Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Serfdom = no way to grow castle prosperity
I think this is broken design - kingdom passed serfdom despite my opposition. It gives -1 prosperity. I now have a castle with high loyalty, food surplus, governor and it still losing prosperity. it is at 300-something and I can't think of a way to turn this around.
Originally posted by Abradolf Linkler:
Save up like 3x the influence of every other clan, and keep spamming a policy they will vote against ( and abstaining yourself) until they all run out of influence from voting against it. Then you can make any policy changes that you like if you still have influence left over.

I believe it costs you 100 to propose it, and costs them all 40 to vote against it. You'll see it's working because in the voting screen it will show the main clan voting against you and say + ## of other clans also voting against it, and that number will continually go down as you keep proposing it.

Annoying but it works for now. That's the only way I know of to actually fix it.
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Showing 1-15 of 18 comments
NixBoxDone Feb 14, 2021 @ 11:22am 
What's the upside of Serfdom if it reduces prosperity? Not being able to (easily) make up for it might be intentional.
Edmund Greyfox Feb 14, 2021 @ 11:23am 
The kingdom policies in general need some work. There are too many of them that have a downside that's not worth what you get on the upside, and the AI lords are too resistant to the one's you actually need to keep loyalty/prosperity up.
NixBoxDone Feb 14, 2021 @ 12:23pm 
Yeah, losing prosperity for influence is kinda whack, given that you can just farm that stuff during battles anyways.
Is it at least a lot of influence?
I wonder just how carefully clans are considering whether or not to back a given policy. There are lots of economic, political, and military implications that need factoring.

If the kingdom just really wants this policy, you're just going to have to weather it for now. Get that infrastructure up and handle all the issues. Make sure you have the best governor for this particular circumstance.

Once you've massed a big wad of influence in the next war, you can try again. Or ignore the problem because you have other settlements to worry about.
Supply Side Jesus Feb 14, 2021 @ 1:54pm 
I think policies voted by AI at random.

The issue is that I can't even influence-bomb this policy away. If I bring it up for vote, I have 100 influence cap that I can spend on it.
AfLIcTeD Feb 14, 2021 @ 3:07pm 
Policies really need reworking. Some are completely useless, some are not worth it with too many negatives and some are just OP (Noble Retinue). Every game leads to getting the same policies as they are the only ones worth it.
Policies should make kingdoms unique to one another.
Are you a kingdom that favours military power, sacrificing the economy.
Are you a kingdom that gives power to the nobles, or do you give to the common folk.

Each should have their pros and cons and each policy should be a viable option.
Cass Feb 14, 2021 @ 3:44pm 
yeah, most of the policies are total ♥♥♥♥.
redcossack Feb 14, 2021 @ 6:28pm 
Use Irrigation. Each village can give more taxes than a castle itself. Also prosperous villages are more hard for raiders
Hmm... But when Prosperity is low, daily projects give almost nothing...
Last edited by redcossack; Feb 14, 2021 @ 6:33pm
Raggy Feb 14, 2021 @ 8:56pm 
Originally posted by Supply Side Jesus:
I think policies voted by AI at random.

The issue is that I can't even influence-bomb this policy away. If I bring it up for vote, I have 100 influence cap that I can spend on it.

I dont think its random though. In most playthrough its almost the same policies with the most support. And whats kindda weird most policies that have high support doesnt even help the lords and mostly help the rulling clan
Supply Side Jesus Feb 19, 2021 @ 8:53pm 
This is catastrophical in 1.5.7, prosperity about to hit sub-100 on both of my castles with no way to stop it. Serfdom policy and road tolls are crashing it.
Hatchero Feb 19, 2021 @ 9:22pm 
It would be interesting if each factions tended to go with a set of economic/ social systems (Empire- wanting The Senate) while at the same time avoiding other policies. It seems now the AI picks poorly or the policy needs a rework.
Urmel Feb 19, 2021 @ 10:19pm 
i dont want defend this "problem" (its like a sack of rice in chine fall over), but castles are always a loss in money. it dont matter how the prosperity is...
Sir_Blaze Feb 20, 2021 @ 1:51am 
serfdon is -1 prosperity, +1 security, -1 militia and .2 influence per village, surplus food can counteract this somewhat, and in towns aqueducts,goods in the market and empire prosperity can have an impact maybe a few other things, i mean my towns are increasing in prosperity with serfdom in place though tis true my castles are dropping in it
Albys Feb 20, 2021 @ 5:02am 
I think the policies are just not working as intended, either that or the wording is completely wrong and should be fixed across all translations...

- Serfdom and Road Tolls talk about town prosperity, but it's applied to castles too.
- Debasement of the currency instead says settlement, and is in fact applied to both castles and towns.
- Hunting rights is what made me think it's not working as intended: Buff talks about castles and towns, but the debuff only mentions towns. Yet you can see the -0.2 loyalty on castles too.
Sir_Blaze Feb 20, 2021 @ 5:54am 
the main thing i don't think is working properly at the moment are the daily defaults like festivals and games is sposed to add loyalty but i don't see it in the loyalty break down area

and wheni aquired a settlement from the asari it was set to housing and i was getting a loyalty gain of sithin +.7 i set to festival and gains left let some time pass and went back and was getting the exact same loyalty gain.

well for debasement if you look at the section in the ncyclopidia it says settlements and then lists all 3- castles, villages and towns as sub catagories of settlements, so it applying to both castles and towns makes sense

it could be that the encyclopedia needs updating as all these may of been changed since implementation
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Date Posted: Feb 14, 2021 @ 10:47am
Posts: 18