I've played quite a few in the single player Mount & Blade. And I looked at a lot of modifications. I'll tell you about one very cool fashion here.

I think many will agree with me, the original game is very interesting to start. Until the hero is pumped over, surrounded by a retinue of immortal heroes and leading a heavy cavalry, sweeping away everyone in its path. Then it gets boring.

Very soon you find yourself weighed down with the protection of your lands and the maintenance of garrisons, you can no longer roam the world so freely. The desire to get involved in political strife, the war for the throne, also does not contribute to the economic component (in the original) of managing their lands, it is frankly weak. Starting the redistribution of land, you get involved in an endless bloody war. But there is not much to do, because this is the only way in the game (to collect all the lands under your flag).

For those who are bored with the original Kilradia, I advise you to install the mod Prophecy Of Pendor.

"Prophecy of Pendor" is a very high-quality modification. This is already a separate game with its own factions and global goals, and a completely different world (the map has been completely redone). The mod has incorporated some other high-quality mods, textures, items. In general, more than a dozen people worked on it.

A completely different system of tournaments and bets awaits you. Armies of foreign invaders, nomads and heretics can roam the map.

The only thing that hasn't changed is the siege. Apparently, they require too deep engine changes. The mod will please you only with new decorations (many new fortresses and castles).

The victory conditions are formulated explicitly, and they are very global.

  • You need to capture all the lands (or help one of the kingdoms take dominance over the rest),
  • make friends with the Noldor.
  • burrow all secondary factions, crush all their armies
  • smash the armies of all NPC heroes.


Separately, it is worth mentioning such a faction as the Noldors. These are wood elves, and they even have their own city, where you can visit to participate in tournaments and trade. To do this, of course, you need to somehow make friends with them, since at first your relationship with them is “stretched”. I used to hang around with their squads and help them in small skirmishes, for which I received the reputation I needed from them.

It turned out that it was possible to do this in another way, I will not say that it is simpler. When capturing elves, you can release them, which will also allow you to earn relationship points with this faction.

The game has an achievement system. There are more than a dozen of them, and they are not just medals on your shiny armor. Each of the achievements gives some kind of bonuses to the player's main stats, affects fame. Here is their list.

ACHIEVEMENT HOW TO GET A BONUS
Competent Aide 30 completed quests +20 renown
Imposter King (Rogue Sovereign) create your own kingdom +1 leadership
Master Builder build 30 upgrades +1 engineer
Great Orator (Great Persuader) 30 own lords +1 persuasion
Defender Of Pendor destroy 7 invading armies +1 intelligence
Guardian Of Pendor destroy 15 invading armies +2 intelligence
Hero of Pendor reach 5000 renown +1 charisma
Lion of Pendor reach 7500 renown +2 charisma
Chevalier of Pendor get 500 honor +1 charisma
Masterful Warrior kill or wound 5000 enemies +1 coach
Legendary Warrior kill or wound 10,000 enemies +2 coach
Cult Banisher destroy the Serpent Cult army +1 survivability
Scourge of Jatu destroy the Jatu army +1 riding
Gloombane (Bane of Vejovis) destroy the Mistmountain army +1 Agility
Purger of Heresy destroy the heretic army +1 strength
Deathbringer kill 50 enemies per battle +20 renown
Arena Survivor win 25 tournaments +200 renown
Tournament Champion (Arena Master) win 50 tournaments +1 weapon proficiency
Battle Master win 250 battles +1 tactic
Great General win 500 battles +2 tactics
NEGATIVE Achievements TERMS MALUS(fine)
Caravan Marauder robbery 30 caravans -1 charisma
Village Plunderer looting 20 villages -1 charisma
Epitome of Ineptitude 10 failed quests -10 renown
*Slippery Fellow 10 captures -1 tactics
cheater using cheats in 3 battles,
tournaments
Achievement lock.
Impossibility of Victory

Please note that there are also negative ones.

