Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Drakken Sep 24, 2022 @ 9:37am
Rebelling towns...
You should GREATLY reduce the chance for a city to rebel.
Today all towns not of your faction will rebel if they are held by an NPC and all the time.
You should reduce the rebelling % at least over time, once you have pacified a town once or twices...
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Showing 1-15 of 25 comments
Clovis Sangrail Sep 24, 2022 @ 9:47am 
Or you could just learn how Loyalty works.

This ain't like Warband, where you could conquer a place and forget it. You have to take care of your people. Keep them fed and happy.

And don't give towns to weak NPCs of the wrong culture. Give them castles. Castles don't rebel.
Triple G Sep 24, 2022 @ 9:50am 
Yes - in general the AI can´t handle the game very well. If there needs to be a -3 penalty for wrong culture is another question - even more so if the AI doesn´t care to get people of that culture - or even if they have them, they don´t really care who gets the fief. So it can also be a -4 penalty. Else it reduces over time as the value always tries to get to 50 without modifiers, but it´s slow. Like 0.35 per day in AI hands and low values. So it takes a couple of days to climb from 13 to like 30.
Drakken Sep 24, 2022 @ 10:04am 
Originally posted by Clovis Sangrail:
Or you could just learn how Loyalty works.

This ain't like Warband, where you could conquer a place and forget it. You have to take care of your people. Keep them fed and happy.

And don't give towns to weak NPCs of the wrong culture. Give them castles. Castles don't rebel.


Learn to play the game to begin with, at least with the last update... Or just read before answering...
I am talking about towns conquered and held by NPCs, and with npcs, i can't help much, i have tried to feed their towns with new troops but the towns are still rebelling over time, we have conquered something like 15 towns and all are chain reblling.
I gave back Legata, the town was strong but as soon as an NPC took it, the towns rebelled soon after. The only town not rebelling is Revyl, held by me...
Some towns are down to under 1000 prosperity.
Triple G Sep 24, 2022 @ 10:38am 
The only thing You can do is to give them food or a stronger garrison, so they wouldn´t get another penalty because of it - look that the right culture guys get the fiefs, but usually they´re mixed up as soon as they marry anyway. And of course doing all the little errands for the people which may reduce some modifiers. Like herding the cattle elsewhere, bandit hideouts, crafting 47 weapons for the criminals in town - like any good king would do it if they have people who wouldn´t take care of it themselves. :o)

You have no control over their buildings or what kind of short term daily things they should do - so they rebel, or are not doing great. Any player would put money in the bank, do the most important quests, which are bandit hideouts, put the right people in charge, and then settlements are like no brainers, which grow over time till they starve or stagnate becasue of high prosperity. AI can´t really do it. And usually before capturing a settlement they also like to raid the villages for the sake of it - so the initial problems are even worse and can´t be solved fast.

Edit: You can of course work with policies. There´s one which gives like +2 loyalty.
Last edited by Triple G; Sep 24, 2022 @ 10:41am
kristianjakob Sep 24, 2022 @ 11:14am 
Originally posted by Drakken:
Originally posted by Clovis Sangrail:
Or you could just learn how Loyalty works.

This ain't like Warband, where you could conquer a place and forget it. You have to take care of your people. Keep them fed and happy.

And don't give towns to weak NPCs of the wrong culture. Give them castles. Castles don't rebel.


Learn to play the game to begin with, at least with the last update... Or just read before answering...
I am talking about towns conquered and held by NPCs, and with npcs, i can't help much, i have tried to feed their towns with new troops but the towns are still rebelling over time, we have conquered something like 15 towns and all are chain reblling.
I gave back Legata, the town was strong but as soon as an NPC took it, the towns rebelled soon after. The only town not rebelling is Revyl, held by me...
Some towns are down to under 1000 prosperity.

Yes, it is a problem and it isnt really just a recent one. In one form or the other it has been around most of time. Borderregions have it tough in Bannerlord.
Drakken Sep 24, 2022 @ 12:58pm 
It's worse than before.
Urmel Sep 24, 2022 @ 1:34pm 
change the kingdom polices for more security and loyality.
this helps all clans/lords in your faction.
Drakken Sep 24, 2022 @ 2:09pm 
Originally posted by Urmel:
change the kingdom polices for more security and loyality.
this helps all clans/lords in your faction.

This is not an option ON/OFF you have to vote...
V Hubris LOL Sep 24, 2022 @ 2:46pm 
Well personally I think it keeps the campaign spicy. I usually like to marry someone in a different culture to be governor, same with other family members. Avoids culture penalty. It's all doable just ain't "wicked" easy
Ruffio Sep 24, 2022 @ 2:50pm 
Rebelling towns is a gift basket to you as the player really.
ShepherdOfCats Sep 24, 2022 @ 5:00pm 
It seems like there's a bit of a problem when your loyalty gets so low you can't construct anything, including the buildings that boost loyalty. So if the AI doesn't build the loyalty buildings before it gets low enough to pause construction, then there is basically no way they can increase loyalty. Governor of the same culture can help but I'm not sure if the AI even uses governors (they don't have companions).
Last edited by ShepherdOfCats; Sep 24, 2022 @ 5:02pm
Clovis Sangrail Sep 24, 2022 @ 5:23pm 
Originally posted by Drakken:
Originally posted by Urmel:
change the kingdom polices for more security and loyalty.
this helps all clans/lords in your faction.

This is not an option ON/OFF you have to vote...
Yes, but if you don't have enough influence to pass the policies you want, that is your failure as a leader.
Forgiveness of Debts -- +2 Loyalty
Tribunes of the People -- +1 Loyalty
Trial by Jury -- +.5 Loyalty

Should be more than enough to keep the peace, especially if you yourself as king take the time to tour your kingdom and handle their issues.

But it sounds like you just steamrolled your way over a dozen or so towns without any attempt to actually rule them, and you are now paying the price.
Last edited by Clovis Sangrail; Sep 24, 2022 @ 5:45pm
~ Fabulous ~ Sep 24, 2022 @ 7:16pm 
No I want more rebellion, remove loyalty drift! let chaos be viable! it really hard to make enemy city rebel as of right now thanks to loyalty drift
Urmel Sep 24, 2022 @ 10:28pm 
Originally posted by Drakken:
Originally posted by Urmel:
change the kingdom polices for more security and loyality.
this helps all clans/lords in your faction.

This is not an option ON/OFF you have to vote...

you have to understand how voting works. there are some votes, all clans will use max influence to avoid thie kingdom polices and use max influence.

the clans will burn all influence if you start this polices for vote. after they are low on influence start the votes, that have less importence for other clans but give loyality and security. now on low influence you can easy be successfull with your vote.

save your game and try different votes, to see what votes are the best.
Drakken Sep 24, 2022 @ 10:46pm 
Originally posted by V Hubris LOL:
Well personally I think it keeps the campaign spicy. I usually like to marry someone in a different culture to be governor, same with other family members. Avoids culture penalty. It's all doable just ain't "wicked" easy


A broken system is not the solution to make a campaign spicy.
If you want a spicy campaign, use the same old trick, invasions by outsiders, if a civil war is happening the rest of the world may have something to say and this world is much bigger...
https://i.redd.it/43tlpyvk4eq41.jpg

@Umel smart but i am not looking for an exploit, and this is an exploit. ;)
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Date Posted: Sep 24, 2022 @ 9:37am
Posts: 25