Mount & Blade II: Bannerlord

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Basileus ThresherMaw

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ThresherMaw

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About this mod

Adds a settlement population system and new options to manage your settlements, including different settlement policies and decisions. For one, they will make much more money.

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FAQ

Works on version X? I make my mods on lastest stable version. If yours is different, I don't know the answer.

Works adding / removing to saves? Yes to adding. Removing may cause issues.

Works with X mod? If it changes how settlement stats are calculated (income, loyalty etc) there will likely be conflict and only one will have an actual effect.

I can't see the population window? You can only see the window in settlements that you own.

I can't see the new building project? Unfortunately new buildings require new game to show up.



What it does?

Populations of Calradia adds a system where every settlement in game will contain a population mixture composed of four classes: noblescraftsmen (except for villages), serfs and slaves. It also adds a new window that allows for more in-depth control of your settlement, including various decisions that affect it's behaviour, tax policy, militia policy, workforce policy and other informations.

In addition, settlements will be culturaly assimilated (culture changed) over time in case their culture does not match the owner's, and an adequate governor is in place (see STATS section). Towns and castles' base food storage has also been increased from 100 to 500 in order to offset increased consumption during sieges.

Village item production is also now dictated by populace. Serfs and slaves add to the production, but a slave produces 250% what a serf produces. The village output determines the village income. So more population (specially slaves) = more output = more income.

Village food output to bound castle / town is also heavily dependent on population numbers. More pops = more food produced. Food-producing villages (wheat, cattle, etc) output significantly more food than commercial good villages, and mining villages may cost food rather produce. 

AI lords will also take advantage from most of the options. The same effects and rules apply to the player and AI. AI lords also have to be present in the settlement in order to take decisions.


The uses of each population class:
  • Nobles are the least numerous but most influential class in settlements. They provide the largest tax revenue of all classes, and are the only class to produce influence. However, an excess of nobles will reduce their generated influence rather than grow with size. Nobles also consume a large quantity of food;
  • Craftsmen are the second least numerous social class. They provide significant tax outut (although only a fraction of a noble's output), consume a moderate amount of food and can be leveraged to increase the settlement's building power;
  • Serfs are the most numerous. The serfs' main responsability is food production, in every type of settlement. They are capable of feeding themselves and generating an excess that will feed other classes. However, this production is stopped during sieges. Serfs also produce a small amount of tax;
  • Slaves range from 10% to 20% castles and towns' populace. Slaves are the main generators of building power. They also produce a small amount of tax and enough food to feed themselves (except in sieges). Villages that require hard manual labor (mines) will have a high amount of slaves. Slaves are also added to settlements when non-lord prisioners are sold at it.


Model changes


  • Tax
  Settlement income is significantly increased. Each pop generates a tax revenue based on it's social class. Tax policies allow you to extract less or more money. Tax is also affected by the new Administrative Cost stat, which is associated with the implemented policies and decisions. More money is made than base game, but the adm cost makes sure the income is balanced.

  • Construction
  Building power is wildly changed. Prosperity has no longer has any impact on it. Slaves are the main factor adding to constrcution. Craftsmen may be leveraged to boost it up to a 100%, but with varying costs. More craftsmen and boost = more costs. In castles, the garrison contributes to construction if security is over 50.

  • Food
  Food is highly affected by the populace. Serfs are now the main producers of food. Villages no longer add a flat +10 bonus to towns. Instead, they add based on their population and production type. Food producing villages output much more food than mining villages. Cities are the least productive settlement. Serfs in castles are more productive than those in cities to offset the smaller population. Nobles and craftsmen consume food, and slaves do not consume on produce under normal conditions. During sieges, all population types consume food (serfs and slaves consume less than craftsmen, which consume less than nobles.

  • Loyalty
  Various new factors new impact loyalty.
  1. Passive reduction by slave population, meaning that settlements cannot hoard slaves without negative effects. 
  2. Culture difference (both with owner and governor) no longer add flat debuffs. Instead, loyalty is now mostly impacted by Cultural Assimilation stat. A 0% stat outputs the biggest loyalty malus, 100% stat outputs maximum loyalty bonus. 50% assimilation outputs no impact. The malus and bonus go from -4 to +4. The governor adds 10% to that -> a governor with culture different than the settlement (which is necessary for assimilation to happen) adds 10% to the current loyalty bonus / malus.
  3. In vanilla, a starving settlement gets -1 loyalty. Now, starvating reduces a significant percentage of loyalty instead, and a bonus is added if food storage is at maximum capacity (well fed populace).
  4. Tax policies now impact loyalty. Higher taxes = lower loyalty, and vice versa.
  5. Nobles exemption decision now adds loyalty based on how much of the populace nobles represent, with added weight of 3. So if the town has 10k people and 1k are nobles, they will factor as 3k in the loyalty model. Therefore, 'buying out' the nobles loyalty through taxes has a significant impact on overall loyalty.

  • Militia
  Settlements now have a militia cap based on their type and population. This should be above what the natural militia growth number reaches, thus only being reachable with the 'Conscription' policy. Once the cap is reached, militia numbers will go down proportionally to how beyond the cap they care, and back up when below the cap. As such the conscription policy needs to be maintained in order to the settlement keep full militia numbers.

  • Prosperity
  Other than craftsmen adding a small boost to it, works as vanilla for now. Self-investment decision allows you to further boost it based on your tax income, which is made zero in order to boost prosperity.

  • Security
  Other than castles having a security boost, works as vanilla. Martial Law policy allows you to increase it by leveraging your militia.

