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The mod is extensive and not too simple. In this wiki I will try to provide an overview of each major feature. They will be short and intuitive. You don't need to know every detail about everything, and it would take loads of work from me to keep descriptions always precise. So, don't worry about it. More details can be found ingame whe they are necessary.
As the name suggests, decisions are a list of personal decisions you may take. They range from only impacting your family, such as assuming a different culture, to world-changing decisions, such as Reforming the Imperium Calradium. Each decision has it's own set of requirements and repercussions, all explained in their tooltips.
Trade goods now have item modifiers. Combined with Production Quality in settlements, this means that settlements will have varying quality to their productions. Item modifiers open up new trade possibilities and adds a new layer to the process - supply and demand are not the only factors to consider anymore, but also quality. Modifiers also open up novel ways to use items - food modifiers in your party will have an impact in morale. Your soldiers don't want to eat poor food. Neither will your Feast guests.
Base production in towns for general goods is increased ('Artisans' workshop). Towns now also produce more basic resources such as iron and hardwood, to make sure workshops have their basic inputs.
Workshop speed production now depends on Production Efficiency tracker in the settlement. Notably they now produce goods in many different qualities. The quality of a workshop may be increased with perks, Artisan lifestyle and increasing workshop level (to be implemented).
Prices have been significantly increased - mostly based on workshop type. The labor for a silversmithy is much more valuable than that of linen weavery. This is now reflected in the mod.
- More town productions
- Workshops produce outputs in varying qualities
- Different wages for different workshop types, more daily cost
- Prices increased based on new wages and local prosperity
- Prices increased if notable has no other workshop and/or Common Area, up to 40% total
- Prices increased based on amount of owned workshops. Each workshop further increases costs of next ones by 5%
- Workshops no longer hold in 80% of their profits (vanilla) and instead dump their full profits, hence expect 5 times the usual profits
A new system governed by a new skill, Scholarship. Everything done with this system will increase your Scholarship.
By default every culture has it's own language associated with it. Languages can be learned from your clan members or notables. Their competence & several other factors affect your learning speed, such as intelligibility of your natural language with the target language.
Languages are most useful for reading Books. They also have secondary uses such as special greetings, making for better deals or increasing the your cultural acceptance in settlements of difference cultures.
Going over language limit slows down your learning process. Scholarship perks can increase the limit.
They are sold by book sellers spread out across the map. Use the Acquire Book Decision to buy them. Books come in different types but most of them are associated with a Skill. Finishing the book will give you a Focus point in that Skill, or simply experience if the Focus points are maxed out.
Books are written in Languages. Your reading capacity is dictated by your fluency in the Language. Onwing the Dictionarium Calradium book will help you reading any book, even those in a language you are completely incompetent at.
Lifestyles give you access to specialized perks, 3 to 4 of them. Lifestyles are associated with 2 Skills, always. Lifestyles have 'stages', each perk is a stage. You need to have 100% progress in one stage, as well as meet the minimum Skill criteria (for the 2 Skills the lifestyle is associated with) and acquire the perk by spending a Focus point in order to progress ot the next stage.
Essentially, lifestyles are Focus points & time investments, for specialized perks that are increasingly strong.
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Perks acquired in lifestyles are permanent, meaning you can complete different lifestyles while keeping the benefits.
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Lifestyles also have 2 passive effects - a positive and a negative one. They are directly correlated to the lifestyle's theme.
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Some lifestyles are culture-specific, like Cataphract, and you cannot assume the lifestyle without being part of the culture.
Knights are an entire new host of lords in the game. Knights are commoners that are gifted property by lords, and thus serve them militarily, what is known as Knight-service. The property may be in the form of a Lordship (village title) or Estate.
As player, you are no longer able to fill parties from companions. Parties must be led by nobles (your family members) or knights. Thus, fielding more parties means either risking your family or making an investment of property, that is gifted to someone else to make use of it.
Knights that own Lordships are financially independent. By granting them a Lordship, the village's income is directed to them rather than to you, and it is enough to provide for their retinues.
In order to field knights, your Peerage must allow granting knighthood. Grant knighthood to a knight candidate by talking to them about their position in the clan.
