Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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How do i defend my fiefs fast (how to get militia fast or should i just get tier 1 recruits from nearby villages?)
I got granted Varcheg and right after the castle just south of it and I already hold Rhemtoil castle in which my brother is currently governing. My problem is, how do i quickly train militia? I dont have any viable companions who could govern right now, especially not companions who are Sturgions for that +1 Loyalty. Should i just recruit tier 1 troops from villages around the area and dump them inside to boost their numbers up fast to prevent any targeting by AI?
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Showing 1-9 of 9 comments
L. Grossman Apr 13, 2023 @ 3:28am 
Improved Garrison Mod, otherwise you do it yourself by gathering them and then leveling them. Dumping recruits is rarely successful. Once the enemy is inside the walls recruits are just wheat to be harvested. Rank 2 is a bit better but 3's and 4's are at least what you want in the garrison. Don't waste to much on the castle they get taken and are a cash drain. Concentrate on Varcheg and maybe 50 to 100 troops in the castle. I never keep castles and always give them away.
Last edited by L. Grossman; Apr 13, 2023 @ 3:30am
Letheral Apr 13, 2023 @ 4:03am 
There is no way to quickly acquire militias manually. Dump some stuff but as squire said recruits dont weigh much when it comes to ai deciding what to besiege next. neither does milita. they can become efficient if you put elite troops into the mix.
usually there are multiple conquered fiefs to defend. if you just patrol around your new fiefs you should be good. go insife if army approaches to reqconquer. if your party is beefy enough they will head to another fiefdom. worked at least for me.
Urmel Apr 13, 2023 @ 4:13am 
dont accept fiefs that are not defendable or worth defending.

you can give back fiefs in kingdom menue for a new vote without your clan.
end of story.
Originally posted by Urmel:
dont accept fiefs that are not defendable or worth defending.

you can give back fiefs in kingdom menue for a new vote without your clan.
end of story.
if i give them away to clans that have 'poor' wealth, will that help them get more money to raise more soldiers no matter their geographical location? is that possible?
Action Man Apr 13, 2023 @ 6:05am 
The money generated depends on a town's prosperity. The AI is decent at running a town, but pretty terrible at managing loyalty (in the vanilla game).

The fief needs to have time to build up its prosperity, so if it's on the front line in war, it's going to be difficult.
TruXurT Apr 13, 2023 @ 6:18am 
Well one way to seriously boost militia production is to pick the appropriate ongoing city building project. Of course once you have this going nothing else will get built, but it will boost the militia. You can get it going for some time and then switch to building something else.

I am not sure I would rely on militia alone to defend a city though. So set up a decent garrison and when the time comes, participate with your (hopefully) elite party in the siege and just massacre attackers that way.
Originally posted by Action Man:
The money generated depends on a town's prosperity. The AI is decent at running a town, but pretty terrible at managing loyalty (in the vanilla game).

The fief needs to have time to build up its prosperity, so if it's on the front line in war, it's going to be difficult.
what are some mods beside improved garrison that help with fiefs in general ?
flyingscot1066 Apr 13, 2023 @ 9:27am 
Originally posted by ic OldDirtyBastard:
Originally posted by Urmel:
dont accept fiefs that are not defendable or worth defending.

you can give back fiefs in kingdom menue for a new vote without your clan.
end of story.
if i give them away to clans that have 'poor' wealth, will that help them get more money to raise more soldiers no matter their geographical location? is that possible?
Yes, as long as they aren't getting constantly raided.
Action Man Apr 13, 2023 @ 9:47am 
Originally posted by ic OldDirtyBastard:
Originally posted by Action Man:
The money generated depends on a town's prosperity. The AI is decent at running a town, but pretty terrible at managing loyalty (in the vanilla game).

The fief needs to have time to build up its prosperity, so if it's on the front line in war, it's going to be difficult.
what are some mods beside improved garrison that help with fiefs in general ?

Governors Handle Issues: The quests that various notables give you will be completed by your governor, so you don't have to babysit. You can customize which quests they do, if they fail, costs, and more in the MCM.

Kingdom Politics Expanded: This makes the AI much more open to more policies. You can actually get Forgiveness of Debts and other policies enacted, and lords will support them. You'll even see other factions put in (and remove) these policies as needed.

There are mods that also change the culture of a fief to whoever owns it. I've seen some that are instant and others that take time. It helps by getting rid of the -3 Loyalty debuff. If other factions capture your fiefs, the culture will shift to them. Overall, it really cuts down on rebellions, so if you're trying to snag some as an independent, it's more difficult.
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Date Posted: Apr 13, 2023 @ 2:45am
Posts: 9