Boards in mount and blade. Basic FAQ for newcomers to IG and WB. Founding your own kingdom
Mount & Blade. The Age of Tournaments" offered players a kind of final goal - creating their own kingdom and expanding its borders to the size of the entire Calradia. Technically, founding a new kingdom is not difficult; it is enough to capture at least one castle and declare your sovereignty to the whole world. However, the lifespan of such a precocious kingdom is calculated in days, or even hours.
If you want to create a state that will last longer than one week and can grow into a powerful empire, preparations must begin long before you put a crown on your head. And today we want to tell you how to quickly go from a simple mercenary to the ruler of all Calradia.
The beginning of the way
Preparation for accession to the throne begins from childhood, read - at the moment of character creation. The future ruler must, first of all, be a skilled diplomat, and secondly, a competent strategist. Therefore, of the four characteristics, the most important for us is charm (here charisma), and the second most important is intelligence.
As you might guess, the main skills will be leadership and persuasion. Next comes tactics, which allows you to more effectively realize your numerical advantage in battle or, on the contrary, compensate for the enemy’s superiority. It would also be nice to learn education- both before and after ascending the throne, you will have to carry crowds of recruits with you, so let them grow in levels along the way, right?
On a note: If you are used to starting the game as a merchant or a lone fighter, no one is stopping you from doing the same this time. But then you will still have to retrain the hero - of course, in the world of Calradia, a gladiator can rule the state, but the spectacle will turn out to be pathetic.
Having taken care of your education, you can join the caravan going to the Kingdom of the Vaegirs. Why Vaegirs? It's just that their army is best suited to solve our future problems. In the struggle for the throne, you will have to fight a lot in general and very often take and defend castles in particular. The tenacious Vaegir infantry combined with well-aimed archers will serve us best.
Advanced training skill allows you to literally convert recruits on the fly
into real soldiers.
Balanced Rodoks and “infantry” Nords also perform well (although the latter can cause grief if cavalry regiments descend on your young kingdom). The “horsed” Swadia, the Khergit Khanate and the newcomers from the Sarranid Sultanate that joined them are no longer needed - at least until the release of a mod that would teach horsemen to climb walls.
In general, the ideal army in our case is Nordic infantry under the cover of Vaegir archers. Creating an international army comes with its own challenges, but it is worth it.
Now your task is to put together starting capital and assemble a squad with which you are not ashamed to go into battle. For the future king, the most convenient way to the people lies through the battlefield. High charisma and leadership will help literally for pennies to recruit a crowd of recruits in the surrounding villages who will crush the enemy with numbers. You will quickly replace the dead with new recruits, and the few survivors will begin to rapidly rise in rank. Trade in war trophies and captives (in the future - of noble family) will ensure a stable flow of funds.
So look for bandit camps, train on the bandits “born” in them, then slowly move on to hunting enemy lords, and at the first opportunity, enter the royal service and begin to participate in military campaigns. As soon as storming a mediocre castle ceases to be an insoluble problem, it will be time to move on to active preparations for an uprising.
On the verge of an uprising
Each of the companions comes up with their own ways of campaigning for your rule. Sometimes very original.
“Why not immediately capture the castle and found our own kingdom, if we are already able to do this?” - you ask. I answer: as soon as you gain a foothold in some territory, guests armed to the teeth will immediately come to you. At a minimum, the owners of the land that you declared as yours. As a rule, there are one or two more neighbors, flattered by the easy money.
Therefore, before starting a rebellion, it is necessary to accumulate enough resources in order to subsequently defend their right to exist. And it’s not about money or the army at all. You still can't stand against a real kingdom. The key to the existence of any young state is the reputation of its ruler. It depends on it how favorable your neighbors will be to you.
This resource itself comes in three types. The first is your level of fame. Been here since Mount & Blade. The Story of a Hero" nothing has changed. The second is the Right to Rule stat, an innovation from the Tournament Era. As the name suggests, it determines how legitimate the other lords and kings consider your kingdom to exist. To put it simply, the lower it is, the worse the attitude towards you and the more often your state is attacked.
Lord Falcevor expresses dissatisfaction with the existing system, but does not yet trust us enough to decide on an open uprising.
There is only one way to declare your rights to the throne - to send one of the characters who joined you to campaign for your humble person (to do this, you need to mention in a conversation with him that you want to become king). After some time (up to three weeks), your henchman will return and bring with him +3 to the right to rule.
