Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Harle Jul 8, 2021 @ 2:02pm
Can't build anything at a castle, can't do anything
So, as a Battanian vassal, I was granted the Vladian castle Ormanfard. It has one village attached, also called Ormanfard.

I can't build anything, the completion times are always Never, and the repeating things like Festival and Games all say +0.00 increase, so they do nothing. I'll list what stats are showing.

Settlement Tax: 0
Prosperity: 252 (-2)
Construction: 0
Security 32 (+0.27)

Loyalty: 11 (+0.11)
Food 0 (-2)
Militia: 108

I understand that Prosperity uses more food, which is why I have a food shortage. But I can't do anything to resolve it other than wait for the Prosperity to slowly drop?

I can't build anything because loyalty is too low. I can't increase food production because Irrigation gives me +0.00 for some reason, maybe also low loyalty.

Loyalty is low because people are starving. The best I could do was install a culturally appropriate Governor, which at least raised loyalty gain to a positive, but it's so minute that it's going to take YEARS before I can do anything.

And I can't raise loyalty manually because Festival & Games also gives +0.00, and this might be the real kicker. I have to assume I can't run Festival & Games because my loyalty is too low.

I dunno what to do other than wait a mind-numbingly long time for prosperity to lower and/or loyalty to raise naturally, so that people will start to work again and I can start raising food and/or loyalty and eventually build some longterm infrastructure to resolve the food problem.

Two other things:

1) It's wild to me that doing missions for the village doesn't affect any of these numbers, at least not in a direct way...

2) I have dumped tens of thousands worth of coin into this village and it has just disappeared. I thought maybe money would force +20 construction as a minimum, but no, it seems to calculate it after all the other reductions, so I'm still in the negative. I honestly have no idea why the game works this way: if no construction can take place, it shouldn't use your reserves. But honestly the better solution would be to just make the +20 construction from reserves a minimum. There's no reason money should just evaporate, from a gameplay perspective. (Obviously I can think of lots of real-life reasons the money would evaporate, I just don't think it's appropriate for the game)
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Showing 1-10 of 10 comments
Edmund Greyfox Jul 8, 2021 @ 2:18pm 
Have the villages been looted? You need to wait for them to recover and start producing food. Either that or you need to reduce the garrison so that all the food isn't being eaten by your soldiers.

Until loyalty is 25+ nothing you try to build is going to work, so there is no point in pouring money into it right now. All you can do is put in a governor with the right culture, enough of a garrison to boost security without running you out of food, and/or do any quest the bound villages happen to need done. The rest is just a a matter of patience.

Edit:
The other possibility is that you are trying to run mods that aren't compatible with the current game version. If that's they case the only fix i know is to get rid of the mods completely or wait for them to be updated.
Last edited by Edmund Greyfox; Jul 8, 2021 @ 2:19pm
Originally posted by Harle:
Loyalty: 11 (+0.11)
Food 0 (-2)

No food and natural loyalty drift for not being the same faction. Low loyalty can be solved via kingdom decisions and also eventually skills. Solve the food problem maybe more difficult as there is no way I've found to do so with castles other than Hunting rights policy.

Also, take care of any bandits and hideouts in the proximity to raise security and loyalty.

EDIT:
I think castles are broken at the moment. I had to use kaose tweaks mod to up food supply for castles. Otherwise, I had the same problem as you.
Last edited by 5-6-5-7-7-7-4-3-4-6-089-9; Jul 8, 2021 @ 2:21pm
Edmund Greyfox Jul 8, 2021 @ 2:20pm 
Originally posted by < blank >:
Originally posted by Harle:
Loyalty: 11 (+0.11)
Food 0 (-2)

No food and natural loyalty drift for not being the same faction. Low loyalty can be solved via kingdom decisions and also eventually skills.

Also, take care of any bandits and hideouts in the proximity to raise security and loyalty.

Good point about the kingdom decisions. Some of those can totally screw you and may be hard to do anything about.
Harle Jul 8, 2021 @ 6:25pm 
Originally posted by Edmund Greyfox:
Have the villages been looted? You need to wait for them to recover and start producing food. Either that or you need to reduce the garrison so that all the food isn't being eaten by your soldiers.

Until loyalty is 25+ nothing you try to build is going to work, so there is no point in pouring money into it right now. All you can do is put in a governor with the right culture, enough of a garrison to boost security without running you out of food, and/or do any quest the bound villages happen to need done. The rest is just a a matter of patience.

