Governor

 

 
   

Governor is a job in Mount & Blade II Bannerlord. It can be assigned to any Companion in any Settlement. To assign Governor in M&B II Bannerlord, you need to have a settlement of your own. 

Governor Information

  • Governor culture affects morale.
  • If their culture match the settlement culture, you gain +2 morale per day bonus
  • If their culture doesn't match the settlement culture, you gain -2 morale per day penalty
  • ??


Governor Perks

 The Following perks  affects Governor

Leadership

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Heroic Leader
(Leadership 75)

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Authority
(Leadership 75)

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Citizen Militia 
(Leadership 150)

Veteran's Respect
(Leadership 150)

+1 town loyalty per day. Town garrison is 20% more effective (for security). Militia has 20% chance to spawn with more experienced troops Increase garrison size by 20.

Raise The Meek
(Leadership 25)

     
 Each troop in the garrison gains +3 xp per day.      

Engineering

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Prison Architect 
(Engineering 50)

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Military Planner 
(Engineering 75)

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Carpenters 
(Engineering 75)

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Stonecutters 
(Engineering 150)

Prisoner escape chance from dungeons are decreased by 25%. 50% increased build speed for castle projects. 25% increased build speed for town projects. 30% faster build rate for fortification, aquaduct and barracks projects.

Siegeworks
(Engineering 50)

Dreadful Sieger
(Engineering 100)

Salvager
(Engineering 125)

Foreman
(Engineering 125)

Settlement provides 1 extra catapult at the beginning of the siege. Increased hit chance to siege engines by 10% during campaign siege. Each militia increase build speed of siege engines by 0.1%. Everytime a project is finished increase prosperity by 100.

Siege Engineer
(Engineering 150)

Battlements
(Engineering 175)

Engineering Guilds
(Engineering 200)

Apprenticeship
(Engineering 200)

Defensive siege engines have 30% more hit points. Increase max granary food storage capacity by 100. Wall hit points are increased by 25%. Every unique project in settlement provides a %1 bonus to prosperity gain.

Clockwork
(Engineering 250)

Architectural Commissions
(Engineering 250)

   
Gold boosts for town projects are 20% more effective. Continuous projects provides 20 gold per day.    

Medicine

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Bush Doctor 
(Medicine 150)

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Pristine Streets 
(Medicine 150)

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Physician of People 
(Medicine 200)

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Clean Infrastructure 
(Medicine 200)

Increase village hearth growth by 20% Increase settlement prosperity by 1 every day Increase loyalty of settlement by 1 per day Town projects that is related with sanitation and health(e.g aquaduct/market place/granary) also give bonus prosperity increase.
AND
Recover governed villages 30% faster.

Triage Tent
(Medicine 50)

Perfect Health
(Medicine 175)

Helping Hands
(Medicine 250)

Battle Hardened
(Medicine 250)

During sieges reduce settlement food consumption by 5%. Increase animal production in governed villages by 10%. 50% less prosperity loss from starvation. Not Implemented.(1.5.7)

Steward

Seven Veterans 
(Steward 50)

Urban Developer
(Steward 250)

Master of Warcraft
(Steward 250)

Price of Loyalty
(Steward 275)

+1 militia per day. Continuous projects for settlements are 20% more effective. Town population consumes 5% less food. Governed cities tax increases by 0.5% per skill level above 200.

Drill Sergeant

(Steward 50)

Stiff Upper Lip

(Steward 75)

Logistician

(Steward 125)

Foreseeable Future

(Steward 125)

Garrison wages are 5% less. Garrison wages are decreased by 20% for castles. Tax income is 10% higher. Tariff income is 10% higher.

Relocation

(Steward 150)

Aid Corps

(Steward 150)

Gourmet

(Steward 175)

Forced Labor

(Steward 200)

Project boosting is more 20% effective. Increase village hearth growth rate by 20%. Reduce food consumption of garrisons during siege by 10%. Construction speed is increased by 10%.

Contractors

(Steward 200)

     
Town projects are 10% more effective.      

Trade

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Toll Gates 
(Trade 100)

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Distributed goods 
(Trade 100)

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Content Trades 
(Trade 150)

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Villager connections 
(Trade 150)

Every caravan entering your town generates 20 gold income Every villagers party entering your town generates 30 gold Increased tariff income by 10% Increase workshop production by 25%

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Tradeyard foreman 
(Trade 200)

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Granary accountant 
(Trade 200)

 Self Made Man 
(Trade 225)

 Spring of Gold 
(Trade 250)

Clay/iron/Raw Silk/Silver production from villages increased by 20% Grain/Olive/Fish/dates production from villages increased by 20%  Marketplace, kiln, and aqueduct project are built 30% faster. Gold boosts for town projects are 20% more effective. 

