along with scripts, data collected, etc. and it will all be found through dropdown menus and a search bar. I'm also having the hero building integrated into the website so you can make a character from scratch, pick all the perks and then have a link back to your character to use at any point!
I completely agree with you! It's especially frustrating when you spend so much time and effort to get that first fief and then you have negative income from it, they want to rebel and nothing seems to help. I've seen a lot of people in situations that were avoidable with the right info so hopefully this (and part 2) helps!
@@Strat-Guides I totally agree - in a sense the mechanics are but hidden or rather take some investigation. I’m definitely in the category of having a negative income after many replays until now! Now I can learn to min/max thanks to your vids!!!
Hey man, just wanted to thank you for helping me take over Calradia more effectively. Your vids have been a huge help. Always excited to watch your videos!
@@Strat-Guides I'm working on a horse archer/cav only run. My starting culture was Aeserai and I joined up with the Khuzaits, though they seem to keep voting for others to have fiefs even though I put in way too much work. Any advice on how to game the system my way without being the king?
@@doomstar2040 Interesting, did you even show up on any of the votes?? It's usually based upon who has the least amount of fiefs, so if you're not even on the list then there may be a bunch of other nobles that don't have any as well. The best thing you can do is make sure you're at the battle for the fief you really want. Sometimes they will vote for me to get some dumpy castle that I don't want, so I will give those away and continue to save up influence, make an army, take a city I want and then usually will get first in line to take it because I give everything else away by the time the vote comes. You can keep the fiefs up until the vote comes, so just make sure to ditch them before you start the siege assault. Hope that helps!
Wow! Great video! Also, just wanted to say that I appreciate all your hard work on these videos. It shows that you put a lot of time and effort into them, and I appreciate that. So comprehensive! From the detailed homework, the specifics in the video to the extra spreadsheets and stuff you offer on discord, you’ve got it all covered. Thanks for the video, keep up the hard work!
*Fiefs you buy with 300 Trade in 1.7.0 can also come with a free lord at a steep discount!* *1)* Be the ruler of your kingdom. *2)* Buy a castle (or a town, if you already have enough towns for yourself) from a clan with only one fief. Complete the transaction. *3)* Say "look how poorly your lord treats you, you have no fiefs!" aka beat the persuasion minigame. Guaranteed to work on all but a couple of unique clans. *4)* As a payment, give them back the fief you've bought, and ask for most of the money you've paid for it on top of them joining you. They *KEEP* the fief even if you're at peace. *5)* ??????? *6)* Profit! Congratulations, you can now buy Calradia at a 70-80% discount all while maintaining such massive power balance that nobody has the stones to declare on you!
Interesting, I had not considered buying a fief from someone to hire them into the kingdom. I wonder what the price difference would be? I know being a peace is very expensive to recruit them and cheap when at war, but I wonder how the price compares in this case? Great idea, thank you for bringing this up!
@@Strat-Guides In my playthrough, it varies, but when recruiting them, I could ask up to 80% of what I paid for the fief back. IIRC for a castle that goes around ~700k I got the clan and ~500k back last time I did it. For me, the money isn't the focus, it's the ability to hire almost any clan you want regardless if they have a fief (number 1 reason for them to be happy with their current king) that counts.
@@randaru1527 Wow that's significantly cheaper than just getting them in without doing all that. I've paid well over 1M for someone with a dumpy castle before lol. And I agree with you, the money isn't as important.
Very impressive guide! Fiefs can be quite tricky to manage when you're a low tier vassal and I found myself neglecting them a lot (getting castles with different culture sure sucks). I'm surprised that you rate the citizenship policy, thought it's generally a debuff if you're playing a non-imperial faction. The other policies are great but getting the clans to agree with you is another issue lol. Can't wait for the part 2!
Thank you!! It's really tough dealing with the AI and passing good policies. They seem like take random ones that are just objectively bad given the state of the kingdom lol then they will spend every last once of influence to vote against you when trying to pass good ones! Yeah a lot of the policies are bit situationally good, citizenship included. When the situation is right, I really like citizenship because there is no debuff and it adds the +1 militia. But you're right, if it's the wrong setup, the loyalty hit can really hurt. I'm hoping to have part 2 done by next week, but we will see. I have some catching up to do for this weeks perk guide and WC episode so I may fall behind a bit.
Hey it's Domtstic! Thank you for watching :) I didn't know that selling prices updated when you entered their "sphere of influence" so thank you for that, great video!
Sht. Rewatched it to refresh some memory, wanted to leace a like, and allready had that done year ago. So here is a comment for support, your archive of knowledge is immense help
I assume that you know but I'll mention it just in case, there is a gang leader quest that is offered (I think) only when a town is at risk of rebellion - supply weapons or something like that. They ask for 100 or so hand axes usually. Completing the task results in the town's security being reduced to 0.
Cool to see the way unsolved gang leader issues positively effect security! In a weird way wouldn't that mean it's actually bad to wipe out gang leaders then? Having the incomplete gang leader quests would buff security? I feel that's one of those mechanics that is slightly counterintuitive but maybe I'm understanding it wrong. It's also kind of unclear to me whether the AI will ever resolve any quests by themselves.
Yeah I think you're right. Not only that, if you kill a gang leader, you lose all of the troops they offer for hire. They would respawn at some point (assuming prosperity is high enough) but still, it's probably best to leave them be. We shall call them a necessary evil :) I don't think the AI does quests and they just time out on their own. I'll try to pay close attention when I'm recording for episode 2 to see if that's the case or not. I appreciate your continued support, it means a lot to me :D
@@michasokoowski6651 Oh interesting, I didn't complete any of them in the testing. So you get +1 while it's undone, but once you finish it gives -1? And for how long does that last? thanks for the info!
@@Strat-Guides I think it was around -20/-25 instant security. I found out when i was in a city i tried to make rebel, so meantime i decided to complete gang leader request weapons quest, after which i noticed their security dropped from around 70 to around 50 Lateer it dropped from around 50 to around 25 when gang leader requests recruits quest was completed by my companion
@@Strat-Guides hahah keep the good work! I love this kind of video that explain about the game they play it show how much they love the game and enjoy it
I mean most of the things u said I knew about already (because I am Bob the builder) but still u said some things I wouldn't know about and probably in second episode u are gonna say more unknown things. Good job and ty for ur time going into this research 💪
4:43 Missed a hidden feature: you press the plus sign to add, but if you press that plus again, it removes! Very counter intuitive, you can only find this by accident.
Sorry I think I went too quickly on that part! I was trying to show how to clear all of the buildings in the queue to get the daily default working. I think they need to add a couple QoL buttons for that interface though, it's a little janky to say the least lol Thank you for pointing that out, I appreciate it!
Thank you so much for this info! I understand its dense, bit just blasting though your bullet points is too fast. I cant assimilate the knowledge laid down rapid fire. About 20% slower or a mormal conversational speed and its perfect. Critique aside, thanks again
Yeah I know what you mean, I was trying to pack in as much info in a short amount of time because long videos can sometimes not get clicked on but then it's like drinking for a firehose lol I've been trying to slow down some on the more recent guides so I do appreciate the feedback :)
LOL! It's funny you mention that because I try to go back and change things like that when I'm writing the script. It's not easy though because my brain starts to malfunction after dealing with this much data :P
New to bannerlord, spent hours and hours riding around with an army of 130 winning tourneys was too nervous to make big moves or enemies, got drunk and brave, married my brother became a vassle and voted myself to own a castle and 2 towns....information overload >_< this helps thanks.