Edit:
The other possibility is that you are trying to run mods that aren't compatible with the current game version. If that's they case the only fix i know is to get rid of the mods completely or wait for them to be updated.

They have not been looted, maybe ever. I'm also not running any mods.

The issue with garrison/security is that it's already out of food, so adding more is just going to make the starvation problem worse, which will hurt loyalty, etc.

It really feels like everything needs everything else while also an absence of everything hurts everything else. =P

Originally posted by < blank >:
Originally posted by Harle:
Loyalty: 11 (+0.11)
Food 0 (-2)

No food and natural loyalty drift for not being the same faction. Low loyalty can be solved via kingdom decisions and also eventually skills. Solve the food problem maybe more difficult as there is no way I've found to do so with castles other than Hunting rights policy.

Also, take care of any bandits and hideouts in the proximity to raise security and loyalty.

EDIT:
I think castles are broken at the moment. I had to use kaose tweaks mod to up food supply for castles. Otherwise, I had the same problem as you.

Gah, thank you, the Hunting Rights policy is actually somewhat helpful here. It doesn't help me right now (it just turns -2.03 into -0.03, which still gives me the same Starving hit to Loyalty), but it will help in the longrun and make it easier to get out of this rut.

I might check out the mod you mentioned, thanks for the recc!

Edit: Oops, Hunting Rights actually screwed my loyalty. Okay, that didn't work out at all. XD
Last edited by Harle; Jul 8, 2021 @ 6:27pm
Originally posted by Harle:
Gah, thank you, the Hunting Rights policy is actually somewhat helpful here. It doesn't help me right now (it just turns -2.03 into -0.03, which still gives me the same Starving hit to Loyalty), but it will help in the longrun and make it easier to get out of this rut.

I might check out the mod you mentioned, thanks for the recc!

Edit: Oops, Hunting Rights actually screwed my loyalty. Okay, that didn't work out at all. XD

There are a LOT of kingdom policies for loyalty so that's not a problem. Just gotta farm some influence in battle.

Edit: Long Quote
Last edited by 5-6-5-7-7-7-4-3-4-6-089-9; Jul 8, 2021 @ 6:53pm
Edmund Greyfox Jul 8, 2021 @ 6:55pm 
Originally posted by Harle:
Originally posted by Edmund Greyfox:
Have the villages been looted? You need to wait for them to recover and start producing food. Either that or you need to reduce the garrison so that all the food isn't being eaten by your soldiers.

Until loyalty is 25+ nothing you try to build is going to work, so there is no point in pouring money into it right now. All you can do is put in a governor with the right culture, enough of a garrison to boost security without running you out of food, and/or do any quest the bound villages happen to need done. The rest is just a a matter of patience.

Edit:
The other possibility is that you are trying to run mods that aren't compatible with the current game version. If that's they case the only fix i know is to get rid of the mods completely or wait for them to be updated.

They have not been looted, maybe ever. I'm also not running any mods.

The issue with garrison/security is that it's already out of food, so adding more is just going to make the starvation problem worse, which will hurt loyalty, etc.

It really feels like everything needs everything else while also an absence of everything hurts everything else. =P

Originally posted by < blank >:

No food and natural loyalty drift for not being the same faction. Low loyalty can be solved via kingdom decisions and also eventually skills. Solve the food problem maybe more difficult as there is no way I've found to do so with castles other than Hunting rights policy.

Also, take care of any bandits and hideouts in the proximity to raise security and loyalty.

EDIT:
I think castles are broken at the moment. I had to use kaose tweaks mod to up food supply for castles. Otherwise, I had the same problem as you.

Gah, thank you, the Hunting Rights policy is actually somewhat helpful here. It doesn't help me right now (it just turns -2.03 into -0.03, which still gives me the same Starving hit to Loyalty), but it will help in the longrun and make it easier to get out of this rut.

I might check out the mod you mentioned, thanks for the recc!

Edit: Oops, Hunting Rights actually screwed my loyalty. Okay, that didn't work out at all. XD

Is this a castle that's been fought over and changed hands a lot? The prosperity you listed is kind of low, and i know there used to be an issue with fiefs that were constantly being sacked and changing hands going into a sort of death spiral where all the different stats were just feeding back on each other and made it nearly impossible to recover from. I haven't seen it in a while, but I play the beta branch.