Which, by the way, is very little. If you want to sit quietly on the throne, at least for the first time, you need to increase the indicator of the right to rule to at least 50. If you are really numb, you can do less, but below 30 at the beginning of a rebellion is certain death. Then it will be too late to “download your rights.” Therefore, it is better from the very beginning of the game to recruit all available characters from taverns and send them to conduct a PR campaign. You don’t have to worry about their personal compatibility; they won’t see each other anyway.
On a note: If a hero has just returned from a mission, you cannot send him again to increase your right to rule. So, the “agitators” who have served their purpose can be safely sent to all four directions. If you need it, hire it again.
Finally, the third indicator of your reputation is your relationship with local lords. It is especially relevant if you are going to bite off a piece of territory from the power that you currently serve. In this case, you will certainly have time to enlist the support of the remaining feudal lords before the time comes to declare independence. And then the king in his capital can shout as much as he wants about “insidious rebels” and “ancestral lands” - you have a real chance of dragging your neighbors to your side before active hostilities begin.
Family matters
A good bride is not only a lot of friends now, but also a crowd of faithful you -
sals in the distant future.
As the famous song sang, “no king can marry for love,” including the future king. The spouse will have to choose based not on external data, but on the number of relatives - after all, after the wedding, you will automatically have good relations with all members of her family. Of course, there can be no talk of any kidnapping of the bride - only matchmaking with all the formalities.
You can, however, try the opposite approach - first become a king, and then choose a richer feudal lord from your neighbors and quickly marry his daughter (or sister - depending on who is available). It won't be long before you can easily make him your vassal. Often, in this way, a territory equal to the entire kingdom is added to your possessions. And the rest of your spouse’s relatives will sooner or later come over to your side.
One step away from the throne
A couple more blows, and on the site of the former capital Sarranids-
from whom the sultanate will arise my own empire.
There are two ways to create your own kingdom. The first is to storm the castle, wait for the king to give it to another lord, immediately declare his displeasure and “put the party ticket on the table.” The possessions granted by the ruler will be left behind you; all that remains is to choose a flag and compose a more harmonious name for the kingdom (kingdom, principality, emirate, khanate - underline as appropriate).
There is an alternative way to secede along with your lands. You leave one soldier in your castle, after which you inform the king about your refusal to take the oath. Immediately rob the nearest caravan or farmers, earn negative relations with your once native kingdom and quickly rush to storm the abandoned castle. You don't even have to climb the walls - a lone defender will capitulate without a fight.
The second option: voluntarily write a letter of resignation, lose all possessions, and only then, being a free shooter, capture a suitable castle. The first option is more popular among players, since it allows you to start ruling on territory that you have already equipped with your own hands. However, in reality, this path is justified only if your castle is well located or if you have managed to earn considerable territory.
In turn, method number two gives wide room for maneuver. At a minimum, you can choose your starting territory. Agree, it’s one thing to find yourself in the middle of a kingdom hostile to you, at arm’s length from the local army, and quite another to start somewhere in a secluded corner of the map, where it takes enemy soldiers several days to get there.
Never do this! The king should not risk his life in battle, so it is better to watch the battle
from the nearest hill.
On a note: Ideally, you should choose a place for the kingdom in advance and only then, based on the decision made, make friends with neighboring lords or, conversely, try to weaken your neighbors.
A very good place to start a reign is a land on the outskirts of a kingdom that is already waging a war on two fronts (or one, but extremely unsuccessfully). Then the local ruler will simply have no time for you. However, here we must take into account how long the fighting has been going on. If it’s more than a month and a half, there’s a good chance that the injured party will quickly conclude a truce and turn to you.
Of course, no one bothers to independently weaken the future victim while still in the service of any sovereign. If you have enough patience, this path can be taken to the extreme. Namely, to ensure that only one capital remains from the neighboring kingdom. After this, you can safely resign and take the last stronghold by storm.
By the way, this will not be so easy to do, since the enemy lords will be there like sardines in a barrel. You'll have to run around first, catching them one by one. But then, since there will be no one to claim legal rights to this land, you will be left alone for a long time. The downside is that you will have a strong empire at your side, created by your own efforts. However, what to do with neighboring states is a question for the next chapter.
The young king's first steps
Small but experienced infantry
detachment is capable of repelling an enemy assault with a corresponding
wearing strength one to eight.
