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Everything You Need to Know About Mount And Blade Max Army Size and Kingdom Management



Capturing the remaining Castles seems to be very difficult, since my army's max size can be around 90, but all swadian Lords have around 200-400 Men in their Armies. And Swadia has still many lords, I think it is around 7 or 8. And they often group up on me, which makes me fight more than 600 men with my 70-90 men, depending on the current state.


A max army size of 90 means that you don't have enough Renown and Leadership. A good army size to have when declaring for a claimant is at minimum of 150. Next time you should try to boost your renown (by taking fewer units into battle against a higher number of enemies). Having a renown of 1500 to 2000 is probably a minimum before striking out on your own. Also, put more points into leadership/charisma.




Mount And Blade Max Army Size



Cavalry: mix of merc cav, Saranid horsemen/mamlukes and swadianKnights/MAA. (While very expensive to upkeep, a completely cavalryarmy of this mix offers very good NON-SIEGE victory. Never bringcavalry to a siege, they will die or be incapacitated quicklycompared to hired blades and huscarls.


Generally speaking, the more land you control, the higher your population, meaning more soldiers will be available to you. Of course, just taking over territory doesn't necessarily give you free soldiers - 'control' is a big factor to your army size.


Regardless of your army size, your infantry will usually be the most important unit. In Mount And Blade II: Bannerlord, your infantry line will make up the backbone of your army and be the first line of fighting when the melee starts.


What is certain, though, is that Lords have to pay for recruitment above the minimum party size. How much this costs depends on Campaign AI difficulty. This is why on Good Campaign AI, a Lord can spawn an army out of thin air.


Players and AI factions have access to a technology tree, which dynamically changes weaponry, munitions, army sizes and effectiveness in battle. Most of these technologies are tied to a certain year. The mod, set between 1860 and 1895, includes dynamic time progression, the speed of which can be changed at the players digression. Some factions start off with certain technologies researched to represent their armies state at game start, such as Prussia having access to breech-loaders in 1860.


Number of lords in factions now depends on faction population and army size setting that can be set in reports menu. High army size setting will increase number of lords but will negatively impact economy and national budget.


Vassal and mercenary quest mechanics were replaced by mechanic of enlisting in faction army. You will start as regular soldier and have possibility to make up a military career and become an NCO (commanding one company within your commander party), then become independent commander (similar to Native vassal), and then to reach the top rank, becoming the faction marshall. If you start game as aristocrat, you will start career with officer rank. There are 10 ranks (each having different name depending on country), they also affect your paycheck and party size. 2ff7e9595c


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