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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.
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.