You might actually be better off leaving it pretty much undefended and let an enemy take it off your hands, then go after a better fief. If you don't have a fief you're almost guaranteed to get the next fief your kingdom takes, so try to make it one that matches your personal culture and try and make it a town.
Slavik Jul 8, 2021 @ 9:03pm 
High security increases loyalty (up to +1 at 100 security). Note nearby hideouts reduce security gain by two so you want to eliminate them. Governor of the same culture increases loyalty gain +1 (you can recruit companion or mary off your brother/yourself strategically).

There are a couple of perks in the perk tree each increasing loyalty gain by one for for governors. I think one of them in leadership and another in archery. So you can check out if any of your clan members have those. Otherwise you want to pay attention to perks that increase security as they make it easier/faster to reach 100 security for best loyalty boost.

Below 50 loyalty the loyalty drift will be in your favor and it becomes bigger the farther you are from 50.

Above said, if you decide the above is not worth the hustle for that particular castle it would be wiser to give it back to your faction. There is an option to do so in latest patch so you don't have to wait until another faction conquers it (also fairly sure the getting your fiefs conquered is not looked at kindly by your faction bros)
Last edited by Slavik; Jul 8, 2021 @ 9:04pm
DaniTheHero Jul 8, 2021 @ 10:26pm 
It seems like just an oversight.

If you gain a fief of a different culture too early, most buildings aren’t built yet even at tier 1.
Without the +10 food from orchards for example, it seems impossible to maintain a + gain.
And since the loyalty is abysmal your construction points don’t go up so you can’t build it yourself.
You’d also have to chase down literally every looter that spawns around the fief as even on villager set off course demolishes the food and economy for the next day.

Of course the -3 loyalty that never decays is also horrible and the only viable method to deal with it early is to marry a high tier wife of the faction you most conquer.
For example as a Battanian that is going to own Vlandian lands, marrying Liena and Silvid.
Last edited by DaniTheHero; Jul 8, 2021 @ 10:28pm
Harle Jul 9, 2021 @ 9:20am 
Originally posted by Edmund Greyfox:
Is this a castle that's been fought over and changed hands a lot? The prosperity you listed is kind of low, and i know there used to be an issue with fiefs that were constantly being sacked and changing hands going into a sort of death spiral where all the different stats were just feeding back on each other and made it nearly impossible to recover from. I haven't seen it in a while, but I play the beta branch.

You might actually be better off leaving it pretty much undefended and let an enemy take it off your hands, then go after a better fief. If you don't have a fief you're almost guaranteed to get the next fief your kingdom takes, so try to make it one that matches your personal culture and try and make it a town.

No, as far as I'm aware the castle has only changed hands once, and the village hasn't been raided. It's possible it had before I got ahold of it, but it was pretty early game so if it did, it couldn't have been more than once or twice.

I ended up pushing for a +Loyalty policy and got it high enough to build a Garden, and now the fief isn't doing so bad. It's still not a great fief, and may never be, but I like the location and I have designs on the nearby Vlandian town, so y'know.

Deliberately losing the castle and waiting to grab a Battanian castle seems like a good idea though, might try that sometime also.
Harle Jul 9, 2021 @ 9:23am 
Originally posted by DaniTheHero:
It seems like just an oversight.

If you gain a fief of a different culture too early, most buildings aren’t built yet even at tier 1.
Without the +10 food from orchards for example, it seems impossible to maintain a + gain.
And since the loyalty is abysmal your construction points don’t go up so you can’t build it yourself.
You’d also have to chase down literally every looter that spawns around the fief as even on villager set off course demolishes the food and economy for the next day.

Of course the -3 loyalty that never decays is also horrible and the only viable method to deal with it early is to marry a high tier wife of the faction you most conquer.
For example as a Battanian that is going to own Vlandian lands, marrying Liena and Silvid.

This makes a lot of sense. I got the castle early on and barely anything was built in the second row. I did actually use policies to raise loyalty and got out of the spiral more or less. Once a garden got built, the ship started to right itself, so I think this is more or less what happened.

Just something I need to look out for in the future.

Also just general thanks for everyone's advice and insights, this is a surprisingly helpful steam subforum. XD
Last edited by Harle; Jul 9, 2021 @ 9:24am
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Date Posted: Jul 8, 2021 @ 2:02pm
Posts: 10