Didja know, the battanian construction speed effect is *interestingly coded* and results in there actually being a tiny but of construction available at sub 25 loyalty? Just enough to confuse people, but not enough to actually finish a upgrade! I think Grazing rights is okay.
Hehe that's the good ole TaleWorlds math working! I think there was a point where I said it was impossible to build at low loyalty (then added like 0.1s message saying practically impossible but not literally) for exactly this point. I knew someone was going to bring this up, and I came prepared for once hahaha :D *Gasp* Not grazing rights!!! I should have clarified - once the villages are up to your preferred level it's not a bad thing to take. If you're trying to get to level 3 villages though, that 0.25 can really slow things down. I just like to have large villages to have a buffer against raiding, but I can see where you're coming from. Thank you for watching :)
Honestly, im very picky about this stuff, and im constantly in search for flaws, yet i find none. You are hands down the best guide-for-games-content-creator i have ever seen on TH-cam. Only thing you can sort of improve; there were lots of meme potential moments in the video, but left barren. Which is ok if thats your style, but occasional "silly things to laugh at" while watching long guide videos goes a *very* long way.
It would be great if you could see the project physically represented after completion Also settlement morale should be a boon that gives 1.5% increase to health of the defenders during a siege at max, that would be cool.
Wish there was a TLDR section because this is a lot of info to take in…. I found myself zoned out being like “damn… hope my town does well on its own lol”
Yeah this video is really dense and I recommend coming back to it when you're at that part of your campaign. Watching it and trying to retain the info by itself is probably not that helpful IMO.
Your guides are so sexy ! Very good idea to slpit them here, at the end i started to feel that the amount of information is enough for one sitting. Great job as allways !
Haha sexy because the rubber band workout video? :D Yeah I thought even this might be a little too much too, but I couldn't think of a logical spot to split them up since most of the fief stats are interconnected. I tried to put a TON of timestamps to help since I figured people would watch once just to know what's in the guide, then come back for little nuggets as they encounter issues. Thank you for the support!
conqued the game dozens ov times. have my own strategy that works 60% ov the time every time. won solo with only my companions, my wife, and brother's wife. Clan Addams against Calradia. helped rebuild Rom... imean the empire. helped Sturgia put those heavy shields to use and one over every town hall. avoided the game and was a master merchant who bought everything he wanted like a trust fund kid. STILL have little idea what the daily defaults do. know loyalty is great to prevent uprisings. stop production and have a few festivals. then put people to work on the fair grounds then work shop then others as needed. no idea what 'houseing' or 'irrigation' do. housing ups prosperity (no idea what that is) and other promotes food (people still starve and have 0 food despite the town having 4000 grain 2000 meat and 1000 ov all ovether food items) Guesing its still bugged? ... 3 years after launch and 10+ years in development?
the only part i got lost on was the party screen, for auto recruiting garrison. i did find it finally but yea. beyond that was a ton of info but i see now what i was doing wrong, towns are a lot more complex then before. hate it, but as i better understand it i do like it. and this helped me fill in many more gaps. like hearths. how and what villagesdo etc. and i see i missed a few good policys. overall i did good, i mean i was ruler and not loosing anything to rebellions, but wasnt growing well. now i see why. hearths were struggling.
Sorry about that, I should slow down a bit more on the guides and show a little more detail. There are so many little buttons and sliders you can use, but they never tell you about them!
Another great & solid video. The amount of work & dedication you spend on each of these guides is astounding: this is deep research. Methodical, pertinent, organized & as exhaustive as it could be. Pretty sure that tons of players now watch your guides before stepping anywhere in game, since you're currently one of the best solution to palliate with TaleWorlds maths bullsh*t. Don't know if you realize how usefull you are for the community sir.
Thank you! You've been with me since near the start and I really appreciate the support :) I'm happy to make the guides as long as people are getting use out of them so it's good to see it making an impact! Now we just need to figure out how to get one of the devs to chat with us from time to time so we aren't left in the dark lol
Lol well I'm glad, I'm certainly no linguist or English expert so I'll be the first to admit it was pure luck :P My preferred language is numbers! Thank you for the support :D
HAHA that would be hilarious! Oh man I can only imagine... If they did that, I would have to make a video on some really click-baity topic and then just rick-roll everyone :P
Thank you for watching! I'm glad it was helpful. I found fief management to be one of the worst explained parts of the game so making this guide and running all the tests helped me a bunch as well.
My brother in god, thanks for all the data and for helping us so much with your guides, such a good work the devs should hire you bro, if it werent for you I could not understand this game and enjoy it as it should be. ive seen like 10 videos of yours
I’ve never played Bannerlord, still play warband though, I must say tax inefficiency can make you lose lots of money in warband if you hold too many fiefs but that’s about it.I hope they can turn tax/taxes to a much more interesting concept in Bannerlord
It's certainly a lot more complex and interconnected that I Initially thought! No problem, I learned a bunch making this and hopefully it helps others as well :D
Still remember how broken loyalty was in MNB1, 4-5 Tasks from a elder to get to 100 Loyalty, Loyalty never went away, and Loyalty made the troops offered for requirement better, so 100 Loyalty = Up to 40 Knights at 1 village waiting for you to recruit them
I kept clicking on the Part 2 Here arrow but nothing happened... I want to speak with your manager. J/k hope the family is doing great! Keep up the grind!
Hahaha yeah they don't let me add stuff to the video after the fact, so I just have to build it in and add the link once it's done :P Thank you! Everyone is doing well and healthy. Some business stuff is driving me nuts right now, but that's always the case for a new calendar year lol Hope all is well with you and family as well!
you missed a big factor with towns and prosperity: they increase what the markets have. not only does that mean more and better stuff to equip yourself with, but more food in the market which translates to food production (no staving like you get with castles). this is why castles suck in the long run and towns are awesome. how this ends up working is that the market has more money to buy things, so more caravans go to the town to sell stuff. that means that it isn't just prosperity, but prosperity versus other town's prosperity, minus what is getting bought up by AI parties. so making your future towns poor can boost this as well, killing off your own and neutral lords, in addition to boosting the town's own prosperity. it also means that dumping food into the town will only last until the food is bought up to go to another more prosperous town.
That's a good point, the EQ can increase if there is more good in the market and the higher prosperity towns will need more food, attracting more caravans. I had not considered that. One thing I would be very cautious of though is relying on other kingdom's caravans for this artificial growth because once you go to war with them, that potential food source dried up and you'll be back to square one. It's an interesting thing that I should probably test out! Maybe I'll do a 10 year test where I just leave it be and check on it a couple times per year to see where the prosperity goes. On a side note, I always appreciate your comments because they bring a tremendous amount of insight! I know I spend a ton of time testing and playing Bannerlord but even after 3500+ hours I still know that I can't possibly know everything so this is extremely helpful to me :)
Hey dad, thanks for the video. Is village income also tied to prosperity/loyalty? I noticed when I took a castle, the first few days the income was a few hundred per day - then 10 days later it was down below 20 per day. Looking forward to more content!
No problem my boy lol :P So the village income seems to only come from items being sold. If you watch it closely and keep track of the villagers traveling to sell goods, you will see a big spike the day after they come back and then the value drops down lower each day, then spikes again with the next trip. It seems like they drain a certain percentage of money back to you each day as opposed to a flat rate. You can also test this at an extreme - cheat in a bunch of late game armor and weapons, sell them to the town and watch how crazy the income goes lol I've seen it trickle back to me for 15 - 20 days at over 5K per day!