At first, fighting is quite difficult, especially after the relaxing atmosphere of the original warband version. Until your weapon skills creep up to 120-150, the enemies seem merciless and the tournaments are exhausting. But even after that, the game does not go into a relaxation phase, all the time you have to think about tactics, give orders to soldiers, optimizing their losses.

There are also completely unique artifacts in the game (Ruby, Emerald and Sapphire), which are exchanged in one of the locations (hidden mines of Al-Aziz) for unique Qualis Gems known as Dragon's Tears (dragon's tears). Dragon tears can also be used for other purposes. It is better to read about this in the original manual -.

Mount & Blade. The Age of Tournaments offered the players a kind of final goal - the creation of their own kingdom and expansion of its borders to the size of the whole of Calradia. Technically, it is not difficult to found a new kingdom, it is enough to capture at least one castle and declare your sovereignty to the whole world. However, the life of such an early kingdom is calculated in days, and even hours.

If you want to create a state that will last more than one week and be able to grow into a powerful empire, preparations must begin long before you put a crown on your head. And today we want to tell you how to quickly go from a simple mercenary to the ruler of all Calradia.

The beginning of the way

Preparation for the accession to the throne begins from childhood, read - at the time of character creation. The future ruler must first of all be a skilled diplomat, and secondly, a competent strategist. Therefore, of the four characteristics, the most important for us is charm (here - charisma), and the second most important is intelligence.

Of the skills, as you might guess, the main ones will be leadership and persuasion. This is followed by tactics that allow you to more effectively realize a numerical advantage in battle or, on the contrary, compensate for the superiority of the enemy. It would also be nice to learn education- both before and after ascending the throne, you will have to carry crowds of recruits with you, so let them grow in levels along the way, right?

On a note: if you are used to starting the game as a merchant or a lone fighter, no one bothers you to do so this time. But then you still have to retrain the hero - of course, in the world of Calradia, even a gladiator can rule the state, but the spectacle will turn out to be miserable.

Having taken care of your education, you can join the caravan going to the Vegir Kingdom. Why Vegirs? It's just that their army is best suited to solve our future problems. In the struggle for the throne, you have to fight a lot in general and very often take and defend castles in particular. The tenacious vegir infantry, coupled with well-aimed archers, will serve us best.

Advanced training skill allows you to literally "on the go" turn recruits
into real soldiers.

Well-balanced rodoks and "infantry" nords also perform well (although the latter can be a sip of grief if cavalry regiments fall upon your young kingdom). The “horse” Svadia, the Khergit Khanate and the newcomers from the Sarranid Sultanate who joined them disappear - at least until the release of a mod that would teach riders to climb walls.

In general, the ideal army in our case is the Nordic infantry under the cover of Vegir archers. The creation of an international army is fraught with certain problems, but it is worth it.

Now your task is to put together a starting capital and assemble a squad with which you are not ashamed to go into battle. For the future king, the most convenient way to people lies through the battlefield. High charisma and leadership will help literally for a penny to recruit a crowd of recruits in the surrounding villages who will crush the enemy in numbers. You will quickly replace the dead with new recruits, and the few survivors will begin to grow rapidly in ranks. Trade in spoils of war and captives (in the future - a noble family) will provide a stable inflow of funds.

So look for bandit camps, train on the bandits "born" in them, then slowly move on to hunting enemy lords, and at the first opportunity, enter the royal service and start participating in military campaigns. As soon as the assault on a middle-class castle ceases to be an insoluble problem, it will be time to move on to active preparations for an uprising.

On the brink of rebellion

Each of the satellites comes up with their own ways of agitating for your rule. Sometimes very original.

“Why not immediately capture the castle and establish your own kingdom, if we already have the strength?” - you ask. I answer: as soon as you gain a foothold in some territory, guests armed to the teeth will immediately come to you. At a minimum, the owners of the land that you have declared yours. As a rule - one or two more neighbors who are flattered by easy prey.