So, the first stage on the path to world domination has been completed. If you are not too lazy to create a good reputation for yourself and wisely choose the location for your kingdom, you will not be asked to leave the throne in the first few days (if there are still piglets - see the sidebar “Let's save the situation”). Once everything calms down, you will be faced with the task of consolidating and building on your success.
First of all, we continue to strengthen the diplomatic status of the country. Characters who previously traveled throughout Calradia giving speeches of praise in your honor are now sent to the rulers of other states as official ambassadors. The more people recognize our independence, the higher the right to rule and the calmer life will be.
At the same time, we begin to annex to our possessions everything that is in bad shape. And the category of bad lands in the “Tournament Era” includes two types of lands. Firstly, the outskirts of the kingdoms, which are already embroiled in confrontation with other states. You won’t be able to handle a full-fledged war yet, but if the enemy has enough problems without you, you may well be able to bite off a piece or two from him. In general, this rule applies at any stage of the game - of all possible opponents, invariably choose the weakest.
On a note: You can also extract some good diplomatic advantages from such a situation by first becoming an ally of the two attacking countries, and then offering peace to the one that was subjected to your aggression. Eventually, relationships will improve with all three.
The second way to expand the territory is to attract “wavering” lords to your side (those whose relations with the faction leader have a negative balance). Some will themselves come to your capital with the aim of entering the service. True, rich feudal lords are rarely found among them, but there are plenty of people who like to change overlords like gloves. You can take them, but don’t count on a rich catch.
The larger your kingdom
In fact, the more Mount & Blade begins to resemble Total War.
It is much more effective to campaign among disgruntled lords yourself. In order not to pester everyone with seditious speeches in vain, regularly send out your characters on spy missions (for example, those who are not employed as diplomats). Thanks to them, you will always know which of the feudal lords is ready to change citizenship.
True, it is not so easy to win over even a disgruntled lord. Firstly, you must be on very good terms, at least +25, otherwise the lord will generally refuse to talk about such a sensitive topic as betrayal. Secondly, it is important that the interlocutor is your neighbor, otherwise he will mutter that you cannot protect him. In a conversation with him, you need to correctly guess the argument in your favor (or select it using Save/Load).
You also can’t put pressure on the lords - almost no one immediately agrees to the transition, but if you give the potential vassal a week or two to think, the chances of a positive response will increase noticeably. Although in the end everything is decided by the notorious right to the throne - with an indicator of more than 80, only the geographical factor can become a serious obstacle.
On a note: a separate conversation - landless lords. It’s easy to attract them to your side; just promise them an allotment, and it’s yours forever. But why, if you need the land, and not the owners for it? It makes sense to call such lords only during military campaigns, when you have one or several ownerless castles in your hands.
Diplomatic development is the main method of expansion in the early stages of development. But be prepared that sooner or later your style of pocketing other people’s lands will become familiar, and they will start beating you - which king would like it that you are luring away his vassals? By the way, as practice shows, kings react more calmly to the loss of acquired lands than those that originally belonged to them.
Saving the situation
In battle, enemies also come in “waves” - first the cavalry, followed by the infantry and archers.
When it comes to war with superior enemy forces (and there is no other way for a novice ruler), you should remember the mistake that enemy commanders invariably repeat - each lord moves on his own, which is why the army stretches out in a line, small the detachments run forward, and the larger ones trail behind. This way, you can defeat enemy troops piece by piece, retreating for reinforcements if necessary.
If the situation is completely at sea and there is no way to stop the advancing enemy, it is better not to wait for the inevitable end and sell yourself wholeheartedly to any faction. Independence will be lost, but with a high probability they will leave you behind and the lands will remain with you. And you can regain your independence at any opportune moment.
On the way to triumph
Enemy “flying” squads quickly come running to attack
a castle with a garrison of 10-15 people. The only thing left is to
come around the corner and kill everyone.
Having found out where the troops of the Sultanate were gathering, I took the enemy by surprise - half of the army was just arriving, and the second was already being destroyed by my troops.
The kingdom, which has already begun to successfully expand at the expense of its neighbors, faces two serious problems - the financial crisis and the protection of its own borders. The taxes you collect from your holdings are usually barely enough to support your ever-growing army. But the opponents very skillfully use guerrilla tactics, carrying out constant raids on your villages. And a devastated village will not soon be able to generate normal income.
In addition, as the kingdom grows, an expense item called “ineffective taxation” increases, which in critical cases can eat up two-thirds of the funds received. The result of all this is weekly losses, sometimes exceeding ten thousand gold coins. A small kingdom, in principle, can exist through trade, but during a war it is difficult to do business. In addition, a king running through the markets with bundles of dried fish is a depressing sight.
