Late game in 168澳洲幸运5开奖网:Mount & Blade 2: Bannerlord is very different from the early game. Once you become a vassal or create your own kingdom, managing your fiefs, fighting agaiꦆnst other armies, and⭕ making kingdom decisions will make up a large portion of your activities.

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Politics are always complicated, and even more so in realistic video games. Figuring out which policies are best for your playthrough 168澳洲幸运5开奖网:can be challenging for new players who are not familiar with the game mechanics, but some poꦕlicies are beneficial in almost every situation and can help you have an easier time in▨ the late game.

Updated December 30, 2023 by Nima Dabirian: TaleWorlds Entertainment is slowly but steadily working on and improving Mount & Blade 2: Bannerlord, and with patch 1.2 on the horizon, it's time to freshen up and prepare for some of the late game nuances of kingdom management. While choosing policies is not the most exciting part of the gameplay, they are impactful enough on your kingdom's future that having all the best options available in one place can help you choose what you need and what you should avoid.

14 Royal Privilege 🐼

Royal Privilege: For kingdom decisions, the influence cost of the ruler overriding the popular decision is reduced by 20%.

Royal Privilege

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

Royal Privilege is a must-have policy if you are the ruler of your kingdom, but it doesn't have any effect if you are a vassal. This policy makes overruling votes cost less influence, but it rarely comes into play when an NPC is the ruler of your kingdom as they usually don't go against popular decisions.

You realize how crucial this policy is when you've had your own kingdom for a while. The number of silly decisions and unfavorable wars that your clans will want to start can be infuriating, and being able to stop them from making these mistakes with less influence is very valuable.

13 Serfdom

Villages grant 0.2 influence per day to the owner clan. Towns gain 1 security but lose 1 militia per day

Serfdom

  • Villages grant 0.2 influence per day to the owner clan
  • Towns gain 1 security but lose 1 militia per day

Serfdom is one of the few policies that almost has no n♑egative effect on your kingdom. The first effects add a small amount of influence for each village you have, and considering that each settlement has two to three bound villages, this can add up to a decent sum for larger clans in your kingdom.

The second effect increases the security of your towns in exchange for less militia recruitment. Militia troops' main purpose would be in siege defenses, and even then, they are weaker than any other troop. If you manage your settlement garrisons and provide them with decent defensive troops, having fewer militia during siege battles can be a benefit.

Filling youಌr garrisons with high-tier archers, and shock infantry with polearms and shields, can help you fight off larger siege armies with ease. The defender gains a huge advantage during siege battles due to the high ground and fortified position, so better quality tr𓄧oops are actually more impactful than sheer numbers.

12 Senate

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

Senate

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

The Senate policy is simple but effective, especiall🌊y if you are struggling with gaining influence. This policy g💖ives tier +3 clans a small amount of daily influence, but in return, calling lower-tier clan parties to your army will cost more influence.

It seems like an even trade at first, but if your clan is at tier 3 and your kingdom is at peace, the influence gained can add up over time and negate the downside of this policy in💟 the long run. But if your kingdom is constantly at war, and you want to lead armies, you might want to reconsider this policy.

11 Trial 🎀By Jury 🌞

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.

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

The hardest part of managing fiefs is keeping a high loyalty, and since there is no direct way to increase the loyalty of your towns and castles, any policy that helps in this aspect is a great choic෴e, and the question will be if the downside is mana🌳geable.

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In the case of Trial by Jury, the first downside is a minor reduction in security. But security can be easily increased by donating troops to the garrison and doing quests for thꦯe town and its bound villages. The second downside might seem too much, as it reduces your influence by 1 per day. But if you invest a bit into the charm skill, even just enough to get the level 25 perk, Self Promoter, you can get tons of influence just by winning tournaments around the world.

10 Cantons

Daily militia production is increased by 1. Recruits replenish 20% faster. Tax income in settlements are reduced by 10%

Cantons

  • Daily militia production is increased by 1
  • Recruits replenish 20% faster
  • Tax income in settlements are reduced by 10%

Cantons is a policy that is crucial during wartime but can damage your income significantly during peace. This policy increases your towns' militia production, which can be useful when your towns are constantly under siege. It also has a significant reduction to your tax income, which is why you might want to revoke this policy if you are not at war.