I have to add some things about castle and town managment. Specifically, about Prosperity and garrisons. High Prosperity kills garrisons. Prosperity rises with food. While starving, both reduces, garrisons and Prosperity. Even 4 villages cannot produce enogh food to even legally get to 15k Prosperity if you still want ANY garrison. Also AI auto donates troops to empty garrisons and ultimativly that's a cash sink. It's not that much of a problem if you want to have a short playthrough and conquer quickly, but if you want a long casual playthrough (with houses of calradia mod otherwise impossible due to clans dieing in vanilla since everyone not spawned by default, doesn't know how to marry, and therefore get no kids). Anything that increases Prosperity is straight off bad for long plays. Crown duty, road tolls and war tax are the best policies in game for long plays. The further you can get Prosperity growth into negative, the more garrison it can permanently hold. Each 10 surplus food gives one Prosperity growth, therefore enabling up to 22 food surplus. 20 troops eat one food per day, allowing 440 troops to be garrisoned as long the settlements do not have culture, governor or aqueduct bonuses to Prosperity. Towns and castles now will always decrease Prosperity to a certain point where surplus food exists again. Alternatively half the stationed garrison, enabling surplus food to give a bonus again and if you manage to get a +0 total Prosperity growth while still having a surplus food, settlements won't ever starve and are long term stabilized.
You bring up some very interesting points and I plan to cover some of them in the next video. I still need to do a bit more testing, but from what I can tell, getting up to around 10k - 12k for most towns is quite strong. Going past that gets tricky as maintaining food supply is tough. High prosperity towns are very sensitive to wars, raiding and caravans brining food. I was able to get some towns much higher than that with a garrison, but I had to manually bring food in lol so probably not sustainable! Thank you for the input, these are great points!
I also should have said the more negative Prosperity bonuses you can get, the more garrison it can sustainable hold. Obviously it's not good to actually have a negative in Prosperity, but it's best to at some point balance the positives with permanent negative things. As mentioned, cultures with positive Prosperity boosts can't have as high number of garrisons without worrieing for starving. Town and city issues cannot be used to balance that, as npc lord... sometimes clear them when they enter or leave cities. Gang member issues to increase Prosperity growth by +1 are actually the worst. They hit honor personal trait when you do them and they ruin your grannery stock or garrison if ignored. Ideal target +0 Prosperity growth, while in surplus food. Equals least micro managment needed. I'd really love to delete gang members ... Developers pld give us an option to kill gangs permanently and hinder gang notables spawning on high security. I really don't want to deal with their issues. I don't want them to screw my eco. And I don't want to help them either, I want to stab them. I wanna be righteous without screwing my garrison balance. Seriosly gangs got me to the point to let me enable cheats in mod settings so garrisons take no food and I can use the whole negative 2.2 of policies to balance dang gang leader issues. Reduces total possible Prosperity in my settlements for about 440 compares to what they coukd reach without a garrison. That's roughly 160 tax per day, per settlement less, given that loyalty is high just because I have to fear those issues increasing Prosperity.
This is definitely your most useful video, thank you. I was wondering if clearing gangs inside towns causes some consequences in the management of the town itself.
Thank you! I certainly learned the most while research for this one so I fully agree with you. So I did a 25 day challenge where all I did was gang fights and from what I could tell, there was no difference whatsoever in towns that have them or not. I didn't see any modifiers for it at any rate. I feel like there should be though. They give the +1 security when gang leaders have quests, so I know they put some thought into gangs already lol!
I love doing "food warfare," another cheesy tactic of mine. I just wait outside of a town I want to attack later and buying all of the food from the caravans/villagers and all the food from the town inventory. (Making a ton of bad trades but mid game no biggie) Then watch the town starve and the militia and troops deplete. Then easy when we finally declare war the town is an easy win and you already have the food to take it back over. I need to see if there is a way to make towns rebel faster than just buying all the food and starving them. I want to see if I can make them rebel so I can take the town without going to war with a kingdom. Also bonus. With the new injury rather than disertion, (from starvation) you should just have a bunch of prisoners for free after you take the town. But I haven't tested that yet.
Yeah that's such a devastating tactic to use, especially on huge towns that have high prosperity and no wiggle room in the food supply! The only thing I can think of that would speed it up even more is raiding the villages at the same time. No village food AND no inventory food is a huge food deficit. Interesting, I had not considered that! It would be an easy way to snowball conquests since you could easily recruit them (assuming they are counted as prisoners post-battle. That would have come in handy for the WC run i'm doing right now lol Thank you for the tip!
This is Part 1 of a 2 Part series. My intention was to do everything at once, but the video was going to be over 30 minutes long and it would have taken another week to release, so I decided to split it up. It's a TON of info, so don't be worried if you don't catch everything on the first viewing. I can honestly say out of all the Bannerlord guides and research i've done, this was the one I learned the most in making.
Part 2 will be focused on step by step plans for many scenarios like avoiding rebellions, max profit fiefs, well defended border fief, etc. I'll even show you how to make 2k denars from a castle!
I'll be waiting for part 2
@@mysteryman8468 I'm hoping to have it done by next week - I'm a little behind schedule this week because this video took so long to do but I'll do my best!
Yesss... you've done it. Excited to watch :D
If you stack modifiers, could you use a fief as a troop factory/upgrader? I remember a long time ago you could put cavalry recruits into a castle and have the castle upgrade them into actual cavalry troops without you having to spend a horse for it.
@@micyjoejoe5820 Finally finished it after to many hours :P
Best Bannerlord guides out there, precise and scientific, that's how it should be. Waiting for the part 2. Also suggestion for video idea, you could review different scenes for castles, cities and explain best strategies to defend/attack. Weather it is worth it to build siege towers vs make a breach vs starve out settlement, etc. btw, Ortysia looks so beautiful
Great idea 👍
That's a really good idea! I think maybe doing kingdom by kingdom would be a nice breaking point for each episode too. I'm adding it to the list :D Thank you for the suggestion!
@@Strat-Guides fat harlaus approves
P opp
can’t tell you how nice it is to just watch one video and know what you need to know. Thank you for the timestamps also
I spent nearly an hour yesterday looking through ancient Reddit guides from 2020, trying to find some explanation on fief management and I sit down for lunch today and find your video! Whatta guy
LOL perfect timing :) I love it when stuff like that happens.
Thank you for watching and supporting the channel!
I can't believe this game, I played warband on xbox for about a year. Moving from Vanilla Console Warband to Bannerlord is incredible - even on console. The depth of this game is incredible. Can't believe people are saying that it has less depth than Warband
Dude, what would I do without your guides! You are just opening 90% of the game for me. Thank you a lot.
These videos are straight fire. The workings of this game seem a mystery to lots of people and there is misinformation going around all over the place, so this is a welcome hidden gem of a channel.
May I make a request?
A video on "goods" generation in towns would be really useful. For example, why do high tier pieces of armour spawn or not spawn. People say its to do with clan tier, prosperity having a smithy in town etc. Would be good to finally get that answer.
I agree, whenever I play I often have to look around the whole map just to find a specific empire armor that sometimes spawn in the Khuzait lands. Would be a real big help to get clarification on it
Haha i'm included in that group as I feel half the time I don't know where some of the mechanics are coming from in the game. Doing these guides helps me some with that, but the TaleWorlds blackbox is still there :)
Ooh that's a great idea. I have plans for a couple more different videos on a similar topic, but I think this would fit in really well for the workshop video I have planned. I'm going to add this to the notes and be sure to test for it. Thanks for the suggestion!