 Trickle Down 
(Trade 275)

     
Governed town gains 2 prosperity per day as long as it is building a project.      

Charm

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Effort For The People 
(Charm 150)

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Promoter 
(Charm 150)

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Natural Leader 
(Charm 200)

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Moral leader 
(Charm 200)

Town governor has a 10% chance to get 1 relation with a random notable per day while continuous projects are active. +1 notable relations with settlement owner for every project completed Town get +10 Loyalty bonus Town get +10 security bonus

Two Handed

Berserker 
(Two handed 125)

Confidence
(Two handed 125)

Arrow Deflection
(Two handed 150)

 
Garrison in governed town have their wages reduced by 10%. Military projects (barracks, training fields, battlements, workshop etc..) are build 30% faster.  The garrison in governed settlement gain 10% more experience from battles.  

 Polearm

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Standard Bearer
(Polearm 175)

 Keep at Bay
(Polearm 75)

Skewer
(Polearm 150)

Guards
(Polearm 150)

Garrison infantry in governed settlements have their wages reduced by 20%. Increase militia recruitment in governed settlements by 1.  Governed settlements gain +1 security per day.   Experience of garrisoned cavalry in governed settlements is increased by 20%.

Drills
(Polearm 200)

     
Governed settlements gain +0.5 militia per day      

Crossbow

Peasant Leader
(Crossbow 100)

Renown Marksmen
(Crossbow 100) 

Steady
(Crossbow 200)

Sniper
(Crossbow 200) 

Reduces upkeep of ranged troops in the governed garrison by 20%. Ranged troops in for garrison provide 30% more security.  Increase settlement tariff gain by 5%.  Settlement you govern gain +1 militia per day. 

Pavise
(Crossbow 225)

     
Governed settlement ballista gain 30% bonus accuracy in campaign siege.      

One Handed

To Be Blunt
(One Handed 50)

Strong Arms
(One Handed 50)

Military Tradition
(One Handed 150)

Corps-a-corps
(One Handed 150)

governed settlements gain 0.5 security per day. governed settlements have increased militia recruitment by 0.5 per day. Garrison wages in the governed settlement reduced by 5%. Increase garrison limit in the governed settlement by 30.

Stand United
(One Handed 175)

     
garrison troops in governed settlements are 30% more effective in restoring town security.      

Bow

Merry Men
(Bow 100)

Mounted Archery
(Bow 100)

Discipline
(Bow 150)

Hunter Clan
(Bow 150)

Governed settlement gain +0.5 militia per day. Range troops in governed garrison provide 20% more security. +1 loyalty per day for governed settlement. Garrison maintenance cost decreased by 15%.

Bulls Eye
(Bow 200)

Quick Draw
(Bow 250)

Salvo
(Bow 250)

 
+2 daily xp gain to all troops in garrison to governed settlements. Increase settlement tax gain in governed settlement by 5%. Range troops in governed garrison provide 20% more security.  

Riding

Veterinary
(Riding 50)

Relief Force
(Riding 125)

Riding Horde
(Riding 175)

Breeder
(Riding 175)

Governed settlement gains +0.5 prosperity per day. Mounted troops in governed settlement's garrison provide 20% more security. Governed settlements bound villages have better chance to produce tier 2 horses. Governed settlements bound villages have +5% production.

Mounted Patrols
(Riding 225)

Cavalry Tactics
(Riding 225)

   
Prisoners in governed town are 50% less likely to escape. Mounted troops in governed settlement's garrison have 50% reduced wages.    

Athletics

Healthy Citizens
(Athletics 175)

Energetic
(Athletics 175)

Steady
(Athletics 200)

Strong Legs
(Athletics 225)

Governed settlement gain +1 loyalty per day. 20% hearth increase in villages you govern. Governed farm, mine, lumbercamp, claypit production increased by 10%. While besieged, governed settlement consumes 20% less food.

Scouting

Desert Born
(Scouting 75)

Forest Kin
(Scouting 75)

Village Network
(Scouting 200)

Vanguard
(Scouting 250)

Towns you govern give 2.5% more tax. Villages you govern give 10% more tax. Villagers parties are 10% larger. 10% more damage in simulated battles when sallying out.(bugged in 1.5.7 increases damage taken instead of dealt)

Tactics

On The March
(Tactics 150)

Pick Them Of The Walls
(Tactics 175)

Make Them Pay
(Tactics 175)

Gens d'armes
(Tactics 250)

Increase fortification bonus in simulations by 20%. 25% attrition against besieger personnel. 20% attrition against besieger siege engines. Increase governed town security by +1 per day.

