In Mount & Blade II: Bannerlord, you will gain access to the Kingdom Management panel after you found your own kingdom, or by joining a pre-existing faction. In kingdom management, you can manage the relationships between clans, check armies and fiefs, or propose to change Kingdom Policies.

 

Mount & Blade II: Bannerlord Kingdom Policies

Note: In order to propose a change of policies, you need to spend influence. 

 

Land Tax

5% of the village income is paid to the ruler clan as tax.

5% less village income for clans.

 

State Monopolies

Ruler clan gains 5% of the settlement as tax per town.

Workshop production is decreased by 10%.

 

Sacred Majesty

Ruler clan earns 3 influence per day.

Non-ruler clans lose 0.5 influence per day.

 

Magistrates

Town security is increased by 1 per day.

Town taxes are reduced by 5%.

 

 

Debasement of The Currency

Ruler clan gains 100 denars per day for each town in the kingdom.

Settlement loyalty is decreased by 1 per day.

 

Precarial Land Tenure

The influence cost of proposing settlement annexation is reduced by 50% for the ruler clan.

 

Crown Duty

5% tax on tariffs is paid to the ruler clan.

Higher trade penalty in towns.

Settlement prosperity is decreased by 1 per day.

 

Imperial Towns

Towns held by the ruler clan gain 1 loyalty and 1 prosperity per day.

Towns held by non-ruler clans lose 0.3 loyalty per day.

 

 

Royal Commissions

The influence cost of creating an army is reduced by 30% for the ruler.

Armies led by the ruler earn cohesion at 30% less cost.

Armies led by non-ruler nobles cost 10% more influence to create.

 

Royal Guard

Ruler's party size is increased by 80.

Ruler clan gains 1 influence per day.

Non-ruling clans lose 0.2 influence per day.

 

War Tax

Ruler gains 5% tax from all settlements.

Towns lose 1 prosperity per day.

The influence cost of declaring war is doubled for the ruler clan.

 

Royal Privilege

For Kingdom decisions, the influence cost of the ruler overriding the popular decision outcome is reduced by 20%

 

 

King's Mercenaries

The ruler gains double influence from mercenaries.

Non-ruler clans gain 10% less influence from battles.

 

Senate

Tier 3+ clans gain 0.5 influence per day, influence cost of inviting lower tier clans to army are increased by 10%

 

Lords' Privy Council

Tier 5+ Clans gain 0.5 influence per day, influence cost of inviting lower tier clans to army are increased by 20%

 

Military Coronae

Military achievements grant 20% more influence.

Troop wages are increased by 10%.

 

 

Feudal Inheritance

The cost of revoking a fief from a clan is doubled.

Clans gain 0.1 influence for each fief they own.

 

Serfdom

Village grant 0.2 influence per day to the owner clan.

Towns gain 1 security but lose 1 militia and 1 prosperity per day.

 

 

Noble Retinues

Tier 4+ clans lose 1 influence per day and the party size of their leaders is increased by 40.

 

Castle Charters

Castle upgrade costs are reduced by 20%.

 

 

Bailiffs

Town security is increased by 1 per day.

Towns with a security greater than 60 yields 1 additional influence to the owner clan.

Tax from towns are reduced by 0.5.

 

Hunting Rights

Food production in towns and castles are increased by 2.

Town loyalty is decreased by 0.2.

 

Road Tolls

Trade tax payed to the town owner is increased by 3%

Town prosperity is decreased by 0.2.

 

Peerage

For kingdom decisions, tier 4+ clan choices have double effect.

Influence cost of the ruler overriding the popular decision outcome is doubled.

 

 

Marshals

Armies led by Tier 5+ nobles require 10% less influence.

Influence of the ruler clan is reduced by 1 per day

 

Council of the Commons

Each notable yields 1 influence per day to the settlement's owner clan.

Taxes from fortifications 5% decreased

 

Charter of Liberties

Militia quantity is increased by 10% and 10% of militia troops will be higher tier.

Revenue paid to both liege and local ruler reduced by 5%

 

Forgiveness of Debts

Settlement Loyalty is increased by 2 per day

Settlement production is reduced by 5%.

 

 

Citizenship

+0.5 Loyalty per day to settlements that have the same culture as their owner clan.

Settlement militia production is increased by 1.

-0.5 Loyalty per day to settlements with a different culture than its owner clan.

 

Tribunes of the People

Town taxes payed to the ruler are reduced by 5%.

Town loyalty is increased by 1 per day.

 

Grazing Rights 

Settlement loyalty is increased by 0.5 per day

Daily hearth production at villages decreases by 0.25 per day

 

Land Grants For Veterans

Militia quality is increased by 10%

Village tax income is reduced by 5%

 

 

Lawspeakers

All clans whose leader has high Charm gain 1 influence per day

All clans whose leader has low Charm lose 1 influence per day

 

Trial by Jury

Settlement Loyalty is increased by 0.5 per day

Settlement security is decreased by 0.2 per day

Clans lose 1 influence per day

 

Cantons

Daily militia production is increased by 1

Recruits replenish 30% faster

Tax income in settlements are reduced by 10%

 

 

 

 




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