File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

This mod overhauls different aspects of the game, related to kingdom management.
There are improvements to the the rules that NPC clans use to leave, join and evaluate kingdoms, election system and more - see the description.
Everything is configurable!

Permissions and credits
  • Turkish
  • Spanish
  • Russian
Initial goal of this mod was to make the logic which NPC clans use for leaving or defecting their kingdoms more sensible and controllable, while not preventing such actions completely. Now that it's settled, there are some aspects of kingdom management and core game mechanics, that do have room for improvement, as I see it. There will be a description for every change down below. A bit later, though. :)

Source code is available at GitHub!


The mod has three main systems and several subsystems, which may be turned on or off independently. The biggest system named "Ensured loyalty" and it adds new game mechanic, that restricts AI clans from hyperactive migration between kingdoms. "Migration tweaks" system expand on this field and changes a number of things, related to topic, striving to make it more even between player- and AI-governed kingdoms, while providing some new options to the political actors. It is WIP on a fairly early development stage, along with "Politics rebalance" system.

Some of the systems could be applied either to player kingdom only, or to all realms of Calradia. I highly suggest using the same rules for everyone - that's what I had in mind while designing the mod.

Here is the detailed overview of implemented systems (I put info under spoilers for the sake of page brevity).

Ensured loyalty
Every AI clan of every kingdom periodically checks if it should leave its kingdom in search of better opportunities. There are two options they consider - just leaving and become independent for a time or defecting to another kingdom. These terms came from the game code and will be used a lot both on this page and in the mod itself, so, please, note them. Natively, leaving always means that clan will abandon any fiefs it has, while defecting means that clan may take their lands with them, if the kingdom they are defecting to (aka target kingdom) is at war with their current kingdom. Now this is how things work in vanilla. The problem with this logic, as I see it, is that evaluation process somewhat simplistic, which leads to a situation when clans leave their kingdoms seemingly out of the blue and maintaining a kingdom becomes frustrating for player.

Ensured loyalty system adds several adjustable conditions to skip above consideration logic partially or completely, depending on your tastes and desire for "fair and balanced" or just comfortable gameplay.

First of all, it adds oath of fealty limitation periods, so clans can't change factions the way one changes clothes. Same goes to mercenary contracts, but to a lesser extent. This skips considerations for clans completely, if they joined a kingdom not long ago. My intention with that is to add some stability to the game while not changing much.

Then comes "Achieve via relation" option. Roughly speaking, it forces clans to stay with their kingdoms, if relationship between clan leader and kingdom leader is high enough. There are lots of options that can be used to adjust required relation to your liking (taking into account faction type, leaders honor level, being landless etc.), but mostly they are self-explanatory, so I won't overexplain them here.

The one that requires some explanation, though, is "Withhold price". My thoughts behind this option is that for some situations, when clan really would like to leave, making them stay just because of strong friendship do seem like an overkill. To compensate for this, kingdom leader should pay some influence (and optionally even gold) to withhold clan in the kingdom.
In terms of game mechanics, when clan considers leaving or defecting, game calculates scores for these actions, which represent clan's willingness to leave (and in case of defecting - also the willingness of target kingdom to accept clan). Sum of these scores should be below some fixed threshold for clan to stay. If it is higher, clan would natively leave, but ensured loyalty system comes in play and forcing the clan to stay. With this option enabled, the amount, by which "stay" threshold exceeded, is taken into account, and the higher it is, the higher would be the price to withhold clan in the kingdom. Players will always have a choice if they are willing to pay this price or let the clan go, while AI faction leaders have all new logic to help them make such decision. Note that relation between clan and kingdom leaders still should be high enough, otherwise clan would just leave, as they do in vanilla.

Migration tweaks
Consider my Kingdom mod functionality is there. I have plans to expand it and make some other tweaks to clan migration between kingdoms, including adding a way of vassalization of minor factions.

Politics rebalance
Not yet described

Current features
  • Ensured loyalty system
    • Oath of fealty limitation period - minimum time clans have to serve as vassals to be able to leave the kingdom
    • Same for the minor factions with separate setting for the ones under mercenary contracts
    • Achieve clan loyalty via high relation with it's leader
    • Option to spend influence to make clans, that really would like to leave, stay for a while longer
    • Optionally affects player dialogs (blocks the ability to persuade loyal lords)
    • Info about lord's relation to kingdom leader and loyalty in hero tooltips in game Encyclopedia.
  • Migration tweaks system
    • Allow AI clans to request joining player, including mercenary ones (they will be hired as mercenaries they are)
    • Optional change to the logics of picking a kingdom to join or defect to (always pick top valued one instead of random).
    • Ruler defection fix.
    • Tweaks to lord recruitment conversations, should make the "I am happy with my current liege. Neither your purse nor our relationship is deep enough to change that." line much less frequent.
  • Politics rebalance system
    • Election cooldowns
    • Tweaks to decision overriding costs
  • Info about exact relations with friends and enemies in hero tooltips in game Encyclopedia
  • Everything this mod adds or changes may affect only player's kingdom or all of Calradia, the choice is yours!
  • Localization support
  • In-game configuration menu with detailed hints for every setting
  • Informative and readable log messages


This mod is compatible with existing save games and can be removed from saves safely.

Mod compatibility
In general, AO is written with maximum compatibility in mind and should work fine most of the mods. As an additional precautionary measure, mod has basic check up routines, which should alert you if there are possible conflicts with other Harmony patches you use. This happens on game start and results logged in mod .log file. Plus there will be short information message in the game if potential issues were found.

Compatible and suggested for better overall experience: Compatible with:Semi compatible with:
  • Separatism - thanks @DarkSlimus and @kyrian35 for the report. Should be generally compatible. Both mods have additional rules, restricting AI clans leaving and defecting their kingdoms, I think they will work in conjunction, one after another. That should not lead to any additional issues.


Use Vortex mod manager or simply copy the 'AllegianceOverhaul' folder into your '..\Mount & Blade II Bannerlord\Modules\' folder! As for mod activation, I suggest that you use custom Mod Launcher and place my mod somewhere below the official TaleWorlds Modules.

As of v1.1.4 this mod requires MCM v5 mod to work, so be sure to install it.

Your mod order should look like this:
1. Harmony
2. Butterlib
3. UIExtenderEx
4. Mod Configuration Menu v5
Oficial TW Modules
Allegiance Overhaul <--- should be placed somewhere mid to low among in the list


If you are experiencing any problems:
  • Try different mod order, I suggest following this guide
  • Check mod .dll files, they might be automatically blocked by Windows
  • Using launcher with enhanced mod support, like BUTRLoader or Bannerlord Mod Launcher, may help with both these tasks

If nothing above helps, please, create bug report, providing me information about:
  • Mod version and game version
  • What you did or what happened before the crash
  • Information from game's exception window, if there were any (you can press <ctrl> + <C> in it to copy results to your clipboard)
  • Mod log file, if any. It can be found under '..\Mount & Blade II Bannerlord\Modules\AllegianceOverhaul\'. It is only created if there were errors in mod functionality.
  • Your mod list and order

Safety note

Please, consider that the game is currently in development and not yet fully released. All kinds of bad things are possible, so, please, backup your saves!