Roguery

Sweet Talker
(Roguery 25)

Know-How
(Roguery 75)

Scarface
(Roguery 125)

White Lies
(Roguery 125)

Prisoners are 20% less likely to escape from towns. Increase security of the settlement you govern by +1/day. 5% daily chance to improve relations by 1 with random gang leaders in the settlements you govern. 2% daily chance to improve relations by 1 with random notable in the settlement you govern.

One of the Family
(Roguery 175)

Salt the Earth
(Roguery 175)

Arms Dealer
(Roguery 225)

Dirty Fighting
(Roguery 225)

Gang leaders in your settlement offer you 1 more recruitment slot. Increase tariff revenue 5%. Increase daily militia by +2 per day while under siege. Town can smuggle in a 2 random food item per day while undersiege.

Throwing

Focus
(Two handed 150)

Throwing Competitions
(Two handed 175)

   
Increase security of your settlement by 1. Governed settlement gain +0.5 militia per day.    

Tips

  • -Smithing tree has no governor perks
  • -Town projects will eventually complete, making many perks related to them obsolete
  • -for an up-to-date perk list see: https://www.bannerlordperks.com
Perks
Adventure Stories  ♦  Agrarian  ♦  Agriculture  ♦  Ambush Specialist  ♦  Appraiser  ♦  Archery Renown  ♦  Armorcraft  ♦  Arrow Catcher  ♦  Artisan Community  ♦  Artisan Smith  ♦  Assessor  ♦  Assuring Presence  ♦  Bait  ♦  Ballistics  ♦  Bannerlord  ♦  Basher  ♦  Battle Equipped  ♦  Battle Ready  ♦  Berserker  ♦  Best Medicine  ♦  Bone Bolts  ♦  Bow Expert  ♦  Bribe Master  ♦  Briber  ♦  Bruiser I  ♦  Builder  ♦  Bulwark I  ♦  Bulwark II  ♦  Bury the Hatchet  ♦  Bush Doctor  ♦  Camouflage  ♦  Caravan Master  ♦  Cavalry  ♦  Champion  ♦  Cheat Death  ♦  Citizen Militia  ♦  Clean Infrastructure  ♦  Close Quarters Training  ♦  Combat Tips  ♦  Commanding Presence  ♦  Companion Cavalry  ♦  Companions  ♦  Concealed Blade  ♦  Concealed Carry  ♦  Conroi  ♦  Construction Expert  ♦  Content Trades  ♦  Courtship  ♦  Crossbow Cavalry  ♦  Crossbow Expert  ♦  Curious Smelter  ♦  Deflect Arrows  ♦  Desert Lore  ♦  Dexterous  ♦  Diplomacy  ♦  Disciplinarian  ♦  Dispenser Of Justice  ♦  Distributed Goods  ♦  Doctor's Oath  ♦  Dominator  ♦  Drill Master  ♦  Duelist  ♦  Edge Placement  ♦  Edge Placement I  ♦  Edge Placement II  ♦  Efficient Charcoal Maker  ♦  Efficient Iron Maker  ♦  Effort For The People  ♦  Elusive  ♦  Endurance  ♦  Enduring Smith  ♦  Enhanced Mines  ♦  Escape Artist  ♦  Everyday Engineer  ♦  Everything Has A Price  ♦  Eviscerator  ♦  Experienced Smith  ♦  Expert Cavalry  ♦  Expert Infantry  ♦  Extra Arrows  ♦  Extra Damage  ♦  Extra HP  ♦  Extra HP I  ♦  Extra Throwing Weapon  ♦  Eye For Ambush  ♦  Eye for Loot  ♦  Farsighted  ♦  Fast Reload  ♦  Faster Aim  ♦  Fencer Smith  ♦  Filled To Brim  ♦  Food Rationing  ♦  Footwork  ♦  For the Thrill  ♦  Forced March  ♦  Forest Hunter  ♦  Forest Lore  ♦  Forgivable Grievances  ♦  Fortitude Tonic  ♦  Fully Armed  ♦  Furious Speed  ♦  Garrison Capacity  ♦  Good Lodging  ♦  Good Materials  ♦  Granary Accountant  ♦  Grassland Navigator  ♦  Gratitude  ♦  Great Investor  ♦  Hammer & Anvil  ♦  Hasty Reload  ♦  Health Advice  ♦  Healthy Scout  ♦  Heavier Siege Engines  ♦  Hills Lore  ♦  Horse Grooming  ♦  Horse Healer  ♦  