I can say for sure that Smithys directly impact the high level weapon and armour spawns.
Run the game for a couple hundred ingame days, turn on cheats and then visit 2 towns, 1 with a smithy and 1 without and you'll see a significant difference in amount and variance. :)
Turn on cheats to fast travel for times sake just to clarify
@@paulgallagher5092 Yeah for sure, one thing I learned is that they also need to be properly supplied or they won't produce the goods. Manually dropping off some wood and iron ore can help if they seem to be stuck!
Only recently picked up this game and your guides have been amazing at helping me learn game mechanics/strats. One thing I would love to see you make a vid on is efficient leveling of companions for specific roles, i.e. how to pick a good companion for being a governor, party leader, caravan etc. and then if there are any good ways to level them for those roles, outside of just giving them the role and waiting (which is what I've been doing so far). Really can't say enough how amazing it is to find such high quality and in depth vids on a game that is quickly becoming one of my favorites, and your World Conquest speedrun is amazing, must have watched it 5 times already, and it inspired me to try and learn by replicating your playthrough which has been amazing fun.
I'm glad to hear the videos are helpful! This game was be pretty frustrating because of the lack of explanations and info in game with how things work.
I do have plans for a companion video as that's a really tough topic in game. It's even more so when death is enabled since there are really only a handful of "safe" leveling methods. I need to get through a few more topics and then I will probably try to tackle that one, although I need to think on it a bit more as I'm not sure how to format it. I might have to break it up into a small series, but we will see!
Nice! That WC campaign is really fun, I've enjoyed it a lot. Usually WC can be tedious and more of a mental challenge than anything lol but this time it was different for some reason.
Hey Strat your Bannerlord vids are the best on TH-cam by far i cant recommend you enough! Keep up the good work and your phenomenal research.
Wow, thank you so much! I really appreciate that. I worked really hard on this one, so I'm hoping it performs well and people get a lot of use out of it. Although, I suspect part 2 will be a bit more helpful!
For sure the time you put in shows. Definitely know you'll be huge soon, you deserve it certainly.
@@ThingsToWatch1000 I hope so! 2022 should be much better than 2020 or 2021 that's for sure lol
@@Strat-Guides Hahaha cheers to that and Congrats on the 12k you hit. 2022 starting out strong.
@@ThingsToWatch1000 Thank you!! Yeah it's been a pretty strong start so far :) Hopefully the momentum keeps on going!
While much, if not most, of the info in this guide is outdated, it's interesting to watch anyway because it gives a snapshot in time of the way things worked in early access, and allows us to compare it to how things work now. The three biggest changes that come to mind after watching this are:
1.) Notables are capped at 3 for villages, and 5 for towns.
2.) Villages have a seemingly infinite number of tiers. After running the game AFK at 50x speed for about 150 years and getting Marunath's attached villages to over 15k Hearths, Marunath was able to reach over 110k Prosperity from the 240 food score from each village,
3.) Continuous projects' benefits aren't based on Construction anymore. They're just flat values that can be boosted somewhat by a few perks.
Also, you're the first person I've watched that actually thought about photosensitive people and took some sort of precaution for them. Kudos for that.
The main thing I have learned from this video is that I have played a game for 125 hours and still have no idea what I'm doing. I'm going to have to watch this video over and over to even get some small grasp of it. WOWZERS.
Your collection of videos is the best documentation on the game and its systems, and by some margin. Whilst all of your videos are excellent, this video is the one that I have learned the most from so far. I actually learned a ton, which is a testament to your thoroughness considering I have a embarrassingly high play time in Bannerlord. Looking forward to part 2.
I can echo your statement 100%! I have about 2500 hours into the game and I learned more in the researching for this video than any other! I knew the fief system was pretty complex, but this brought it to a new level for me.
Thank you for watching!
Subbed.
I played A LOT of Mount and Blade 1. Recently picked up Mount and Blade 2 and have fallen in love with the game, though there is a learning curve as many things from the original have improved but have created a more complex system that's more difficult to learn. Your videos are great and informative. Keep up the great work!
Nice, I appreciate the support!
Few of us remember Mount and Blade, which came out before warband. Good memories.
They definitely did a 200% redo of the fief system since warband. Thanks for the help understanding all the numbers!
I don't usually comment on videos, but I've been watching your Bannerlord videos and man, you are amazing. This video in particular was so helpful to understand how the fiefs work and what I should focus on when trying to make a town or a castle profitable.
Thank you so much!
The comment and support is greatly appreciate :) I can tell you that even with thousands of hours into the game, I learned a ton from making this guide. I'm glad it was helpful and thank you again for the support!
I found this video while researching for my Medieval History class and it looks awesome.
@@filho4437 lol nice! Good luck with your class :D
OMG I've played for hundreds of hours, and only now do I learn that Daily Defaults kick-in when there's no projects. All these times I thought I was boosting Loyalty or Militia... only I wasn't. Derp!
Considering how important Loyalty is I think you are legitimately better off boosting that before really working on any projects.
I know what you mean, there is literally 0 information on fief management lol I learned quite a bit after making this guide and I have a couple thousand hours into the game.
100% agree, loyalty is the most important stat!
@Bluko88 Yeah I only focus on loyalty, food production and storage, and taxes. I think everything else is a waste of time honestly.
Man every time I hear your voice my stress evaporates and I instantly become calm and chill AF
I have to admit, that's a first in my life lol usually I get comments about being a smart-@$$ or annoying etc. :P
I guess Bannerlord brings outs the the good side!
Thank you for watching and helping with the Algorithm :D
@@Strat-Guides Take that negative feedback as compliments tbh, psychologically I can describe why but that would be far too long for a youtube comment. Being a smartass still means you are smart, and most people aren't comfortable knowing they aren't the smartest people in the room, thus subconsciously trying to set you off balance so they can gain some self esteem back.
Either way, great voice. Keep up the good work bro
@@Mitzterbg Lol compliment taken :) Thank you.
Will do! I'm working on leadership perks video right now and should be ready in a couple days.
@@Strat-Guides Sweet dude can't wait
Thanks to this amazing info i could finally stop my towns from rebelling against me.
Nice, I'm glad it helped! They don't put much info anywhere so it's kind of trial and error or watching a guide like this lol
Extremely useful guide. I just started figuring fiefs out recently and I have been playing for over 6 months at this point…
I'm glad it helped! Fiefs are tricky unless you deliberately run tests etc. I didn't know half of the stuff I uncovered in the testing and I'm about 2500 hours in lol Thank you for watching!
That is definitely the most marvelous channel about banner Lord on the whole TH-cam. ❤
8:32 i am very glad that i am not the only one who visualised loyalty drift in exactly this way!! that was my exact interpretation! crazy!
Lol! I was trying to think of a good video to explain it and physics videos just weren't doing it for me. The I remembered the memes.... :D
I missed the notification because vlandians were kicking my butt, so im late for the video. Love watching your guides, they make me feel so dumb and then, after i learn everything, super smart.
Lol I can share in that feel after going through the research. So many times I thought "oh, that's how that works. So then I just wasted my time trying to do 'x'."
Thank you for watching!
This is a great video. I’m new to this game and most of what you’re saying here is in one ear and out the other but just going over some of these numbers gives me a good idea of what to be looking at, what numbers to be checking and it gives me a good sense of what I need to be doing to mitigate problems. Love your videos.