Both problems can be solved simply - you need to actively distribute castles for the use of vassals. Ideally, each fortress should have a lord. If you don’t have enough of your own, call the landless from outside. But I wouldn’t recommend making feudal lords out of the characters who join you. For a companion to become an intelligent commander with a strong army, he must reach at least level fifteen, and be developed in the same way as your hero. That is, you need to prepare him as a vassal from the very beginning of the game.
This is interesting: for some reason, lord characters prefer to take their compatriots into the army. Therefore, do not be surprised if one of the lords suddenly gallops for recruits to the other end of the map.
At the end of the game, the castles begin
are swarming with lords of different nationalities—subjects—
mi powers you conquered.
The active distribution of vassals across possessions allows you to reduce the costs of ineffective tax collection. In addition, garrisons in fortresses are removed from your balance - from now on, the owners of the castles pay for them, and where they will get the money for this is no longer your concern. Finally, numerous detachments can be sent to patrol the borders - they, of course, cannot cope with a full-fledged invasion, but they are quite capable of scaring away those who want to rummage through peasant barns.
Do not be afraid that relations with the feudal lord worsen every time you give the castle to someone else (the lords are especially furious if you make a character of humble origin a full-fledged vassal). It is better to have many dissatisfied vassals than one or two happy ones. To prevent treason, feasts can be held regularly in the capital with the mandatory attendance of all lords.
In general, that's all. The main thing is that if you were not crushed at the beginning and were allowed to establish expansion, then they will not be stopped later. A little patience and Calradia will be at your feet.
Among fans of computer games, the game from the TaleWorlds studio Mount and Blade: Warband is quite popular. How to become a king in this game? A question that arises almost immediately, because one of the main changes to the gameplay was the opportunity to lead your own state. But first we need to say a little about the game itself.
When did Mount&Blade appear?
The first part of Mount&Blade was released in 2008. This was a solid RPG with strategy elements, the possibility of mass battles and normal graphics. However, the game still had many shortcomings that the developers wanted to correct in order to further win the love of the players. In essence, the game is a journey into the world of the fictional Calradia. The player will have to wander around the game world, fight bandits, participate in tournaments, and recruit warriors for his squad. And in general, do everything that a brave and skilled warrior should.
Mount&Blade: Tournament Era
So, 2 years later, a completely updated version of the game was released, to which a lot of tasty features were added. The graphical component has undergone very serious changes, a new faction has been added, and the map has been enlarged. All this allowed a game like Mount&Blade: Warband to become a masterpiece. Becoming a king is the most interesting and exciting change in the game. After all, previously players could only serve the king of another state, but they themselves would never be able to achieve such power. The new update made the game doomed to success.
Mount and Blade Warband: how to become a king in the game
Thousands of players began playing the game on the first day of the game's release in hopes of gaining complete power and eventually uniting all of Calradia under their banner. But how to become a king in Mount and Blade? It turned out that it is not so simple at all; you need to spend many hours to obtain such a high rank. So, let's look at the main steps for recognizing a royal title:
1) Create your character, paying special attention to the characteristics of leadership and persuasion, because these are the most important qualities for a future head of state.
2) Gain a little fame in battles, gather a normal army and go to the service of any king.
3) Continue to increase your fame, complete tasks and increase your army.
4) Having recruited a large army, renounce your ruler and capture any of his castles.
5) Name your state and send an ambassador to those factions that responded well to your rebellion. Most likely, these kings will recognize your right to be ruler. Continue sending ambassadors with high persuasion skill until you are recognized as the king of the new state.
But this is not all the features of Mount and Blade Warband. How to become a king differently? We examined the military-diplomatic method of seizing power. The second way is to marry the king's daughter. To do this, you need to improve your relations with the royal family, increase your fame by participating in tournaments and battles, increase honor and your friendly relations with the faction you need. If you can achieve all this, then after the wedding you will be recognized as a king. Do not rush into proposing marriage, but first become as well-known and respected a person in the state as possible.
How to defend your right to power
In fact, after the coronation you are just beginning your journey in the game. This is another plus of Mount and Blade Warband. Becoming a king is one thing, but staying and ruling successfully is another thing entirely. After the coronation, start gathering an army. Remember: a king needs a large and strong army, otherwise you risk being defeated by enemy kings or lords. Conquer cities, win over friendly lords and increase your influence throughout Calradia. Mount&Blade: Warband is a wonderful computer game that gives you complete freedom of action.
