File information

Last updated

Original upload

Created by

Captain_Octavius AKA Maegfaer

Uploaded by


Virus scan

Safe to use

About this mod

Adds giving advanced orders to your Clan parties on the campaign map, including control over their recruitment. Restricts AI sieges to borders of Kingdoms. Makes the AI more likely to conquer and less likely to raid the lands that share their culture. Causes all hostile Vassals who like/hate you to target your properties less/more respectively.

Permissions and credits
  • Turkish
  • Spanish
  • Russian
  • Portuguese
  • Mandarin
  • Japanese
  • German
  • Czech
NEW feature in 2.3.0:
Kingdom AI Army Leaders will now prioritize besieging enemy towns/castles closest to their own hometown. Their hometown is usually the most prosperous castle/town that their Clan owns (this is a vanilla feature). The idea is that they somewhat selfishly prioritize taking lands close to their home so that their fiefs becomes safer. Armies won't besiege towns/castles deep into enemy territory anymore. An added bonus is that armies with different leaders will have distinct behaviour.

NEW feature in 2.2.0: Troop recruitment whitelisting and optional limits!
Talk to a clan party and choose: "Let's review your party's composition plan."

There are two stages of separate troop exchange screens:
  • Screen one: You get a list of the lowest tiers (recruits) of all troop trees in the game. Transfer the recruits of those troop trees you're interested in. Click Done.
  • Screen two: On the left side there should now be a list of all the units in the troop trees that you selected with one soldier for each type, and also one troop for every type that the clan party already had in its party. On the right side the exact same troops are present, but in great numbers. The rules here are simple: If there's only one soldier on the left side, the clan party will recruit that troop type as long as there's room in the party. If you however add more than 1 troop to the left side, that number will be the maximum limit for that troop type. Troops that are not present at all on the left will NEVER be recruited.

For example, if on the second screen you have the Imperial troop tree there with 1 soldier each, except for Imperial Recruits who have 20 soldiers, the party will never take more than 20 Imperial Recruits at the same time in its party, but will otherwise recruit all the other Imperial troops on the list until the party size limit is reached. In this case no other troops than Imperial will ever enter the party, unless you manually transfer them.

Another example: To make sure the clan party never recruits new troops, just empty the left side on the second screen and click Done. You can still give them troops through the regular troops exchange option of course.

Another example: Only add cavalry units to the left side of the second screen and you'll have a clan party that will always be very fast.

WARNING: Only allowing troops that can only be recruited very far away does not mean that the clan party will actually travel to the other side of the map to get those recruits. It will likely stop visiting settlements for recruits at all, unless you tell them to follow you and bring them closer to the appropriate culture's lands.


After you order a Clan party to follow you, hold down Left Alt and then Left Click on an enemy to order that Clan party to chase and engage that enemy. Useful to create a small and fast cavalry vanguard party to engage and hold the target so you can catch up with the slower main army. Hold Left Alt and then Left Click anywhere else to order the clan party to stop chasing and resume following you again. Works with multiple Clan parties. Left Alt key can be changed in config.xml.

Also adds patrol and free-roam orders with many optional instructions, see the images for examples. Adds goods and prisoner exchange plus party leader equipment inspection options to Clan parties dialogue. Also adds troops and prisoner exchange plus equipment inspection options to Clan caravans.

Vassals of all Kingdoms will prioritize conquering lands of their culture over raiding them. Hostile Vassals are less likely to raid or conquer the settlements of friends, so if you keep releasing the Vassals that raid your villages they will come less and less often. The inverse is also true, hostile Vassals that hate you will prioritize raiding and conquering your settlements. It acts as a deterrent against executing Vassals. These settings can be changed in the config.xml.

Installation & Compatibility
This is your average Module mod made with Harmony, does not replace vanilla files. Should be compatible with almost everything.

Requirements (soft)
Fixed Launcher - Not essential, but highly recommended. This fixes crashes at game startup.
Bannerlord Mod Launcher - A more feature-rich alternative to Fixed Launcher mentioned above.
Save Missing Module Fix - Fixed - Without this fix your savegames will not load if you ever deactivate this mod. This is my own update of the fix to work with e1.4.x games.

Troubleshooting crashes
Make sure you have the requirements above. Unblock the DLL files of this mod, if you don't know how use Unblock Dlls mod to help you. If you get crashes during gameplay, check if there has been a game update and if this mod has not been updated yet. Report the crash in the comments with as much circumstantial details as possible.

My other mods
Delayed Reinforcements
Transmog - Cosmetic Equipment
Cape Colour and Clipping Fix
Fixed Formation Spawns
Better Raiding Loot
Crafted Item Copyright