Oh man, yeah this is a tough video to take in all at once lol. It took me about 100 hours to put these 2 videos together and I almost went insane with all the numbers :P I think maybe just try to focus on loyalty first, then slowly expand into the other areas. Hopefully that helps!
@@Strat-Guides yeah I appreciate all your hard work here, the video really is super helpful. I’ve gone back a few times now and rewatched multiple times and it’s all so well done. I’ve managed to pull a fief back from the edge of rebellion with your help and have a much better understanding of that loyalty system. You rock man, thanks again.
Massive fan of this series, have referred to countless strat guides in my most recent build, just realized I wasn't subscribed!! Fixed that today :)
Nice, I'm glad the videos have been helpful! And I appreciate you sending people this way, it really helps a ton.
Speaking of builds, I have plans for starting a new series before the end of the month where I make a full character build: all perks, attribute/focus points and which order to put them, how to get through early, mid and late game etc. Not sure if that is something that would be interesting for you? I already have everything but the editing done for the armychair general (the tactics only build) but I'll probably be asking people for suggestions for types of builds they would like to see.
Another great video man. Hundreds of hours in this game and I'm still learning from your content. Cheers
Thank you!! Yeah I know what you mean, I learn a ton from the research for these videos as well :)
The best breakdown I seen so far
This video was fantastic; short, precise and clear, just what I needed. Def gonna watch part 2 aswell. Take this subb good sir
Thank you! I tried to pack as much as I could in a short amount of time. Maybe it's a bit too fast, but I guess people can slow it down in TH-cam if they need :)
Great guide. Lots of info but everything I didn't know was essential info I was missing
Great video as always. And just wow! You've read my mind on the video I needed to see for some help in my playthrough. I read your comment so I'm hoping this will be in part 2. But just to be sure: is there a definitive way to secure the loyalty of the castles you capture for you own kingdom? You want to put a big garrison for the security->loyalty boost, but that starves it really quickly as they don't have have established high-hearth villages to support them, and not enough construction to build gardens.
As always, keep up the great work, you're definitely one of the best M&B creators on the platform. Always happy to see you pop-up in my feed or notifications.
When I was going through my WC videos there were some things that popped up that I just wasn't sure the answers too, so I figured it might help others as well and then it just turned into this 20 monster lol Actually, I had voice over done for a 32 minute video but decided that was absurd so I split it up lol! There are a few things you can do, but the best way is through kingdom policies. That's not always an option if you're a vassal though. Aside from that, I would drain the garrison, let the villages recover from being raided, let food get back into the green. The loyalty hit from starvation is only -1 so it's really not that hard to overcome, but if you have to deal with wrong culture and don't have any kingdom policies to counter it, it's a tough one! I'm going to add a few more scenarios for Part 2 and I'll try to come up with a better solution for you on this one by then!
I appreciate the support, it means a lot to me!
@@Strat-Guides Tip of the hat to you kind sir.
Wooow..... This was a lot.... I've played a lot but there are so many hidden values or unknowns with fiefs. This completely blew the top off of that. I will probably have to watch this at least a couple more times to get it to sink in. Construction rate affects the dailies!!!! I was wondering where those numbers were coming from!! Great work with this, holy moly... Thank you.
Yeah the research and testing for this video was quite painful to say the least hahaha even using the console commands, it wasn't easy to get things to pop up at times. I have quite a few hours under my belt, but I learned so much from making this so I figure a few others might be in the same boat :D
Those dailies are so good when you have decent prosperity and loyalty!
Ever since I got the game, I've been winging it and learing from pure trial and error. Your videos are fun and informative❤❤, thank you!
Well done, I don't remember seeing it, but if you add money to the reserve it does also boost daily defaults.
He mentioned it. It was pretty early in the video.
It was a ton of info and I sped through some things so it's understandable! It's at 7:37 where I was explaining reserve boosts don't get consumed by daily default and to be sure to have at least 1 day reserve in there. I was thinking about splitting even this part into a few smaller videos, but they are all interconnected and I couldn't figure out how to make it work, so now we have a 20 minute data dump lol thanks for watching!
@@Strat-Guides just me getting old then
@@Flesson19 No no you're good lol It's like trying to drink water from a fire hose! Info overload :P
@@Strat-Guides Dont upgrade to 1.7.1 yet before hitting discord
Just started playing bannerlord after Christmas so I'm new to this game but these videos have helped a ton.
Nice! You get to skip some of the learning curve :D I had to spend a few hundred hours before I knew what I was doing lol I think the biggest issue is lack of info in-game and you just have to stumble upon things as you go, so hopefully these guides help avoid some of that.
I appreciate the support!
Your content is awesome. Never seen such a detailed guide concerning this matter. Cheers !
Thank you! It was a tough topic to tackle since there was a lot of unknowns for me as well lol but we got there!
This is an amazing guide. Taleworlds should be linking to this...
Shows just how complex the systems are in the game. This is far more than just hack n slash.
Thank you for watching!! They have a great game, but a lot of the features are hidden and unless you spend ungodly amounts of time playing it like I have, most of them will stay hidden. Hopefully these guides help :D
Excuse me while I set up a playlist with all your guides. I need to refer back to them in the future.
Pretty soon you won't have to - I'm working on a custom website that will host links to all of these along with scripts, data collected, etc. and it will all be found through dropdown menus and a search bar. I'm also having the hero building integrated into the website so you can make a character from scratch, pick all the perks and then have a link back to your character to use at any point!
Amazing stuff, thank you! The more people know about these mechanics the more enjoyable it is to play.
I completely agree with you! It's especially frustrating when you spend so much time and effort to get that first fief and then you have negative income from it, they want to rebel and nothing seems to help. I've seen a lot of people in situations that were avoidable with the right info so hopefully this (and part 2) helps!
@@Strat-Guides I totally agree - in a sense the mechanics are but hidden or rather take some investigation. I’m definitely in the category of having a negative income after many replays until now! Now I can learn to min/max thanks to your vids!!!
Hey man, just wanted to thank you for helping me take over Calradia more effectively. Your vids have been a huge help.
Always excited to watch your videos!
Nice! I'm glad to hear they are helpful :) What campaign are you working on currently??
@@Strat-Guides I'm working on a horse archer/cav only run. My starting culture was Aeserai and I joined up with the Khuzaits, though they seem to keep voting for others to have fiefs even though I put in way too much work.
Any advice on how to game the system my way without being the king?
@@doomstar2040 Interesting, did you even show up on any of the votes?? It's usually based upon who has the least amount of fiefs, so if you're not even on the list then there may be a bunch of other nobles that don't have any as well.
The best thing you can do is make sure you're at the battle for the fief you really want. Sometimes they will vote for me to get some dumpy castle that I don't want, so I will give those away and continue to save up influence, make an army, take a city I want and then usually will get first in line to take it because I give everything else away by the time the vote comes. You can keep the fiefs up until the vote comes, so just make sure to ditch them before you start the siege assault.
Hope that helps!
My god, when I master this I can probably become a successful medieval lord! This game went nuts on this.
Wow! Great video! Also, just wanted to say that I appreciate all your hard work on these videos. It shows that you put a lot of time and effort into them, and I appreciate that. So comprehensive! From the detailed homework, the specifics in the video to the extra spreadsheets and stuff you offer on discord, you’ve got it all covered. Thanks for the video, keep up the hard work!
Wow. There is so much here that I didn't know. 10/10
I'm glad it was helpful!
*Fiefs you buy with 300 Trade in 1.7.0 can also come with a free lord at a steep discount!*
*1)* Be the ruler of your kingdom.
