Mount & Blade 2: Best Guidelines

It turns out that running a kingdom is difficult. Players just can’t just sit on their thrones and eat fried chicken and cherry tomatoes while someone sings to them. There has to be some form of judgement. That’s what Mount and Blade 2: Bannerlord demands on its players.

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Because there will come a point where players’ actions can result in them owning a kingdom. When that happens, players must be willing to either genuinely care about their people or minimize the need for decisions in order to go on their merry way. These guidelines will help with both efforts.


10/10 cantons

  • +1 daily militia production / 30 percent faster recruit replenishment
  • 30 percent faster recruitment replenishment
  • -10 percent tax revenue in settlements

Some monarchs prefer to leave their kingdom to the council to expand its borders. If players are that kind of rulers Mount and Blade 2: Banner Lordthen the canton policy is more than practical.

It essentially makes armies refill faster, making them ready for action immediately after a battle. This minimizes downtime when players are too focused on conquest. The treasury will, of course, suffer significant damage, but who said war is cheap?

9/10 Holy Majesty

  • +3 Influence per day for Ruling Clan
  • -0.5 influence per day for non-ruler clans

If the players are the king or queen and they own the ruling clan, then this policy is almost mandatory. There’s practically no downside to being the top dog in a given area. The policy also makes it even more difficult for other clans to undermine the main clan.

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In theory, this will lead to fewer rebellions or secessions from other clans or vassals. After all, influence is a currency that holds the player’s kingdom together in this game. Players can never have too much influence.

8/10 royal privilege

  • -20 percent affects the cost of overturning the referendum
  • None, but limited to kingdom decisions

Royal Privilege is another must-try if players are serious about their edicts as kings or queens. Sometimes the clans and the vassals or other lesser powers in their own kingdom will practice a little democracy and vote for a less than desirable action or course.

Having royal privileges means players can afford to be contrarian or exercise a bit of their tyranny more smoothly. It’s also a good way to save a little influence for later decisions. Because sometimes these haughty minions typically make some weird decisions at the worst moments.

7/10 royal guard

  • The ruler’s group size has been increased to 80
  • +1 influence per day
  • -0.5 influence per day for non-ruler clans

This policy, too, is of great advantage to a ruler who prefers the rough saddle to the comfort of the throne. If players prefer to trot around in territories (their or their enemies), then a larger party makes it easier to win battles.

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It’s like having a small personal army made up of elite soldiers. Such a guideline also helps players roleplay as Leonidas and his elite 300 Spartans, but down to 80 instead if players enjoy that type of challenge. The gain in influence is also decent

6/10 imperial cities

  • +1 loyalty per day for cities held by the ruling clan
  • +1 wealth per day for cities held by the ruling clan
  • -0.3 loyalty per day for non-ruler clans

Imperial Cities politics is an interesting and devious way to conquer some cities from other clans. In doing so, they lose some of their city’s loyalties. This assumes that the players control the ruling clan and are the king or queen.

If they are, they can bolster their cities and borders much more with a shower of loyalty and prosperity. As you can imagine, it’s not good politics if players are just vassals or don’t belong to the ruling clan.

5/10 property tax

  • 5 percent of the village income is paid to the ruling clan
  • -5 percent village income for clans

Money wins wars and so does war Bracket and blade 2. Eventually, players must find a way to keep their field armies and elite retinue as king. Groceries and other logistical problems are always an issue.

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Unfortunately for the clans, they will shoulder the financial weight. Their village income would go into the pockets of the ruling clan. At least there is no loyalty penalty imposed on the villages. Ideally, do not embezzle this tax revenue.

4/10 debt relief

  • +2 settlement loyalty per day
  • -0.5 influence per day for non-ruler clans

Loyalty is another metric that players need to maintain if they want to do as much with their kingdoms as possible. A loyal domain is apparently one that manages itself. For that, debt relief is a great policy.

Players are effectively trading settlement loyalty for a significant hit of power and hierarchy from the smaller clans. This is probably for the best since players don’t want these clans to become too arrogant and obstructive anyway.

3/10 process by the jury

  • +0.5 settlement loyalty per day
  • -1 influence per day for clans
  • -0.2 settlement security

This policy is strange as it turns settlements into pacifist and vulnerable havens, but they also remain more loyal to players. That’s still good, but players must ensure that these settlements are well protected from brigands and other militaristic threats.

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The influence hit is a bit costly, but it’s still a small price to pay for fewer rebellions appearing on the map. Also, Settlement Loyalty can also dictate their defensive performance, offsetting the security hit a bit.

2/10 senate

  • +0.5 Influence per day for Tier 3+ Clans
  • +10 percent influence cost for inviting lower level clans into an army

For players whose clans are level 3 or higher, this policy is good to have. It will include the other clans as well, but that means more power for those above average in the hierarchy. The rich get richer per se.

It will be more tiring to include clans below level three in an army, but these clans have lower quality troops and equipment anyway. They also tend to contribute fewer troops to an army, so beyond a certain threshold they are not that important.

1/10 magistrates

  • +1 security per day for cities
  • -5 percent affect the tourist tax

This policy is straightforward. Players sacrifice a bit of income just to make the cities safer. However, the implementation does not make sense. Because in hindsight, the policy suggests that city dwellers pay less taxes and get more protection.

In reality, they should not be given more protection without bearing the cost. In any case, players can simply pretend that the judges issuing this policy are slightly corrupt and embezzle some of the taxes. Human greed doesn’t seem to have changed much since the feudal era.

Mount and Blade 2: Banner Lord is available on Xbox One, PlayStation 5, PlayStation 4, Xbox Series X and Series S, and Microsoft Windows.

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