You are no longer the single person in the world capable of having companions. AI clans will recruit companions and put them in parties to fulfill the functions they are best at. Companions are equipped with equipment presets provided by the mod, meaning they are decently armed and look good - they don't use a T-shirt and a rusted sword.
Clans with the adequate Peerage are allowed councils. These are made by 5 core positions - Marshal, Steward, Chancellor, Spymaster and Spiritual Guide. Each position requires a different skill set and provides different bonuses, that affect all your settlements. Council members are paid wages based on your total settlement income. Their competence at their job is dicated by their skills matching the required skill set & their intelligence.
Any in your Court can be a council member. Your Court is composed of your clan members, direct vassals (based on title hierarchy) & notables from your settlements.
Council members have privileges, one of them being their wage. Other privileges are things such as restriction on who can fill the role - ie, only preachers can fulfill spiritual guide roles.
Ruling clans (at the top of kingdoms) have special councils known as Royal Councils. Royal Councils will often have special positions, which vary on culture, goverment form, etc. Notably, the 5 core positions have the privilege of being only for nobles. This means that the royal council's main roles will always be fulfilled by important vassals of the realm.
Peerage is a new concept introduced by the mod. In the game, all noble clans are equal. Peerage is a set of rights/restrictions that dictate what a clan can or cannot do. The ability to cast votes on elections, start elections, receive fiefs, have a council & grant knighthood - these are all dicated by Peerage. By default, you and mercenary clans start with no Peerage.
Full Peerage reflects the clans as they are in vanilla - no restrictions. Lesser Peerage is better than none - it allows casting votes and having a council. It is awarded to any clan with no Peerage when they join a kingdom.
Full Peerage may be requested by a Decision. The full Peers of the realm will decide whether or not you should be accepted as one of them.
An entire population system based on 4 classes: nobles, craftsmen, serfs and slaves. Classes fulfill different roles and have dynamic compositions. Ie, serfs and nobles may be increased with policies, slaves can be banned altogether. Pops shift between classes according to need.
Populations are the source and root of nearly everything in settlements. Taxes, productivity, loyalty, prosperity. Essentialy everything is tied to them. Because settlements are not much more than a collection of individuals with intricate relations amongst themselves. The mod tries to represent that.
BK vastly extends and deepens Bannerlord settlement management. A whole new host of stats and factors with intricate relations between them give manager players much more to worry about and work with. Settlement policies & decisions allow for more precise control over settlements, such as tax rates, rather than only controlling projects.
All of these have ingame descriptions and explanations for their results, when appropriate. So there is no mystery to them, explore the menus and it will be intuitive. These are some notable new stats that have high relevance:
- Stability. A result from various other major stats such as loyalty, security, and cultural presence. Affects influence gain and prevents Autonomy.
- Autonomy. Has a counter-correlation with stability. Higher autonomy means a lot less taxes. Combined with low stability, you have a lot less taxes and a lot less influence, making the settlement overall much less useful towards you.
- Notable Support. The overall support of the local gentry. Big impact on influence gain, impacts loyalty.
- Cultural Presence. How much of the populace shares culture with you. Huge impact on loyalty.
- Manpower. No more infinite recruits. Volunteers are extracted from population pool. No more manpower, no more people to recruit.
Villages are quite underwhelming economically. Not anymore. The following changes make them more relevant:
- Income generally increased by 5 times. For whatever reason, vanilla has it reduced by 80%. Not anymore.
- More production. Village economy depends on it's productivity. Overall productivity is higher and more dynamic depending on factors such as population workforce.
- More goods. Various new goods are added to production lists, increasing the economic role of villages that produce exclusive goods and now some manufactured goods they previously couldn't.
- New income streams. Village marketplace and tax office enable new income streams, further increasing their relevance.
- Production differential. Vanilla only produces items in integers. This means that if your village is able to produce 1.5 items, it produces 1. Next day, it also produces 1. No more. Now, it produces 1, and the difference is stored. The next day, it produces 2. Again, more value is squeezed out of villages, value they always had but was never explored.
Villages are no longer your backwater settlement with nothing to do. Projects add entirely new building options to villages. Produce new resources, increase production of base goods or manufactured goods, build a tax office to extract tax from population as a new income source. There's plenty to work with.