*2)* Buy a castle (or a town, if you already have enough towns for yourself) from a clan with only one fief. Complete the transaction.
*3)* Say "look how poorly your lord treats you, you have no fiefs!" aka beat the persuasion minigame. Guaranteed to work on all but a couple of unique clans.
*4)* As a payment, give them back the fief you've bought, and ask for most of the money you've paid for it on top of them joining you. They *KEEP* the fief even if you're at peace.
*5)* ???????
*6)* Profit!
Congratulations, you can now buy Calradia at a 70-80% discount all while maintaining such massive power balance that nobody has the stones to declare on you!
Interesting, I had not considered buying a fief from someone to hire them into the kingdom. I wonder what the price difference would be? I know being a peace is very expensive to recruit them and cheap when at war, but I wonder how the price compares in this case?
Great idea, thank you for bringing this up!
@@Strat-Guides In my playthrough, it varies, but when recruiting them, I could ask up to 80% of what I paid for the fief back. IIRC for a castle that goes around ~700k I got the clan and ~500k back last time I did it. For me, the money isn't the focus, it's the ability to hire almost any clan you want regardless if they have a fief (number 1 reason for them to be happy with their current king) that counts.
@@randaru1527 Wow that's significantly cheaper than just getting them in without doing all that. I've paid well over 1M for someone with a dumpy castle before lol. And I agree with you, the money isn't as important.
You make the best informative and helpful guides on this game!!! 😎
Live long and prosper🖖
I appreciate that!
This video was too good. Keep up the quality content and ur destined to blow up 🚀🚀
Thank you for watching! I'm hoping so :) 2022 should be a fun year!
Very impressive guide! Fiefs can be quite tricky to manage when you're a low tier vassal and I found myself neglecting them a lot (getting castles with different culture sure sucks). I'm surprised that you rate the citizenship policy, thought it's generally a debuff if you're playing a non-imperial faction. The other policies are great but getting the clans to agree with you is another issue lol. Can't wait for the part 2!
Thank you!! It's really tough dealing with the AI and passing good policies. They seem like take random ones that are just objectively bad given the state of the kingdom lol then they will spend every last once of influence to vote against you when trying to pass good ones!
Yeah a lot of the policies are bit situationally good, citizenship included. When the situation is right, I really like citizenship because there is no debuff and it adds the +1 militia. But you're right, if it's the wrong setup, the loyalty hit can really hurt.
I'm hoping to have part 2 done by next week, but we will see. I have some catching up to do for this weeks perk guide and WC episode so I may fall behind a bit.
Thank you! It's so hard finding up to date info on kingdom management type stuff
No problem, I'm happy to help!
Incredible video as always 🤗 thank you and keep up the great work!
Hey it's Domtstic! Thank you for watching :)
I didn't know that selling prices updated when you entered their "sphere of influence" so thank you for that, great video!
Sht. Rewatched it to refresh some memory, wanted to leace a like, and allready had that done year ago. So here is a comment for support, your archive of knowledge is immense help
The absolute balls on this lad to jump over the walls and take the fight to the enemy
I assume that you know but I'll mention it just in case, there is a gang leader quest that is offered (I think) only when a town is at risk of rebellion - supply weapons or something like that. They ask for 100 or so hand axes usually. Completing the task results in the town's security being reduced to 0.
I didn't know that one, that's really good info! It's a nice boost to tip them over the edge :D Thank you for sharing that!
@@Strat-Guides You're welcome, thank _you_ for all the excellent info you put out.
Cool to see the way unsolved gang leader issues positively effect security! In a weird way wouldn't that mean it's actually bad to wipe out gang leaders then? Having the incomplete gang leader quests would buff security? I feel that's one of those mechanics that is slightly counterintuitive but maybe I'm understanding it wrong. It's also kind of unclear to me whether the AI will ever resolve any quests by themselves.
Yeah I think you're right. Not only that, if you kill a gang leader, you lose all of the troops they offer for hire. They would respawn at some point (assuming prosperity is high enough) but still, it's probably best to leave them be. We shall call them a necessary evil :)
I don't think the AI does quests and they just time out on their own. I'll try to pay close attention when I'm recording for episode 2 to see if that's the case or not.
I appreciate your continued support, it means a lot to me :D
@@Strat-Guides Another thing for gangs is that resolved quest "gang leader needs recruits/weapons" will debuff security
@@michasokoowski6651 Oh interesting, I didn't complete any of them in the testing. So you get +1 while it's undone, but once you finish it gives -1? And for how long does that last? thanks for the info!
@@Strat-Guides I think it was around -20/-25 instant security.
I found out when i was in a city i tried to make rebel, so meantime i decided to complete gang leader request weapons quest, after which i noticed their security dropped from around 70 to around 50
Lateer it dropped from around 50 to around 25 when gang leader requests recruits quest was completed by my companion
@@michasokoowski6651 cool! What else did you do to encourage a rebellion?
it feels like watchin an essay... AND I LOVE IT
Lol you had me in the first half :P
@@Strat-Guides hahah keep the good work! I love this kind of video that explain about the game they play it show how much they love the game and enjoy it
@@oxlyt1 Yeah for sure, I am coming up on close to 3k hours and still having fun with it so I can't complain :)
Another great informative video man :) Hope that new playthrough is going good for you :)
Thank you for watching! I just finished up the WC yesterday and still have to do a final recap video before moving onto the next one :) Soon though!
I mean most of the things u said I knew about already (because I am Bob the builder) but still u said some things I wouldn't know about and probably in second episode u are gonna say more unknown things. Good job and ty for ur time going into this research 💪
Haha bob the builder! I have not heard about him in a long time, makes me feel old :P
Hopefully episode 2 is equally helpful!
@@Strat-Guides yeah u are lucky I am a bit younger and I remember him pretty good 😂 waiting for the second episode.
8:35 is the best part of my day
4:43 Missed a hidden feature: you press the plus sign to add, but if you press that plus again, it removes! Very counter intuitive, you can only find this by accident.
Sorry I think I went too quickly on that part! I was trying to show how to clear all of the buildings in the queue to get the daily default working. I think they need to add a couple QoL buttons for that interface though, it's a little janky to say the least lol
Thank you for pointing that out, I appreciate it!
@@Strat-Guides I love these videos of yours, there's always something new to learn, to point out and to share between all of us :3
@@psyboyo It's nice to have such a good community. I play DOTA2 for a few years and I'll never go back to a toxic mess like that again lol
The guide we all needed
good job mate. I am keen for part 2
I'm finishing up the leadership perks today and should have it ready, then I'm going to start part 2 right after :)
Thank you so much for this info! I understand its dense, bit just blasting though your bullet points is too fast. I cant assimilate the knowledge laid down rapid fire. About 20% slower or a mormal conversational speed and its perfect. Critique aside, thanks again
Yeah I know what you mean, I was trying to pack in as much info in a short amount of time because long videos can sometimes not get clicked on but then it's like drinking for a firehose lol I've been trying to slow down some on the more recent guides so I do appreciate the feedback :)
Drinking game for this vid: Take a shot every time Strat says "Per day"
LOL! It's funny you mention that because I try to go back and change things like that when I'm writing the script. It's not easy though because my brain starts to malfunction after dealing with this much data :P
I wasn't ready for 8:32. Nearly lost my coffee all over my keyboard.
Hahaha it's the new workout crazy everyone is talking about ;)
New to bannerlord, spent hours and hours riding around with an army of 130 winning tourneys was too nervous to make big moves or enemies, got drunk and brave, married my brother became a vassle and voted myself to own a castle and 2 towns....information overload >_< this helps thanks.