  • Production Output
  Workshop outputs are not currently changed in any way. Village output is based on it's population. Slaves produce 250% what a serf does. Mining settlements have much bigger slave populace, and so should produce more. More production means more village income.


New Parties

  • Slave Caravans
  These caravans are generated in towns and castles. When there is a surplus of slaves, they take a fraction of them and take to a bound village that has no surplus. Populations change both in origin settlement and village, when the caravan is sent and when it arrives. They can be attacked and the slaves can be freed / added to your party.

  • Travelling Commoners / serfs
  Large parties of commoners, travelling from towns to other towns / castles. They are much alike villager parties carrying village goods, no posession worthy taking note of.

  • Travelling Craftsmen
  Medium sized parties of craftsmen. These are guarded by militiamen of same culture as theirs. Craftsmen carry various trade goods as well as crafting materials (wood, iron ore, metal ingots). No other party in the game carries these materials. These can be robbed by attacking the party.

  • Travelling Nobles
  The smallest kind and rarest kind of party, but most protected. Nobles are guarded by private mercenaries. Most of them are on horseback as well, to make their trips faster and safer. Nobles carry highly valuable goods, such as jewelry. These too can be robbed by attacking them.

  • Raisable Militias
  Village militias may be raised to follow their lord on the map. This costs influence based on the militia size and the lord's relations with the notables. The lord will also pay the militia's daily upkeep. The party can be ordered back or ordered to continue following it's lord. Currently only the player has this option. Notes on the feature:
  1. The village will be defenseless. It will be very slowly regaining it's militia as usual;
  2. The militia will recieve food enough to last several days;
  3. The village's defense militia will be remanned by the raised militia once it arrives back at the village;
  4. Non-lord prisioners brought by the raised militia will be enslaved;
  5. The raised militia being destroyed will leave the village at the mercy of your enemies.


Buildings

Currently 1 new building is added: Retinue Barracks (castles). These barracks passively add elite recruits to your garrison.
In the future, many new buildings may be added, and vanilla buildings have their effects reworked.


Policies

Towns and castles have 3 distinct policy types: TaxMilitia and Workforce.
  • Tax policies will influence the settlement income and inversely influence loyalty. Therefore, a policy of high tax increases income but generates a negative impact on loyalty, and a low tax policy does the opposite;
  • Militia policies will dictate the militia's composition (ranged vs melee). The standard policy is 50% for each type. A focused policy will make the focused type be 75% (does not instantly change the present militia);
  • Workforce policies are meant to leverage your populace in a specific way. Other than any specified adverse effects, having a work policy in effect also increases administrative cost. Currently, there are 2 workforce policies:
  1. Martial Law: increases security based on the militia, but costs food;
  2. Construction: increases building power based of serf populace, but costs food.

Decisions

Towns and castles have various decisions that can be taken by you. Each decision is independent from each other and have their own effects.
Decisions also increase administrative cost. These are the decisions:
  • Export Slaves: a slave caravan may be generated each day and it transports slaves from your castle/town to bound villages that are not overflowing in slaves;
  • Accelerate Populace Growth: slightly increases the natural populace growth, at the high cost of influence (influence production is halved);
  • Allow Settlement to Self-Invest: only works when the settlement income is positive. Any profit is negated, and settlement prosperity is increased relative to how much money is being invested, therefore, you trade tax for prosperity;
  • Cronscript the Lowmen: boosts militia production based on serf populace, but significantly reduce the settlement's food production;
  • Subsidize the Militia: boosts chance for elite militia to be spawned;
  • Exempt Nobles from Taxes: pops of Noble class no longer pay tax. However, settlement loyalty is boosted, also based on nobles number.


Stats 

Other than the standard stats, settlements have a new set of stats that are available in the population windown.
These are the stats:
  • Population Growth: settlements grow over time, and the growth rate is mostly based on the total populace. More people = more growth. All social classes other than slaves contribute to population growth. Even though they do increase over time like all others, they do not contribute to the growth;
  • Administrative Cost: the cost associated with the settlement administration, which is deduced from the income as a percentage. The base cost is 7.5%. Not having a governor increases this cost by 5%. Workforce policies and decisions increase this cost. Governors will reduce this cost based on their stewardship: at 100 skill, the cost is decreased by 5%;
  • Cultural Assimilation: when a settlement and it's owner have different cultures, an assimilation process will begin. This assimilation process only progresses when a governor that shares culture with the owner is present. Otherwise, assimilation will remain at 0%, or gradually fall down to it. The assimilation should be inherited from previous owners, meaning that, if the settlement was already being converted by a previous lord, the assimilation rate will be retained once a new owner is in place and is the same culture of the previous owner. Or, if the new owner is the same culture of the settlement, but not as the previous owner, the difference will be inherited as assimilation. Ie: a Battanian lord has assimilated 20% of an Imperial settlement. If an Imperial becomes the new owner, the assimilation will change to 80%. If another Battanian becomes the owner, it will keep 20%. Otherwise, if the new owner is of a third culture, the assimilation is 0%.



Future Features

I have plenty of ideas for this mod:
  • New civilian parties roaming the map (traveling serfs / craftsmen / nobles); DONE
  • Migrations from/to map edges with large amounts of pops leaving / entering settlements;
  • Various new policies / decisions / stuff to control your settlements in greater depth, including village options (currently disabled);
  • Village buildings and new settlement buildings;
  • In depth Land usage system where settlements are attributed an amount of usable land that dictates food output;
  • Raising militias as parties on the map that join/follow you.



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