Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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El lobo Dec 20, 2021 @ 8:48am
Castle income
Every castle I recive makes arround 30 dinars a day, how am I supposed to afford the garnison with that?
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Showing 1-15 of 21 comments
Thor Dec 20, 2021 @ 9:05am 
It sounds like your castles have 0 loyalty? If the loyalty is too low the castle won't produce anything. Try putting a companion as the governor who has the same culture as the castle, that will give +1 loyalty every day. Increasing security also increases loyalty, do the quests and kill bandits for that. Once loyalty gets above 20 or so you should start making much better money from the castle and villages.
Last edited by Thor; Dec 20, 2021 @ 9:05am
There's a mod that makes garrison costs 0, however you will still run into problems with party troop wages if you adjust the game to have 1000s of troops everywhere and set up your own parties to accomodate. There's a limit which feels like you can't even go above 1 billion gold without negative numbers or a crash so ultimately... even with increased item values you would have to freeze your gold at 1b to have upto 10 1-10k parties roaming the map and can't go above this which later will be a huge issue once more mods are made and limits on what can be made. This is an issue that I think developers are overlooking given how they are mod supportive and that many modders will want large armies and face this problem.
Last edited by 𝑀𝒾𝓈𝓈 𝒥𝒶𝑒; Dec 20, 2021 @ 9:17am
ggttcc2 Dec 20, 2021 @ 9:30am 
Originally posted by 𝓕𝓮𝓶𝓪𝓵𝓮:
There's a mod that makes garrison costs 0, however you will still run into problems with party troop wages if you adjust the game to have 1000s of troops everywhere and set up your own parties to accomodate. There's a limit which feels like you can't even go above 1 billion gold without negative numbers or a crash so ultimately... even with increased item values you would have to freeze your gold at 1b to have upto 10 1-10k parties roaming the map and can't go above this which later will be a huge issue once more mods are made and limits on what can be made. This is an issue that I think developers are overlooking given how they are mod supportive and that many modders will want large armies and face this problem.
Really struggled to interpret...
Goffik Dec 20, 2021 @ 9:55am 
Bear in mind that castles are not supposed to be money-making machines. They are for defence, not profit. Defences tend to cost money rather than make any. You fund them by other means, such as fighting battles and selling loot, which are the primary forms of income in Bannerlord.
Morkonan Dec 20, 2021 @ 11:22am 
Originally posted by Goffik:
Bear in mind that castles are not supposed to be money-making machines. They are for defence, not profit. Defences tend to cost money rather than make any. You fund them by other means, such as fighting battles and selling loot, which are the primary forms of income in Bannerlord.

^-- This.

Though, I'll add that Castles should not be accepted by a player as their first/only fief. They haven't managed to make owning a castle, alone, economically viable nor do I see TW doing much there to make such a situation easier for a new player or even a veteran early-mid-game player who may be beset with other normally occurring issues.

If one just owns a castle, one must consider that a large portion of their play is going to be dedicated to building up and sustaining that castle until they can balance a garrison that will discourage a weak Lord, but won't bankrupt the player. (Only ever garrison a fief with enough to dissuade opportunistic attacks by weak Lords and Armies (in the case of a Town.)) Count on having to respond oneself until one's fief is no longer easily reachable by an enemy faction.

Towns are the money-makers and, with enough of them managed appropriately, money is not an issue for late-game players.

The biggest issue that causes players money-problems once they start owning fiefs is, if the forum threads are any indication of it, over-garrisoning fiefs. Either too much of a garrison or garrisons that can't easily be supported because the Town needs more improvements/prosperity/etc.
Mountain King Dec 20, 2021 @ 12:15pm 
My castle has two villages attached and I make like 800-1000 per day all told. Less than my city with 3 villages but it seems pretty decent to me. All holdings should be economically viable, if the garrison just sits inside guarding the castle itself then it contributes nothing defensively. There definitely should be a built-in discount for garrisoned troops considering they have the cushy job of just sitting around all day.
Sentient_Toaster Dec 20, 2021 @ 12:36pm 
The auto-recruit policy for garrisons does seem to default to "unlimited budget", at least on the stable branch.

Towns are better for income than castles, but then war and smithing are faster than either.

There are policies that can help or hurt, e.g. that impact security/prosperity/loyalty over time. But if the bound villages keep getting raided by enemy lords or the villagers and caravans wiped by roaming hordes of bandits or enemy lords, those need to be dealt with first. And sometimes the AI seems to fixate on raiding particular villages, even if the last dozen lords that tried it during the same war all got defeated and captured. *sigh* Could hold ExecutionFest, but then every noble in the world would apparently view me as Satan.
fatslob27 Dec 20, 2021 @ 1:58pm 
Originally posted by Sentient_Toaster:
The auto-recruit policy for garrisons does seem to default to "unlimited budget", at least on the stable branch.