Haha nice, sounds like a fun campaign so far :)
Married your brother?
Lageta and Tyal, perpetually sticking it to the man. Except the default man, the best man.
Lol anything is better than Sargot at least :P That town get's picked on by everyone!
ah great, just when I was about to sleep strat makes a video. I want to watch it but my parents says it's too late lol. thanks for your upload tho!
Lol It will be there in the morning, don't worry :D
This explains a lot, thanks for the video!
I'm happy to help! Thank you for the support :D
Didja know, the battanian construction speed effect is *interestingly coded* and results in there actually being a tiny but of construction available at sub 25 loyalty? Just enough to confuse people, but not enough to actually finish a upgrade! I think Grazing rights is okay.
Hehe that's the good ole TaleWorlds math working! I think there was a point where I said it was impossible to build at low loyalty (then added like 0.1s message saying practically impossible but not literally) for exactly this point. I knew someone was going to bring this up, and I came prepared for once hahaha :D
*Gasp* Not grazing rights!!! I should have clarified - once the villages are up to your preferred level it's not a bad thing to take. If you're trying to get to level 3 villages though, that 0.25 can really slow things down. I just like to have large villages to have a buffer against raiding, but I can see where you're coming from. Thank you for watching :)
Honestly, im very picky about this stuff, and im constantly in search for flaws, yet i find none. You are hands down the best guide-for-games-content-creator i have ever seen on TH-cam.
Only thing you can sort of improve; there were lots of meme potential moments in the video, but left barren. Which is ok if thats your style, but occasional "silly things to laugh at" while watching long guide videos goes a *very* long way.
It would be great if you could see the project physically represented after completion
Also settlement morale should be a boon that gives 1.5% increase to health of the defenders during a siege at max, that would be cool.
Yeah that seemed like such a low hanging fruit for them to add in, it can be modular and work in any town. Hopefully they do it before release!
I guess the walls change
Wish there was a TLDR section because this is a lot of info to take in…. I found myself zoned out being like “damn… hope my town does well on its own lol”
Yeah I know what you mean. It's tough with topics like this because they're so dense and even the TLDR would be long lol
I'm not going to lie I zoned out like half-way through lol. Going to need to rewatch
Yeah this video is really dense and I recommend coming back to it when you're at that part of your campaign. Watching it and trying to retain the info by itself is probably not that helpful IMO.
Your guides are so sexy ! Very good idea to slpit them here, at the end i started to feel that the amount of information is enough for one sitting. Great job as allways !
Haha sexy because the rubber band workout video? :D
Yeah I thought even this might be a little too much too, but I couldn't think of a logical spot to split them up since most of the fief stats are interconnected. I tried to put a TON of timestamps to help since I figured people would watch once just to know what's in the guide, then come back for little nuggets as they encounter issues.
Thank you for the support!
@@Strat-Guides Ah you know the rubberband was just a bonus to the rest :D
conqued the game dozens ov times. have my own strategy that works 60% ov the time every time.
won solo with only my companions, my wife, and brother's wife. Clan Addams against Calradia.
helped rebuild Rom... imean the empire.
helped Sturgia put those heavy shields to use and one over every town hall.
avoided the game and was a master merchant who bought everything he wanted like a trust fund kid.
STILL have little idea what the daily defaults do. know loyalty is great to prevent uprisings. stop production and have a few festivals. then put people to work on the fair grounds then work shop then others as needed.
no idea what 'houseing' or 'irrigation' do.
housing ups prosperity (no idea what that is) and other promotes food (people still starve and have 0 food despite the town having 4000 grain 2000 meat and 1000 ov all ovether food items) Guesing its still bugged? ... 3 years after launch and 10+ years in development?
the only part i got lost on was the party screen, for auto recruiting garrison. i did find it finally but yea. beyond that was a ton of info but i see now what i was doing wrong, towns are a lot more complex then before. hate it, but as i better understand it i do like it. and this helped me fill in many more gaps. like hearths. how and what villagesdo etc. and i see i missed a few good policys. overall i did good, i mean i was ruler and not loosing anything to rebellions, but wasnt growing well. now i see why. hearths were struggling.
Sorry about that, I should slow down a bit more on the guides and show a little more detail. There are so many little buttons and sliders you can use, but they never tell you about them!
Another great & solid video. The amount of work & dedication you spend on each of these guides is astounding: this is deep research.
Methodical, pertinent, organized & as exhaustive as it could be. Pretty sure that tons of players now watch your guides before stepping anywhere in game, since you're currently one of the best solution to palliate with TaleWorlds maths bullsh*t.
Don't know if you realize how usefull you are for the community sir.
Thank you! You've been with me since near the start and I really appreciate the support :)
I'm happy to make the guides as long as people are getting use out of them so it's good to see it making an impact! Now we just need to figure out how to get one of the devs to chat with us from time to time so we aren't left in the dark lol
Okay, with these in mind... I think taking castles and whatnot seem more appealing now.
Hehe yeah I know what you mean. Not having to worry about rebellion is nice!
holy jolly, is christmas again!
It's never too late for 2nd Xmas :D
This is amazingly detailed. Thanks a lot for this.
Thank you for watching! I'm glad it was useful :D
I have no clue how to play the game honestly all ik how to do Is smith and fight and somehow everything else just works
@@Kallmekaleb1 ahahhaha I had the same idea when I first saw the videos. I was like "omg so complex, I just go boom boom boom" and it works :D
Great video as always, although I'm gonna be honest, a good portion of why I enjoy your videos is the fact you say fief and not fyfe lol
Lol well I'm glad, I'm certainly no linguist or English expert so I'll be the first to admit it was pure luck :P My preferred language is numbers!
Thank you for the support :D
You are my hero i always watch your videos
Nice! Thank you for watching all my videos :D
TW should just put a link to this channel in the ingame encyclopedia to be honest.
HAHA that would be hilarious! Oh man I can only imagine... If they did that, I would have to make a video on some really click-baity topic and then just rick-roll everyone :P
Cool vid man… i learned a lot from this.
Thank you for watching! I'm glad it was helpful. I found fief management to be one of the worst explained parts of the game so making this guide and running all the tests helped me a bunch as well.
My brother in god, thanks for all the data and for helping us so much with your guides, such a good work the devs should hire you bro, if it werent for you I could not understand this game and enjoy it as it should be. ive seen like 10 videos of yours
I’ve never played Bannerlord, still play warband though, I must say tax inefficiency can make you lose lots of money in warband if you hold too many fiefs but that’s about it.I hope they can turn tax/taxes to a much more interesting concept in Bannerlord
Interesting, I'm kind of glad they didn't add that into Bannerlord. There are already a lot of debuffs to worry about! :D
Life-saving info!
Insane vid bro, many thanks.
No problem, thank you for watching!!
What a convoluted system they got going on here. Thx to strat for doing all the legwork to make sense of this mess.
It's certainly a lot more complex and interconnected that I Initially thought! No problem, I learned a bunch making this and hopefully it helps others as well :D
Still remember how broken loyalty was in MNB1, 4-5 Tasks from a elder to get to 100 Loyalty, Loyalty never went away, and Loyalty made the troops offered for requirement better, so 100 Loyalty = Up to 40 Knights at 1 village waiting for you to recruit them
Thanks for the fantastic video!
