Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Mr. Sir Nov 28, 2022 @ 9:50pm
Settlement Converting
I get rebellion if the people are treated terribly but I pour money and do the best with what I can access in getting good governors but these penalties for just being the other culture is insane. Theres not even a decent progression if you please notables or spend your whole time running around pleasing everyone you can. This is is a headache not worth the trouble not using mods to help with converting.... nuts that everything can be good including food, garrison, security, etc... and they still are "unhappy" because "other culture too different and kind"
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Showing 1-15 of 16 comments
Chama Nov 28, 2022 @ 10:04pm 
I suggest the mod, "Changing Culture"

https://www.nexusmods.com/mountandblade2bannerlord/mods/2453

This mod allows the settlements you capture to change culture over time, thus also changing the recruitment that happens in said towns. If you are Battanian and you capture an Empire castle/town, it takes approximetly 60 days to change the culture to Battanian, and it will then change the recruitment troops to Battanian as well.

The settings are modifiable, you can set it to however many days you feel like is good.
Last edited by Chama; Nov 28, 2022 @ 10:04pm
ch.schlude Nov 28, 2022 @ 11:31pm 
This should really be included in the game. I started as Aserai out of couriousity but supported Vlandia then.
The "wrong" culture debuffs are way to strong. There is nearly no chance to get the loyalty of my fiefs up.

So thanks a lot for the mod suggestion!
Last edited by ch.schlude; Nov 28, 2022 @ 11:34pm
Chama Nov 28, 2022 @ 11:38pm 
Originally posted by ch.schlude:
This should really be included in the game. I started as Aserai out of couriousity but supported Vlandia then.
The "wrong" culture debuffs are way to strong. There is nearly no chance to get the loyalty of my fiefs up.

So thanks a lot for the mod suggestion!
Yeah... well. This certainly isnt the only oversight the devs glossed over.. there are tons.
Basically up to the modders now. sad
Last edited by Chama; Nov 28, 2022 @ 11:38pm
lar unuruur Nov 28, 2022 @ 11:39pm 
no need to use mods, just plan ahead what fiefs suit you. give away bad fiefs, what are hard to have loyal.
second solution is to have proper governor. brother is the best at the begining. choose for him perks what boost governor skills, loyalty included.
problem solved.

game already is as easy as to put hat on, making it even more easy can rob gameplay variety. cultrue differences already are mostly cosmetics, bonuses are minimal.

in short - do not have bad fiefs. ever. they are never worth any trouble.
Chama Nov 29, 2022 @ 12:14am 
Originally posted by lar unuruur:
no need to use mods, just plan ahead what fiefs suit you. give away bad fiefs, what are hard to have loyal.


This is such a dumb reason/excuse
ch.schlude Nov 29, 2022 @ 12:29am 
Originally posted by lar unuruur:
no need to use mods, just plan ahead what fiefs suit you. give away bad fiefs, what are hard to have loyal.
second solution is to have proper governor. brother is the best at the begining. choose for him perks what boost governor skills, loyalty included.
problem solved.

game already is as easy as to put hat on, making it even more easy can rob gameplay variety. cultrue differences already are mostly cosmetics, bonuses are minimal.

in short - do not have bad fiefs. ever. they are never worth any trouble.

I tried to exchange my bad fief for a more suitable one. But to exchange fiefdoms, you need the maximum trade skill of 300 (!!) points. This is also incredibly difficult to achieve (I have only 68 points). Why shouldn't nobles be able to talk about trading their fiefdoms. You don't have to be the best trader in the universe to do that... It's a real pity.
lar unuruur Nov 29, 2022 @ 12:39am 
Originally posted by ch.schlude:
Originally posted by lar unuruur:
no need to use mods, just plan ahead what fiefs suit you. give away bad fiefs, what are hard to have loyal.
second solution is to have proper governor. brother is the best at the begining. choose for him perks what boost governor skills, loyalty included.
problem solved.

game already is as easy as to put hat on, making it even more easy can rob gameplay variety. cultrue differences already are mostly cosmetics, bonuses are minimal.

in short - do not have bad fiefs. ever. they are never worth any trouble.

