Mount & Blade II: Bannerlord
0 of 0

File information

Last updated

Original upload

Created by

carbon198

Uploaded by

carbon198

Virus scan

Safe to use

Tags for this mod

About this mod

A complete overhaul of AI voting on Kingdom Policies and Settlement ownership plus a whole lot of bugfixes.

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Turkish
  • Russian
  • Mandarin
  • Japanese
  • German
Donations
Kingdom Policy Features
In Native the AI doesn't really care about Kingdom Policies. It votes based a preset set of weights that have nothing to do with whether those policies would be good for them. In fact, the AI doesn't even know what the policies do.
  • The AI will vote based on their individual needs. If their towns need loyalty, they'll vote for policies that grant loyalty. Same for influence, security, militia, gold, etc.
  • AI voting is based on a new system of weights taking into account their dynamic needs. Their opinions on policies can and will change with their circumstances.
  • When voting on policies that affect the ruler, the AI will take into account their relationship with the ruler. If the player is the ruler, having positive relationships with your clan leaders will get support for your policies. For AI rulers, it's interesting to watch.
  • Works for both kingdoms you are a part of and completely AI kingdoms. AI kingdoms will manage their affairs more intelligently.
  • Sometimes the AI will take into account the good of the kingdom. If cities are about to rebel lords will be more willing to vote for loyalty policies.
  • Currently adds one new policy: Foreign Citizenship. Increases loyalty in settlements with a different culture than the kingdom and decreases it in settlements with the same culture as the kingdom.


Settlement Ownership Voting Features
The native algorithm for determining how clans vote on settlement ownership is detailed in many a Youtube video if you're interested. It favors big, high tier clans when it should be favoring those clans with less settlements so the clans have more money to provide troops to the kingdom. It also gives bonuses to the player and to kings for no reason and doesn't take into war contribution into consideration at all.
  • The mod keeps track of a war score for each clan in each war. When you go to war with the same kingdom after declaring peace, the war score is reset. The warscore is also reset for a clan after they are granted a settlement. In addition to fighting battles, raiding villages also increases war score.
  • Each clans siege score for a particular settlement is also tracked.
  • The main factor in determining who the AI will vote for to own a settlement is 50/50 war score and siege score.
  • Unlanded clans have a large bonus when a castle becomes available.
  • Clans with substantially less settlement wealth than the other clans in the kingdom get bonuses; clans with substantially more settlement wealth get penalties.
  • Just like in native, clans with low denars and clans with settlements closer to the captured settlement get bonuses.
  • No special treatment for the player or for kings.
  • You can disable the voting features and use native with the console command kpe.toggle_settlement_claimant_voting (does not require cheat mode).
  • Added the ability to opt out of being among the three candidates to get voted on for settlement ownership. If you are in the top 3, a prompt will appear asking you if you actually want the fief. Works both with this mod's voting system and with native.


Bugs Squashed
In the course of making this mod I discovered a number of bugs. I've fixed a bunch of them, detailed below. Crossed out items were since fixed by Taleworlds.
  • War Tax did not add income for the ruler Fixed in V1.1
  • Crown Duty did not add income for the ruler
  • Debasement Of The Currency bonus was mislabeled as War Tax in tooltips Fixed in V1.1
  • Charter Of Liberties was not implemented at all Policy was removed from the game entirely in V1.1
  • Land Grants For Veterans was not implemented at all
  • Kings Mercenaries was not implemented at all
  • Peerage was not implemented at all
  • No influence was awarded for the exchange of mercenary influence for gold with the lords of the kingdom. This was apparent as the intent when looking at the King's Mercenaries description.
  • Road Tolls bonus tax was calculated incorrectly by a small amount
  • Road Tolls was only applied to ruler clans instead of all town owners
  • Tribunes Of The People description text was wrong. The 5% tax reduction is to town owners, not rulers. (Fixed only in English)
  • Council Of The Commons description text was wrong. Only supporter notables in a clan's settlements give 0.1 influence. Policy fixed to match description in V1.1
  • The Kingdom management screen was showing incorrect percentage support values for kingdom policies, revoking fiefs, and declaring war. The percentage support number will now reflect the number of clans that will support the proposal. It does not tell you how much influence each clan will spend on it though.


Save game compatible to add. To remove, see uninstall instructions below.

Uninstalling
  • Open the game with this mod installed and load your save
  • Open the console with alt+~
  • Run the command mods.uninstall_kingdom_politics_expanded. Does not require cheat mode.
  • Save your game and exit.
  • Load the game without this mod installed and continue playing


My Other Mods