Therefore, before raising a rebellion, it is necessary to accumulate enough resources to subsequently defend their right to exist. And it's not about money and not about the army. Against the real kingdom, you still can not stand. The key to the existence of any young state is the reputation of its ruler. It depends on her how favorable the neighbors will be to you.

This resource itself is of three types. The first is your level of fame. Here since Mount & Blade. The Hero's Story hasn't changed. The second is the “Right to Rule” indicator, an innovation of the Tournament Age. As the name implies, it determines how legitimate other lords and kings consider the existence of your kingdom. If it is simpler - the lower it is, the worse attitude to you and the more often they attack your state.

Lord Falzevor expresses dissatisfaction with the existing system, but does not yet trust us enough to decide on an open rebellion.

There is only one way to claim your rights to the throne - send one of the characters who joined you to campaign for your humble person (for this you need to mention in a conversation with him that you want to become king). After some time (up to three weeks), your henchman will return and bring with him +3 to the right to rule.

Which, by the way, is very small. If you want to sit quietly on the throne, at least for the first time, you need to bring the indicator of the right to rule to at least 50. If you feel very itchy, you can do less, but below 30 at the beginning of the rebellion - certain death. "Swing rights" then it will be too late. Therefore, it is better from the very beginning of the game to recruit all available characters from taverns and send them to conduct a PR campaign. You don’t have to worry about their personal compatibility, they still won’t see each other.

On a note: if the hero has just returned from a mission, you cannot send him again to increase your right to rule. So the “agitators” who have worked their way can be safely sent to all four sides. If you need it, hire again.

Finally, the third measure of your reputation is your relationship with the local lords. It is especially relevant if you are going to bite off a piece of territory from the power that you currently serve. In this case, you will surely have time to enlist the support of other feudal lords before the time comes to declare independence. And then the king in his capital can shout as much as he likes about "treacherous rebels" and "ancestral lands" - you have real chances to drag your neighbors to your side before the start of active hostilities.

Family matters

A good bride is not only a lot of friends now, but also a crowd of faithful you
Salov in the distant future.

As it was sung in a famous song, "no king can marry for love" - ​​including the future king. The spouse will have to choose based not on external data, but on the number of relatives - after all, after the wedding, you will automatically get good relations with all members of her family. Of course, there can be no talk of any kidnapping of the bride - only matchmaking with all the formalities.

You can, however, try the opposite approach - first become a king, and then choose a richer feudal lord from the neighbors and quickly marry his daughter (or sister - depending on who is available). It will take quite a bit of time, and you can easily make him your vassal. Often, in this way, a territory equal to the entire kingdom is added to your possessions. Yes, and the rest of the spouse's relatives will sooner or later go over to your side.

One step away from the throne

A couple more blows, and on the site of the former capital of the Sarranides-
whom sultanate my own empire will arise.

There are two ways to create your own kingdom. The first is to storm the castle, wait for the king to give it to another lord, immediately declare his displeasure and "put the party card on the table." The possessions granted by the ruler will be left behind for you, all that remains is to choose a flag and compose a more harmonious name for the kingdom (kingdom, principality, emirate, khanate - underline as necessary).

There is an alternative way to secede along with their lands. You leave one soldier in your castle, after which you inform the king about the refusal of the oath. Immediately rob the nearest caravan or farmers, earn negative relations with the once native kingdom and quickly jump to storm the abandoned castle. You don't even have to climb the walls - a lone defender capitulates without a fight.

The second option: voluntarily write a letter of resignation, lose all possessions, and only then, being a free shooter, capture a suitable castle. Among the players, the first option is more popular, since it allows you to start ruling on the territory already equipped with your own hands. However, in reality, this path justifies itself only if your castle is well located or if you managed to earn a considerable territory.

