Mount & Blade II: Bannerlord has a ton of different mechanics going on within the medieval warfare sim. When you’re building your settlements in Mount & Blade II: Bannerlord, there’s a lot of choices you can make. As you spend Denar on building the Workshops and other upgrades there are a few things you might notice.
The choices you make in how you spend your Denar reserves are crucial, as it will affect each of the resources your kingdom generates. Prosperity and Loyalty affect how much you can tax in terms of resources, as well as the manpower growth, within your settlements. Influence is one of the more obtuse elements, and you will want to know how to manage it.
Influence is used at the kingdom level in the game to generate the armies that you wield on the field, as well as keep them together. If Influence runs out, your war machine can collapse pretty quickly. It’s a pretty rough thing to generate, as it takes a lot of time to stockpile this particular resource.
Your main method of increasing this is by winning battles while you’re with an allied army. But, there are a few other methods you can use at the kingdom level to get more.
The Forum is the first upgrade that should go in all of your towns and villages to increase the amount of Influence you generate. After this, focus on the policies that can be implemented at the kingdom level to increase the amount of Influence and militia growth you can gain in the game. You should grab Council of the Commons first followed by Feudal Inheritance to get a nice bonus of 40 or so Influence. Refer to the list below to see what other kingdom policies can be gained as well:
These are the following kingdom policies that increase your influence gains (per day) in Mount & Blade II: Bannerlord:
- Council of the Commons – +1 influence and +1 militia production per notable in a settlement (owner’s clan); extremely powerful since this counts all the unique NPCs in a settlement including merchants and artisans.
- Feudal Inheritance – clans gain +1 influence for each fief they own; doubled cost of revoking a fief from a clan; gives influence depending on how many settlements are under your control.
- Sacred Majesty – ruler clan gains +5 influence; non-ruler clans lose 1 influence.
- Royal Guard – ruler clan gains +1 influence and +80 ruler’s party size; non-ruler clans lose 0.2 influence.
- Castle Charters – castles give +1 influence; castle upgrades reduced by 20%.
- Magistrates – +1 influence for ruler clan; +1 security for towns; town taxes reduced by 5%.
- King’s Mercenaries – ruler gains double influence from mercenaries; non-ruler clans gain 10% less influence from battles.
- Senate – +1 influence for tier 3 clans.
- Noble Retinues – +1 influence for tier 4 clans and +50 party size for clan leaders.
- Peerage – tier 4 clan choices have doubled effects; influence cost of ruler overriding popular decision is doubled – the x2 effects don’t seem to work when combined with Noble Retinues.
- Lawspeakers – clan leaders with high Charm skill gain +1 influence and those with low Charm skill lose 1 point per day – this might be a problem if you’ve got around 75 Charm only.
- Lords’ Privy Council – +1 influence for tier 5 or higher clans.
- Serfdom – villages add +0.3 influence to the owner clan but lose 1 militia and 1 prosperity – might be a good choice if you can offset the losses.
- Bailiffs – +1 town security; towns with 60+ security add +1 influence to the owner; reduced town taxes by 0.5.