I tried to exchange my bad fief for a more suitable one. But to exchange fiefdoms, you need the maximum trade skill of 300 (!!) points. This is also incredibly difficult to achieve (I have only 68 points). Why shouldn't nobles be able to talk about trading their fiefdoms. You don't have to be the best trader in the universe to do that... It's a real pity.

you do not! go to kingdom tab and there to fiefs. select your fief and press "give away". it will get your fief up to vote. that is all!
at next conquered fief voting, you will be first in line if do not have any fiefs yet. try avoid taking castles. not worth much, only if they are at strategic, good positions.
lar unuruur Nov 29, 2022 @ 12:51am 
Originally posted by PASS THE DAMN BALL:
Originally posted by lar unuruur:
no need to use mods, just plan ahead what fiefs suit you. give away bad fiefs, what are hard to have loyal.


This is such a dumb reason/excuse

he does not need damn mod!
instead bothering with mods outdating bullc.rap, he can just enter command:

campaign.set_settlement_variable Balgard loyalty 100

or

campaign.set_settlement_variable Vladiv castle loyalty 100

replace town/castle name with needed
Chama Nov 29, 2022 @ 12:56am 
Originally posted by lar unuruur:
Originally posted by PASS THE DAMN BALL:


This is such a dumb reason/excuse

he does not need damn mod!
instead bothering with mods outdating bullc.rap, he can just enter command:

campaign.set_settlement_variable Balgard loyalty 100

or

campaign.set_settlement_variable Vladiv castle loyalty 100

replace town/castle name with needed

Why are you so against mods that improve gameplay?
The mod makes total sense. You are changing the settlements culture to yours because you own it. What is so bad about that?
lar unuruur Nov 29, 2022 @ 1:01am 
Originally posted by PASS THE DAMN BALL:
Originally posted by lar unuruur:

he does not need damn mod!
instead bothering with mods outdating bullc.rap, he can just enter command:

campaign.set_settlement_variable Balgard loyalty 100

or

campaign.set_settlement_variable Vladiv castle loyalty 100

replace town/castle name with needed

Why are you so against mods that improve gameplay?
The mod makes total sense. You are changing the settlements culture to yours because you own it. What is so bad about that?

i am all for modding. in bannerlord mods create problems in longer campaigns. all my advised solutions are safe for long campaigns. loyalty is easy to overcome, but better is not to have that problem at all, by planning on territory what player wants get to himself.
vortex_13 Nov 29, 2022 @ 1:02am 
Stop trying to build stuff in a town with low loyalty. Stop building, turn on festivals and Games, appoint a governor and wait.
I just hire a companion of that culture and appoint that companion as a gov. problem solved.
brgy666 Nov 29, 2022 @ 1:20am 
- appoint governor with matching culture
- increase garrison (security gives bonus to loyalty)

- stop building with low loyalty (it won't build anything anyway)
- enable Festival & Games
- wait until loyalty gets up
- build Fairgrounds first to have a permanent bonus
- pour in reserve money to speed up building
- build other stuff
- rinse and repeat

It takes longer than in fiefs with your own culture, but it works
Rhapsody Nov 29, 2022 @ 4:22am 
Originally posted by PASS THE DAMN BALL:
Why are you so against mods that improve gameplay?

First off, unless the mod also allows and instructs the AI to change culture of fiefs, it'd give the player and their faction an unfair advantage. Secondly, not having to deal with culture-based loyalty issues would contribute to faction snowballing which we've seen in the early stages of early access, and that's not ideal either. Wavering loyalty can also provide an opportunity to seize rebellious fiefs without having to go to faction war, and can be important factor especially for factions which have been on the losing side or ganged up on by multiple attackers. So removing these soft barriers from the game probably would actually "improve" things much at all.

The post above this one features a pretty concise list of things you can already do in the game to alleviate the loyalty issues.
Last edited by Rhapsody; Nov 29, 2022 @ 4:22am
Chama Nov 29, 2022 @ 4:30am 
Originally posted by Rhapsody:
Originally posted by PASS THE DAMN BALL:
Why are you so against mods that improve gameplay?

First off, unless the mod also allows and instructs the AI to change culture of fiefs, it'd give the player and their faction an unfair advantage. Secondly, not having to deal with culture-based loyalty issues would contribute to faction snowballing which we've seen in the early stages of early access, and that's not ideal either. Wavering loyalty can also provide an opportunity to seize rebellious fiefs without having to go to faction war, and can be important factor especially for factions which have been on the losing side or ganged up on by multiple attackers. So removing these soft barriers from the game probably would actually "improve" things much at all.

The post above this one features a pretty concise list of things you can already do in the game to alleviate the loyalty issues.
I get that, I'm giving the guy what he wants with a mod. No loyalty crap. Chill.
Last edited by Chama; Nov 29, 2022 @ 4:30am
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Date Posted: Nov 28, 2022 @ 9:50pm
Posts: 16