Horse Killer  ♦  Horse Slaughter  ♦  Howling Bolt  ♦  Howling Swing  ♦  Ice Breaker  ♦  Immortal Charm  ♦  Imperial Fire  ♦  Improved Aim  ♦  Improved Masonry  ♦  In Bloom  ♦  In Good Shape  ♦  Influential Trader  ♦  Inspiring Attacker  ♦  Inspiring Leader  ♦  Inspiring Leader (Leadership)  ♦  Inspiring Warrior  ♦  Instinctive Shot  ♦  Instructor  ♦  Insurance Plans  ♦  Intimidate Archers  ♦  Intimidate Infantry  ♦  Investigator  ♦  Iron Steed  ♦  Keep at Bay  ♦  Knock Down  ♦  Lancer  ♦  Large Quiver  ♦  Lay of the Land  ♦  Learning Limit  ♦  Legendary Smith  ♦  Legendary Two Handed  ♦  Levy Sergeant  ♦  Local Connection  ♦  Logistics  ♦  Logistics Expert  ♦  Long Strides  ♦  Maintenance  ♦  Man-At-Arms  ♦  Marksman  ♦  Marsh Hunter  ♦  Marshes Lore  ♦  Master Smith  ♦  Master Thrower  ♦  Meaningful Favors  ♦  Mercenary Trader  ♦  Merry Men  ♦  Merry Men (Roguery)  ♦  Mighty Blow  ♦  Minister of Health  ♦  Mobile Aid  ♦  Moral Leader  ♦  Mount Expert  ♦  Mounted Archer  ♦  Mounted Thrower  ♦  Mounted Two Handed  ♦  Multi-hit  ♦  Natural Leader  ♦  Navigator  ♦  Negotiator  ♦  Night Vision  ♦  Nomadic Traditions  ♦  Notorious  ♦  Nourish Settlement  ♦  One Step Ahead  ♦  Our Great Leader  ♦  Parade  ♦  Pathfinder  ♦  Peak Form  ♦  Perfect Accuracy  ♦  Perfect Health  ♦  Phalanx  ♦  Physician of People  ♦  Pick Targets  ♦  Plain Hunter  ♦  Power Basher  ♦  Powerful Thrust  ♦  Powerkick  ♦  Practical Refiner  ♦  Practical Smelter  ♦  Practical Smith  ♦  Preventive Medicine  ♦  Pristine Streets  ♦  Pro Familia  ♦  Prominence  ♦  Promoter  ♦  Prosperous Reign  ♦  Public Talker  ♦  Push Back  ♦  Quick Plunder  ♦  Raider I  ♦  Raider II  ♦  Raiding Party  ♦  Raise The Meek  ♦  Ranged Training  ♦  Ranger  ♦  Rapid Development  ♦  Rapid Lancer  ♦  Rational Leader  ♦  Reconstruction  ♦  Recruiter  ♦  Reduced Wage  ♦  Reeve  ♦  Renowned Marksman  ♦  Resolute  ♦  Respectful Opposition  ♦  Ruler  ♦  Running Throw  ♦  Salt the Wound  ♦  Scavenger  ♦  Secondary Experts  ♦  Self Medication  ♦  Sharpened Edge  ♦  Sharpened Tip  ♦  Sharpshooter  ♦  Shield Bash I  ♦  Shield Bash II  ♦  Shield Bearer  ♦  Shield Breaker  ♦  Show Your Scars  ♦  Siege Medic  ♦  Skirmishers  ♦  Skull Crusher  ♦  Slaughter  ♦  Slave Trader  ♦  Slip Into Shadows  ♦  Spare Arrows  ♦  Spare Throwing Weapon  ♦  Spartan  ♦  Speed Basher  ♦  Squires  ♦  Stand United  ♦  Standard Bearer  ♦  Star Defender  ♦  Steady Hand  ♦  Steel Core Shields  ♦  Steel Maker  ♦  Steel Maker II  ♦  Steel Maker III  ♦  Stiff Upper Lip  ♦  Strong Pull  ♦  Strong Smith  ♦  Supreme Authority  ♦  Swift Regroup  ♦  Sword Master I  ♦  Sword Master II  ♦  Swords As Tribute  ♦  Swords As Tribute (Steward)  ♦  Tactical Superiority  ♦  Tax Collector  ♦  Tight Grip  ♦  Toll Gates  ♦  Town Merchant  ♦  Tradeyard Foreman  ♦  Trampler  ♦  Traveling Rumors  ♦  Triage Tent  ♦  Trusted Commander  ♦  Two Handed Mastery  ♦  Ultimate Leader  ♦  Unburdened  ♦  Vandal  ♦  Veterans Respect  ♦  Vigorous  ♦  Vigorous Smith  ♦  Village Connections  ♦  Volley Commander  ♦  Walk It Off  ♦  Wall Breaker  ♦  War Rations  ♦  Warmonger  ♦  Well Prepared  ♦  Whole Seller  ♦  Without Honor  ♦  Young And Respectful



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