Mount and blade is a famous and at first glance unusual game that has made the dreams of lovers of the Middle Ages and various intrigues come true. You start playing as a simple wanderer, no matter what story you chose at the very beginning. By fighting enemies, intriguing and faithfully serving your king, you can achieve many privileges, castles and tie yourself with some girl from a noble family, but you will never become king. To take over and manage your kingdom you will need to do a lot of work, as well as win a huge number of battles and intrigues. In this article we will explain in detail how to become a king in mount and blade warband.
Preparing and founding your kingdom
First, upgrade your hero (in particular charisma, persuasion, leadership o), and gather a large number of soldiers, preferably cavalry, for example Swadian Knights. After this, terminate all vassal duties to the king, if of course you have one, and capture one of the castles of any kingdom. As soon as you capture the castle, a tab will appear where you need to enter the name of the kingdom, and your coat of arms will be displayed as a flag. A small kingdom has been created, now you need to hold on to your castle and capture others!Vassals
It is very difficult to fight alone, so you need to call vassals from different kingdoms. To do this, you can talk to them personally, during the conversation say that he could join you and that you will give him land, this happens extremely rarely, it depends on what kind of relationship you have with this person and the presence of a high Persuasion skill. Or the vassal himself will come to you after one of the kings kicks him out, and this happens quite often. As soon as you capture one of the castles, try not to appropriate the lands for yourself, but leave them without owners, this will cause vassals to flow like a river in the desire to acquire possessions.Wars
“Do not fight on two fronts” is the main rule in war. Command the armies personally, do not appoint a marshal, they are very slow and take a long time to capture castles. Maintain good relations with your vassals, otherwise they will leave you or even betray you, leaving along with the castles that you gave them.Final goal
Eventually, through hundreds of battles and sieges, you will conquer all the lands and become the absolute king of Calradia. It’s worth noting right away that you won’t be able to marry the daughter of one of the kings, although there is such a tab. Whatever your relationship with the king, he will constantly answer that his children deserve a more noble groom.Conclusion
Now you know how to become a king in Mount and Blade Warband. You shouldn’t expect any special laurels from this; there won’t even be an inscription saying that you are the king of all lands. But you will put an end to the endless wars between the kingdoms, and the only enemies will remain sea robbers, bandits and raiders, who can be dispersed alone. Good luck in capturing and ruling Calradia!The difference between the games is significant: in IS you cannot create your own state, this is not provided for by the game (you can only support a challenger or become a rebel; if you don’t like this prospect, there are numerous where this is possible. In WB you just need to create your own state, get married or get married, although it’s not necessary. There’s also an online game added. If you don’t like how it’s all implemented, they’ll help you out again. Everything can be found from the existing parts of the game. The parts are not connected to each other in any way).
For those confused about games:
"The Age of Tournaments" is a localization of the original Warband released by 1C. That is, this is Warband, just officially Russified. The latest patch released by "1C" brings the game to version 1.153, although the original English version has already exceeded 1.166.
"With Fire and Sword" is an add-on from the studio "CiCh" to the original game Mount&Blade ("Hero's Story" localized from "1C"), that is, it was made on the original game engine, including versions 1.016 and 1.017, which were given the designation "Golden" edition".
"With fire and sword. Great battles" is a version of the addon already released on the Warband engine. It has better stability and some additional features. The latest version is 1.143.
BASIC CONCEPTS
- Control
GG is the abbreviated name for the main character on forums.
WASD - motion control. Mods may have other control buttons that assign other actions or commands to the squad. Typically this is U, V, N, V
TAB - leave the area (Sometimes it is not possible to leave the location, press TAB, sometimes F pressed at the edge of the area you are in works).
F - interaction with objects and people.
R - switch view (return back - press again).
L - read game messages if they flash by very quickly.
"press space" - jump (if in a location); "Press and hold the spacebar" on the global map - pause the passage of time and cancel the specified destination.
Shift in location - zoom in/out of the camera.
E - kick
C - character window
P - squad window
I - inventory (in battle - look in the chest, it is located at the spawn point of the GG)
Press and hold the left button to swing a weapon or draw a bow string
Release the button - hit, shoot
Right mouse button (press and hold) - block the blow inflicted on the main character. Place in the direction of attack.