No problem, hopefully it's helpful :)
The fucking rubber band man got me so hard. Your videos are so fact driven that when the joke comes in it catches me so off guard
Lol I was trying to think of a good way to sum up the mechanic quickly with a visual and that came to mind for some reason :P
YOOO ITS OCT 23 10:17 PM RELEASE IS 25 HELLA EXCITED I BEEN WAITING GATTDAM YEARS FOR THIS BOYS LETS GO DAMN EXCITED 🍻 💯 💃 🕺 💥
Almost my man, couple more hours! :D
Really helpful video man, really well done too!
Glad it was helpful! Thank you for watching :D
I kept clicking on the Part 2 Here arrow but nothing happened... I want to speak with your manager. J/k hope the family is doing great! Keep up the grind!
Hahaha yeah they don't let me add stuff to the video after the fact, so I just have to build it in and add the link once it's done :P
Thank you! Everyone is doing well and healthy. Some business stuff is driving me nuts right now, but that's always the case for a new calendar year lol Hope all is well with you and family as well!
you missed a big factor with towns and prosperity:
they increase what the markets have. not only does that mean more and better stuff to equip yourself with, but more food in the market which translates to food production (no staving like you get with castles). this is why castles suck in the long run and towns are awesome. how this ends up working is that the market has more money to buy things, so more caravans go to the town to sell stuff. that means that it isn't just prosperity, but prosperity versus other town's prosperity, minus what is getting bought up by AI parties. so making your future towns poor can boost this as well, killing off your own and neutral lords, in addition to boosting the town's own prosperity. it also means that dumping food into the town will only last until the food is bought up to go to another more prosperous town.
That's a good point, the EQ can increase if there is more good in the market and the higher prosperity towns will need more food, attracting more caravans. I had not considered that. One thing I would be very cautious of though is relying on other kingdom's caravans for this artificial growth because once you go to war with them, that potential food source dried up and you'll be back to square one. It's an interesting thing that I should probably test out! Maybe I'll do a 10 year test where I just leave it be and check on it a couple times per year to see where the prosperity goes.
On a side note, I always appreciate your comments because they bring a tremendous amount of insight! I know I spend a ton of time testing and playing Bannerlord but even after 3500+ hours I still know that I can't possibly know everything so this is extremely helpful to me :)
Hey dad, thanks for the video. Is village income also tied to prosperity/loyalty? I noticed when I took a castle, the first few days the income was a few hundred per day - then 10 days later it was down below 20 per day. Looking forward to more content!
No problem my boy lol :P
So the village income seems to only come from items being sold. If you watch it closely and keep track of the villagers traveling to sell goods, you will see a big spike the day after they come back and then the value drops down lower each day, then spikes again with the next trip. It seems like they drain a certain percentage of money back to you each day as opposed to a flat rate. You can also test this at an extreme - cheat in a bunch of late game armor and weapons, sell them to the town and watch how crazy the income goes lol I've seen it trickle back to me for 15 - 20 days at over 5K per day!
The most profetionel guide ever, ilyour vids btw
I have to add some things about castle and town managment. Specifically, about Prosperity and garrisons. High Prosperity kills garrisons. Prosperity rises with food. While starving, both reduces, garrisons and Prosperity. Even 4 villages cannot produce enogh food to even legally get to 15k Prosperity if you still want ANY garrison. Also AI auto donates troops to empty garrisons and ultimativly that's a cash sink. It's not that much of a problem if you want to have a short playthrough and conquer quickly, but if you want a long casual playthrough (with houses of calradia mod otherwise impossible due to clans dieing in vanilla since everyone not spawned by default, doesn't know how to marry, and therefore get no kids).
Anything that increases Prosperity is straight off bad for long plays. Crown duty, road tolls and war tax are the best policies in game for long plays. The further you can get Prosperity growth into negative, the more garrison it can permanently hold. Each 10 surplus food gives one Prosperity growth, therefore enabling up to 22 food surplus. 20 troops eat one food per day, allowing 440 troops to be garrisoned as long the settlements do not have culture, governor or aqueduct bonuses to Prosperity. Towns and castles now will always decrease Prosperity to a certain point where surplus food exists again. Alternatively half the stationed garrison, enabling surplus food to give a bonus again and if you manage to get a +0 total Prosperity growth while still having a surplus food, settlements won't ever starve and are long term stabilized.
You bring up some very interesting points and I plan to cover some of them in the next video. I still need to do a bit more testing, but from what I can tell, getting up to around 10k - 12k for most towns is quite strong. Going past that gets tricky as maintaining food supply is tough. High prosperity towns are very sensitive to wars, raiding and caravans brining food. I was able to get some towns much higher than that with a garrison, but I had to manually bring food in lol so probably not sustainable!
Thank you for the input, these are great points!
I also should have said the more negative Prosperity bonuses you can get, the more garrison it can sustainable hold. Obviously it's not good to actually have a negative in Prosperity, but it's best to at some point balance the positives with permanent negative things. As mentioned, cultures with positive Prosperity boosts can't have as high number of garrisons without worrieing for starving. Town and city issues cannot be used to balance that, as npc lord... sometimes clear them when they enter or leave cities. Gang member issues to increase Prosperity growth by +1 are actually the worst. They hit honor personal trait when you do them and they ruin your grannery stock or garrison if ignored.
Ideal target +0 Prosperity growth, while in surplus food. Equals least micro managment needed. I'd really love to delete gang members ... Developers pld give us an option to kill gangs permanently and hinder gang notables spawning on high security. I really don't want to deal with their issues. I don't want them to screw my eco. And I don't want to help them either, I want to stab them. I wanna be righteous without screwing my garrison balance.
Seriosly gangs got me to the point to let me enable cheats in mod settings so garrisons take no food and I can use the whole negative 2.2 of policies to balance dang gang leader issues. Reduces total possible Prosperity in my settlements for about 440 compares to what they coukd reach without a garrison. That's roughly 160 tax per day, per settlement less, given that loyalty is high just because I have to fear those issues increasing Prosperity.
This is definitely your most useful video, thank you. I was wondering if clearing gangs inside towns causes some consequences in the management of the town itself.
Thank you! I certainly learned the most while research for this one so I fully agree with you.
So I did a 25 day challenge where all I did was gang fights and from what I could tell, there was no difference whatsoever in towns that have them or not. I didn't see any modifiers for it at any rate. I feel like there should be though. They give the +1 security when gang leaders have quests, so I know they put some thought into gangs already lol!
I love doing "food warfare," another cheesy tactic of mine. I just wait outside of a town I want to attack later and buying all of the food from the caravans/villagers and all the food from the town inventory. (Making a ton of bad trades but mid game no biggie) Then watch the town starve and the militia and troops deplete. Then easy when we finally declare war the town is an easy win and you already have the food to take it back over.
I need to see if there is a way to make towns rebel faster than just buying all the food and starving them. I want to see if I can make them rebel so I can take the town without going to war with a kingdom.
Also bonus. With the new injury rather than disertion, (from starvation) you should just have a bunch of prisoners for free after you take the town. But I haven't tested that yet.
Yeah that's such a devastating tactic to use, especially on huge towns that have high prosperity and no wiggle room in the food supply! The only thing I can think of that would speed it up even more is raiding the villages at the same time. No village food AND no inventory food is a huge food deficit.
Interesting, I had not considered that! It would be an easy way to snowball conquests since you could easily recruit them (assuming they are counted as prisoners post-battle. That would have come in handy for the WC run i'm doing right now lol Thank you for the tip!
Do an amazing job as always brobeans!!
Thank you brother!! I hope all is well with you in the new year so far :)