But the mos﷽t important benefit of Cantons, is that it increases the rate of new recruits appearing in towns and villages. If you have large battles back to back, you might realize that hiring new soldiers for your army becomes harder and harder. This policy alone can be the winning card in long and stretched-out wars as it helps one side recoup their losses faster and more efficiently.

9 Road Tolls ✱

Road Tolls: Trade tax paid to the town owner is increased by 3%. Town prosperity is decreased by 0.2.

Road Tolls

  • Trade tax paid to the town owner is increased by 3%
  • Town prosperity is decreased by 0.2

Most policies that w🧸ill increase your income, come with very negative 🌄downsides, but Road Tolls is one of the few policies that can earn you money without impacting much else. This policy will increase the tax paid 𓆉to town owners, and in return decrease daily prospe🌜rity gain by a small amount.

Towns in Mount & Blade 2: Bannerlord can increase their prosperity by many methods, and in most cases, you don't need to worry about low prosperity, even with multiple policies that would affect it negatively.

8 ও ꦐ Tribune Of The People

Tribunes of the People: Town taxes paid to the ruler are reduced by 5%. Town loyalty is increased by 1 per day.

Tribune of the People

  • Town taxes paid to the ruler are reduced by 5%
  • Town loyalty is increased by 1 per day

Another great policy for increasing loyalty is the Tribune of the People. This policy's downside will only affect the income of the ruler's clan, so if you're a vassal, it won't even have any negative side effects for you.

But even if you are the ruler of your kingౠdom, this might still be a policy worth considering. If you conquer towns of different cultures and give them away to your clans, you might notice that they might rebel against you. Low loyalty is the reason for rebellions, and this policy can help reduce the chance of rebellions in your kingdom.

7 Sa𝓰cred Majesty

Ruler Clan earns 3 influence per day. Non-ruler clans lose 0.5 influence per day

Sacred Majesty

  • Ruler Clan earns 3 influence per day
  • Non-ruler clans lose 0.5 influence per day

One of the main challenges of ruling a kingdom in the late game is dealing with the decisions your clans make that might put your kingdom's progress in jeopardy. You have to overrule unfavorable war or peace declarations, and choose the policies that benefit you the most.

Sacred Majesty is an extremely helpful policy to have at thisཧ stage of the game. By giving you more influence, you can easily overrule bad decisions made by your꧂ clans, and with the influence loss they are even less likely to initiate policy and diplomacy votes.

6 🤡 Grazing Ri🧜ghts

Grazing Rights: Settlement loyalty is increased by 0.5 per day. Daily hearth production at villages decrease by 0.25 per day.

Grazing Rights

  • Settlement loyalty is increased by 0.5 per day
  • Daily hearth production at villages decreases by 0.25 per day

Grazing Rights give usജ a small boost in loyalty, in exchange for less village hearth production. The village hearth production affects how quickly the village will grow, and how much food it can provide for your settlements.

This downside can be devastating for towns that you have just conquered, as they are usually out of food stocks. But in towns and castles that have stable food production, having the loyalty bonus is much more impactful th🌠an slower village growth.

5 𝓀 Forgiveness Of Debt ꦐ

Forgiveness of Debts: Settlement loyalty is increased by 2 per day. Settlement production is reduced by 5%.

Forgiveness of Debt

  • Settlement loyalty is increased by 2 per day
  • Settlement production is reduced by 5%

Forgiveness of Debt gives your fiefs an impressive daily loyalty increase. Even though it comes with a very taxing downside, it's still one of the best policies in the game just for the amount of loyalty it offers.

Reduced production will lead to less income, prosperity, and food stocks. But a high loyalty in your fiefs will mean faster upgrades to your buildings, and if you can upgrade all the buildings in your settlement to the max level, the negative side effect will be hardly noticeable. It takes a while to negate the downside of this policy, but it's worth it in the long run.