Left mouse button - attack with weapon
Mouse wheel - select weapon
Ctrl + Left mouse button - quickly rearrange items in the inventory when trading. Hold down the key and click on everything that needs to be sold, the items will quickly move to the merchant. - Knight's Strike- a particularly strong blow, delivered only from horseback and at speed with the tip of a spear. In IG, you can strike with any spear; the spear to strike is lowered automatically as soon as the horse reaches the desired speed.
In WB - only with a cavalry spear (a circle appears under the life bar), speed is also needed.
For VB there are two types of such a strike: manual and automatic.
Manual is done at speed by pressing the X key (do not press LMB).
Automatic - similar to a strike from IG, but it can be applied much less often (when it cannot be applied, the circle under the life bar lights up red) - Minor factions
You can often find bounty hunters on the global map. They are indifferent to the GG, but there is benefit from the faction. At the beginning of the game, it is sometimes beneficial to join their battles with robbers of all stripes; you can gain experience and earn extra money without risk.
(There are many minor factions in mods, and not all of them are friendly). - Quests
With the help of quests you can improve relationships and earn money. It is easiest for a beginner GG to deliver letters. Keep in mind that refusing a quest may result in a worse relationship with the lord who offered it. However, as well as unfulfilled. More information about all types of quests in - Tournaments
Not a bad way for a beginner GG to watch the battle and practice himself without risking his wallet. Sometimes you can even make money. If you have little experience, it’s better not to place a bet, you will lose money. - Fighting spirit
This is the mood of your warriors. Over time, it itself decreases. When very low, warriors will begin to desert. Don't lead huge armies, it will go down faster. Fallen - raise with a variety of food (some foods may spoil, check), and battles. - Caravans
At first it is better not to touch them. Any caravan belongs to some state, with which it is completely unprofitable to spoil relations (relationships will fall if robbed). When the GG is in the service of a faction, during a war it is possible to profitably rob enemy caravans. It is more profitable to demand money from them, especially if the GG army is large. - Marshal election
If you are chosen as a marshal (renown is needed), do not expect all the lords to come running to your banner. More often those with whom you have a good relationship come (so whenever you have time, try to improve them, take quests and attend holidays). Even if a lord with a negative attitude towards you comes to the military campaign you started, he will not enter the battle on your side.
If you are not chosen, do not miss the opportunity to improve your relationship with one of the candidates by voting for him. - Why are travelers, intermediaries, pretenders needed?
If an NPC companion has disappeared from your squad, ask the traveler in the tavern, he knows where everyone is.
Sell the prisoners to the intermediary in dialogue. Try to get rid of them quickly, if there are a lot of them, your squad loses speed and stronger squads can catch up with you.
You can support the applicant if you do not dare to create your own state. - Disagreements
This parameter can decrease or increase. If the GG is the lord of a faction, with a high indicator he can be expelled from it. A high level of disagreement affects the receipt of honors (you do not receive allotments, you cannot vote for yourself in the election of a marshal, and the lords will not help you (only loyal friends), and they will accuse you of treason.Disagreements grow if:
1) Lose often (when you are in battle with the lords of your faction).
2) Being a marshal, you kick and do nothing.
3) Do not follow the instructions of your marshal.
4) Not held in high esteem by other lords of your faction (you have bad relations with them).
5) Argue about allotments.Decreased:
When capturing castles, frequent victories. - Purpose of the game
What should you do in the game?
Have fun. Try to live life there. The game does not have a clear goal, except to capture everything on the global map, independently, or by supporting any faction.
You need to start by creating a character, forming a squad (hiring the first few people and NPC companions and training them), earning money, joining one of the factions, then exterminating all enemies until the end of the game. Talk to everyone you meet, you will learn more.
GG AND HIS SQUAD
- health and skills
The choice you make when creating a character affects the small items and weapons that the PC will appear with in the game. Development occurs through gaining experience, which with each level must be distributed in the chosen direction. Experience is gained after battles, for quests.
Health cannot be restored during battle (except in some mods). It will recover itself over time. - books
books are read through the camp menu. There should be a "Take Action" option. And the book is in inventory, naturally. And exactly the one that can be read.
There are books that you don’t need to read, you need to carry them with you. While one is in the inventory, they give an increase to the skill.