Towns are better for income than castles, but then war and smithing are faster than either.

There are policies that can help or hurt, e.g. that impact security/prosperity/loyalty over time. But if the bound villages keep getting raided by enemy lords or the villagers and caravans wiped by roaming hordes of bandits or enemy lords, those need to be dealt with first. And sometimes the AI seems to fixate on raiding particular villages, even if the last dozen lords that tried it during the same war all got defeated and captured. *sigh* Could hold ExecutionFest, but then every noble in the world would apparently view me as Satan.
How do I disable auto recruit? I forgot how to do that
Teralitha Dec 20, 2021 @ 2:03pm 
Originally posted by Goffik:
Bear in mind that castles are not supposed to be money-making machines. They are for defence, not profit. Defences tend to cost money rather than make any. You fund them by other means, such as fighting battles and selling loot, which are the primary forms of income in Bannerlord.
Did you give yourself an award?

Castles are supposed to be self sufficient with their village incomes. They are fiefs, not just points of defence. And yes the player can manage a castle with that income. So much misinformation in this topic. I have started my own kingdom from just a single castle and expanded from there before. So yea, dont believe the lies. Protect and help your villages. Thats your duty as lord.
Last edited by Teralitha; Dec 20, 2021 @ 2:11pm
Sentient_Toaster Dec 20, 2021 @ 2:08pm 
Originally posted by ZASTAVA M70:
How do I disable auto recruit? I forgot how to do that

It's from the 'Parties' section in the Clan tab. Each garrison gets an entry, where you can disable autorecruit entirely or set up a maximum payroll.
Teralitha Dec 20, 2021 @ 2:13pm 
Originally posted by Mountain King:
My castle has two villages attached and I make like 800-1000 per day all told. Less than my city with 3 villages but it seems pretty decent to me. All holdings should be economically viable, if the garrison just sits inside guarding the castle itself then it contributes nothing defensively. There definitely should be a built-in discount for garrisoned troops considering they have the cushy job of just sitting around all day.
Thats why perks exist. And kingdom policies.
Last edited by Teralitha; Dec 20, 2021 @ 2:13pm
NMGSGaming Dec 20, 2021 @ 2:15pm 
It's the attached Villages which are a bit bigger for money making. It is possible to make a profit from Castles, you just need to carefully control the Garrison size
Fryskar Dec 20, 2021 @ 3:11pm 
Imo castles are a trap, even more so early on or as new player.
Those freshly swaped castles you get thrown on often come with raided villages, it easily takes years for them to yield anything.

I'm going to disagree with goffik, castles aren't even good for defense. Compared to towns, they are rather lightly defended moneysinks.

To me, castles serve only for two purposes early on. Having a place to store troops and owning a fief to start your own kingdom. And the second only as worst case scenario.
RJboxer Dec 20, 2021 @ 3:19pm 
Originally posted by 𝓕𝓮𝓶𝓪𝓵𝓮:
There's a mod that makes garrison costs 0, however you will still run into problems with party troop wages if you adjust the game to have 1000s of troops everywhere and set up your own parties to accomodate. There's a limit which feels like you can't even go above 1 billion gold without negative numbers or a crash so ultimately... even with increased item values you would have to freeze your gold at 1b to have upto 10 1-10k parties roaming the map and can't go above this which later will be a huge issue once more mods are made and limits on what can be made. This is an issue that I think developers are overlooking given how they are mod supportive and that many modders will want large armies and face this problem.


2147483647

That is the number. it is common in nearly all games. And it can not be reached legit.

So turn off the mods or cheats... and you will never have to worry about it.
Fryskar Dec 20, 2021 @ 3:22pm 
Originally posted by RJboxer:
Originally posted by 𝓕𝓮𝓶𝓪𝓵𝓮:
There's a mod that makes garrison costs 0, however you will still run into problems with party troop wages if you adjust the game to have 1000s of troops everywhere and set up your own parties to accomodate. There's a limit which feels like you can't even go above 1 billion gold without negative numbers or a crash so ultimately... even with increased item values you would have to freeze your gold at 1b to have upto 10 1-10k parties roaming the map and can't go above this which later will be a huge issue once more mods are made and limits on what can be made. This is an issue that I think developers are overlooking given how they are mod supportive and that many modders will want large armies and face this problem.


2147483647

That is the number. it is common in nearly all games. And it can not be reached legit.

So turn off the mods or cheats... and you will never have to worry about it.
If you run the game for a couple of weeks after taking over the world (or even half), it doesn't sound too unlikely.
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Date Posted: Dec 20, 2021 @ 8:48am
Posts: 21