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This is a guide to Mount and Blade, the third-person action adventure set in a mythical medieval land known as Calradia. As an adventurer you must develop your character, build an army, and make your mark. This guide will show you how to get the most out of the blend of combat action and RPG style adventure in Mount and Blade. Articles include how to set up your character, the basic controls. Mount & Blade II Bannerlord: Cities and Resources Posted on April 4, 2020 April 4, 2020 A quick guide useful for figuring out what Cities you should go to. You can also find the villages and resources from this list. While we wait for it to become an official feature, is there any indirect way to improve the prosperity of villages? My town is suffering food wise at 3.4k prosperity and im pretty sure its due to the surrounding villages all being poor. Barring that, best ways to improve town economy overall?
< Mount&Blade
Mount&Blade | Table of Contents | Walkthrough
Table of Contents
- Character creation
Details
Appendices
- Weapons
Appendices
Mount&Blade is completely non-linear; you can go wherever you want and do whatever you like with very few exceptions. All quests are randomly generated.
Talk to the Village Elder to get these quests. He is the only villager not in motion, and generally stands in a prominent location with different clothing from what the rest of the serfs wear.
The quests will always be of the following types, but their specifics are somewhat random. You can cancel a quest at any time by speaking to the quest giver and saying that you cannot complete it, but you lose some reputation with them every time you do this, and companions who dislike failing quests will express their disapproval.
All quests have a time limit; however, once you complete the quest the time limit is disabled. Once you complete a quest speak to the quest giver to claim your reward. You can take on another quest straight after, but you can only have one quest from each quest giver active at a time.
Bring wheat[edit]
The Village Elder will ask you to bring some sacks of grain. Simply go to nearby towns and villages and buy the amount he asked for. This will earn you 400 EXP and +5 relations with the village. It will also raise their prosperity by four points.
Deliver Heads of Cattle[edit]
The Village Elder will ask you for a certain number of cattle. There are two ways to acquire this. The first is you can go to a nearby village and purchase the required cattle. It might be best to visit a few towns before making a decision as prices can fluctuate wildly. Additionally, they also may not provide enough so visits to numerous villages may be required. The second option is to raid a village and steal the cattle, negating the need to pay for them. This will damage relations with the town that has been stolen from, as well as its nearby lord. Finally, be sure to herd the cattle, which has its own map marker, towards the town that requires the cattle, and the quest shall be completed.
Train the Peasants Against Bandits[edit]
This quest is fairly straightforward. After accepting it, a new item (Train peasants) will appear in the village menu (press tab). Clicking it will make time go by on the map until one or more peasants are ready for a sparring session, which you then have to win very much like in the Training Grounds. You will more likely than not have to repeat this process more than once to train the required number of peasants. Once you have trained enough of them (less than ten), the bandits will attack. Simply defeat the bandits who invade (both the peasants and your troops will help) and the quest will be complete. Be aware, if you lose the battle against bandits, the village will get 'looted' status and your reputation will not increase.
[Go to top]← Guildmaster quests | Village Elder quests | Special quests →
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This guide aims to put all information regarding Governors into one easily accessible place. Information in this guide is subject to and will change as the game does and new information is found regarding them.
Other Mount & Blade II Bannerlord Guides:
Mount & Blade 2 Bannerlord Governors Guide
Overview
The land of Calradia is extremely difficult to tame and maintain, however you don’t have to do it alone. With the help of a few good governors, you can change every backwater village into a metropolis to rival the capital.
This guide aims to put all information regarding Governors into one easily accessible place. Information in this guide is subject to and will change as the game does and new information is found regarding them.
Governor’s Culture
The very first thing you should look at when choosing a governor is their culture. If you put someone into a settlement as a governor that does not match with the culture of the native populace, you will take a negative hit of -2 to the settlements loyalty EVERY DAY in addition to the negative one that you get for it being a different culture normally. This leads to less tax, lower prosperity, less militia, less production, and even outright revolt in some cases.
Instead, if you don’t have one of the correct culture, leave the spot open for now. You won’t receive the benefits of having a Governor, but you won’t receive the negative 2 loyalty hit for leaving the spot open (you will still receive the “culture” penalty, just not the “governor culture” penalty) You can still build in the settlement, but you just won’t get the buffs that a governor would provide. Focus on building up fairgrounds and other structures that improve settlement morale. When you get enough per month for it to not matter if you have the wrong governor culture, then you can place them in the settlement.
Also, governors of the correct culture type provide a +1 boost to the settlements loyalty.
Traits
It is currently unknown if traits actually impact the settlement. i.e. cruel, generous, brave, etc.
Skills
For the most part it, it is unknown whether or not the skill number itself actually impacts the settlement. However, perks in each of the following skills provide bonuses to settlements that the governor is assigned to:
Charm improves relations with notables in associated villages and in the center itself, and gives a security or loyalty boost.
Leadership improves the garrison and militia by training better troops, increases loyalty and security, and makes fair grounds and morale boosting structures more effective. Also, the skill number itself increases the max garrison in the settlement.
Trade can allow the governor to toll caravans or villagers that enter the settlement, increases production or trade income, and increases resource production in nearby villages.
Steward improves tax income, farm production, prosperity, village growth, mine income, siege holdout time, and decreases the amount of time it takes for a village to recover from a raid.
Medicine improves prosperity or village growth and can either increase loyalty or make sanitation buildings provide a prosperity bonus. The skill number decreases the time it takes for the garrison to recover from wounds.
Engineering makes construction finish faster, makes walls stronger (more resistant to artillery), and makes default projects more effective. I.e irrigation provides more food.
Two-handed improves garrison size or reduces garrison wages
Crossbow decreases the hiring cost of crossbow units.