Not every book can be read right away. Many require pumped up Intelligence. After reading the book, you can sell it, nothing will happen to the skill.UNREADABLE
The Big Book of Surgery
Gives: Surgery +1Book of Healing
Required: Keep the book in your inventory at all times
Gives: Dressing wounds +1About working with weapons
Required: Keep the book in your inventory at all times
Gives: Training +1READABLE
About the art of fencing
Gives: Weapon Proficiency +1Biography of Alixen the Great
Required to read: 7 Intelligence
Gives: Leadership +1About military affairs
Required to read: 9 Intelligence
Gives: Tactics +1Essays on logic
Required to read: 10 Intelligence
Gives: Intelligence +1Treatise on the Value of Things
Required to read: 11 Intelligence
Gives: Trade +1About the science of mechanics
Required to read: 12 Intelligence
Gives: Engineering +1Rhetoric to Herennius
Required to read: 8 Intelligence
Gives: Persuasion +1 - NPC and squad
(relationships between NPCs and lords, morale, promotions, army size)
Not all NPC companions like each other. If you collect a lot of them, swearing between them is guaranteed. A highly upgraded Leadership skill prevents them from leaving the squad, but it is usually easier to select several compatible comrades, and invest the points in something more necessary.
You can see the characteristics and relationships of NPCs.
relationships between satellites and lines of troops of all factions.
If you are fighting for the Kergits, it is better to recruit Kergit recruits, otherwise there will be a negative impact on morality if you suddenly recruited from the Svads and a war with them began (valid for the WB).
CREATION OF YOUR OWN STATE
(for VB)
What do we have to do:
- Stock up money and pump up the army, it is possible to improve relations with a large number of lords. First, hire yourself to any state and fight on its side. Release the captured lords, your relationship with them will increase. The chance of capturing an enemy lord is random. The more battles, the better, this will increase your fame, and the GG will gain experience.
- Capture a castle or city(it’s easier on the outskirts of the map, there’s less chance that enemies will rush across the entire map to fight it off).
It is better to immediately set such a goal and slowly improve relations with the surrounding villages. There is a chance that they will give you more recruits there, and they will be needed for the garrison. It is good to immediately come with a large army and leave it all on the conquered estate as a garrison, while you yourself, with a dozen horsemen, quickly bring recruits from the surrounding villages there. Lords mainly look at the number of armies and garrisons, so to prevent the castle from being recaptured right away, put more people there. Sometimes it’s useful to keep a reserve there that you can take on a hike when needed. While warriors are in garrison, they demand less pay. Before paying salaries, it is useful to temporarily transfer the entire army to the garrison, and then take it from there. In the garrison (except for your reserve), place especially strong fighters, both knights and archers, higher in the list. This is how they will appear at the beginning of the battle. Below is a half-pumped middle peasant, at the very bottom - just anyone for the sake of quantity. In a squad on the global map, do the same, place the medic at the end, so he has less chance of appearing on the battlefield. Remember that if he is stunned, the medicine skill will no longer work for the entire squad. In general, it is better to upgrade surgery from the GG; the overall mortality rate will decrease, since the GG skills always work. - Acquire the right to the throne(20 is enough for a start, then you can raise it)
This right shows the player's chances of becoming the ruler of all of Calradia. The higher it is, the higher the likelihood of recruiting lords to your faction. It is not at all necessary that it be equal to 100% at the time of the creation of your state. It appears gradually, as a result of actions performed by the player. You can find out the exact value at any time through the game menu. This is not a mandatory parameter, when you start to capture a lot of possessions - the lords will come anyway. Try to release those caught more often, this will increase your honor, and relationships with respectable lords depend on it.What does the right to the throne affect:
- on the possibility of ZhGG to persuade her husband to rebel and found his own kingdom (more than 20 are needed);
- to lure lords in the standard way (more than 20 are needed for upstanding, more than 10 for pitiless)
- on the success of the request to become a lord of one of the factions (you need less than 30, kings do not like to accept potential competitors into their service);
- on whether the defector lord will join the faction of the GG or someone else (need 25, script lord_find_alternative_faction);
- in npc_decision_checklist_take_stand_on_issue, when deciding who the lords will vote for (the influence is minimal and this does not exist in Native);
- increases the rate at which the morale of factional troops reaches 0 (slot_faction_morale_of_player_troops, the script itself is executed in simple_triggers).
No effect was found on diplomatic decision making of war/peace.
Recognition of kings in Native does not affect anything. All you get is +10 right to the throne. Your confession is not taken into account anywhere else. At all. At all.Increases the right to the throne:
1 Completing companion tasks.
2 Recognition of the state of the GG by another ruler (it is necessary to send an ambassador to the monarch with whom the relationship is higher).
3 Lord Recruitment:
You can try to convince him to join the GG faction.
(for this you will need the right to the throne as much as there is, free lands, good relations with the recruited lord, and a large army at your back, the lords look at its number. Always keep a couple of villages untouched to attract new lords. It is better to talk with those lords who are dissatisfied his king and the state of affairs in the state)
Assign from among your companions
4 Conclusion of a peace treaty
5 It is advisable to get married; your spouse is a free, faithful companion.
More details about the wedding:As always, positive relationships are important here. When capturing any castle, look into the hall immediately after the battle is over. As a rule, several ladies stand there. Talk to everyone and let everyone go, this helps improve relationships. When you decide to get married, it will be easier. Learn poetry from bards in taverns. Better write them down for yourself. The same bards can tell you about possible brides. The best time to meet people is during the holidays; ladies stand in the hall. If a lady is not bored with your company, she will not be in a hurry to end the conversation. This is a sure sign that you can continue your relationship with her. If a tournament is held in the city during a holiday declared by the lord, win it and then go to the lady. Say that you dedicate your victory to her. (If you can’t win, you can do without the tournament). The next stage of courting a lady is best started by establishing friendly relations with her father. It is advisable to take quests from him and help him in battles until the relationship is +20 or +25. By this time you should have fame and at least some kind of castle. At the same time, do not forget to go on dates with the lady and read poetry to her, she herself will call you from time to time. (If you are a stern moralist, you can first ask your father for consent before going on dates, but remember to establish a positive relationship with him first).
When the relationship with the bride is about +30, you can ask her for her hand in marriage. You will need a dowry. It will have to be given to the bride's father in the dialogue, and he will disappear for several days. You will later be sent an invitation to appear at your father's castle for a ceremony, after which you are considered officially married. The wife will move to your castle.
If nothing works out with your father at all, you can do without his consent, but this will greatly spoil relations with many lords, and possibly with your wife. It's better not to do this. - Give allotments to vassals(if you don't do this quickly, your relationship with them will begin to decline).
First of all, decide on the capital. It would be desirable for it to become a city, a little further from the outskirts (you will have to run there all the time). The capital can be moved.
To give a vassal an allotment, go to the lord's hall in the capital and choose someone there as an adviser. It’s best to have a spouse, since he doesn’t have any skills useful for combat, and it takes a long time to level up. If it is not there, any NPC from the squad will do, even a grumbling one; he will not escape his position. Avoid appointing a local citizen as an advisor, they are buggy. Further, all issues regarding allotments and policies are resolved in dialogue with the adviser.If relations with vassals fall:
1 Attend holidays. And arrange it yourself.
(use the invitations of the lords, and to arrange a holiday, contact your wife)
2 Relationships can be raised with any lord by giving them money through the Lady (found in many castles and cities in the chambers of the lords)
3 Give them an allotment (you can have more than one)
By the way, when giving land to one of the lords, keep in mind that many of the others will be offended, since it was given to him and not to them. There are some lords to whom no matter how much you give, it’s still not enough for them. As a result, relations with them deteriorate all the time. One day they may run away to their enemies, taking the castle with them. Let us only have villages like this, the village is not separate. Or don't give it to them at all. When the affairs of your state noticeably improve, the vassals themselves will run to you.
4 Send a gift. Not all products are suitable, please be careful. - Construction of enterprises and ineffective tax collection
Enterprises can be built in any city. This is not necessary, but it can slightly increase your income, although you still won’t feed a huge army. The main thing is not to stand the same way everywhere, otherwise you will face a shortage or high cost of raw materials. You can buy raw materials wherever it is profitable, for example, it is better to look for grain for a brewery where it is cheaper in the villages. Numerous enterprises take up a fair amount of time, since they often require attention; there will be no time left for war and quests.
For a more profitable purchase of raw materials or goods, whether for production or trade, it is recommended to increase your relationship with the city in which you often buy.Sometimes, when making a profit from holdings, such an unpleasant coefficient appears as “losses from ineffective taxation.”
And often this is a very significant amount. This is nothing more than a tax shortfall when a player has a lot of real estate. Begins to occur when owning more than one city or castle - at a high level of difficulty, three cities or castles at a medium level, or five cities or castles at a low level. The more castles or cities, the greater this amount will be, in percentage terms it ranges from 5% to 3% for each possession.