In turn, method number two gives a wide wiggle room. At least you can choose the starting territory yourself. Agree, it’s one thing to be in the middle of a kingdom hostile to you, at arm’s length from the local army, and quite another to start somewhere in a secluded corner of the map, where enemy soldiers get for several days.

Never do that! The king should not risk his life in battle, so it is better to watch the battle
from the nearest hill.

On a note: ideally, you should choose a place for the kingdom in advance and only then, starting from the decision, make friends with neighboring lords or, conversely, try to weaken the neighbors.

Highly a good place for the beginning of the reign - the land on the outskirts of the kingdom, which is already waging a war on two fronts (or one, but extremely unsuccessfully). Then the local ruler will simply not be up to you. However, one must take into account how long fighting. If more than a month and a half, there is a great chance that the affected side will quickly conclude a truce and turn to you.

Of course, no one bothers to weaken the future victim on their own, while still in the service of any sovereign. If you have enough patience, this path can be taken to extremes. Namely, to ensure that only one capital remains from the neighboring kingdom. After that, you can safely resign and take the last stronghold by storm.

To do this, by the way, will not be so easy, since the enemy lords will be there like herring in a barrel. We'll have to run first, catching them one at a time. But then, since presenting legal rights there will be no one on this earth, you will be left alone for a long time. Minus - at hand will be a strong empire created by your own labors. However, what to do with neighboring states is a question for the next chapter.

The first steps of the young king

Small but experienced infantry-
ny detachment is able to repel the assault of the enemy with the corresponding
wearing strength one to eight.

So, the first stage on the way to world domination has been passed. If you are not too lazy to create a good reputation for yourself and correctly choose a place for your kingdom, you will not be asked from the throne in the first few days (if you still have pigs - see the Save the Situation sidebar). Once everything calms down, you will be faced with the task of consolidating and building on your success.

First of all, we continue to strengthen the diplomatic status of the state. Characters who previously traveled around Calradia eulogizing you are now sent to the rulers of other realms as official ambassadors. The more people recognize our independence, the higher will be the right to rule and the calmer life.

At the same time, we begin to add to our possessions everything that lies badly. And the category of badly lying in the “Age of Tournaments” includes two types of lands. First, the outskirts of the kingdoms, which are already embroiled in confrontation with other states. You won’t master a full-fledged war yet, but if the enemy has enough problems without you, you will be able to bite off a piece or two from him. In general, this rule applies at any stage of the game - of all possible opponents, invariably choose the weakest one.

On a note: from such a situation, you can also extract good diplomatic advantages, first signing up as allies to the two attacking countries, and then offering peace to the one that was subjected to your aggression. As a result, relations will improve with all three.

The second way to expand the territory is to attract "fluctuating" lords (those who have a negative relationship with the faction leader) to their side. Some themselves will come to you in the capital in order to enter the service. True, rich feudal lords rarely come across among them, but there are plenty of lovers to change overlords like gloves. You can take them, but do not count on a rich catch.

The larger your kingdom
in, the more Mount & Blade begins to resemble Total War.

Much more effective to campaign among the disgruntled lords. In order not to pester everyone with seditious speeches in vain, regularly send out your characters on spy missions (for example, those who are not busy as diplomats). Thanks to them, you will always know which of the feudal lords is ready to change citizenship.

True, even a disgruntled lord is not so easy to lure. First, you must be on very good terms, at least +25, otherwise the lord will generally refuse to talk about such a sensitive topic as betrayal. Secondly, it is important that the interlocutor is your neighbor, otherwise he will grumble that, they say, you will not be able to protect him. In a conversation with him, you must correctly guess the argument in your favor (or pick it up using Save / Load).

You can’t put pressure on the lords either - almost no one immediately agrees to the transition, but if you give a potential vassal a week or two to think, the chances of a positive response will increase markedly. Although in the end everything is decided by the notorious right to the throne - with an indicator of more than 80, only the geographical factor can become a serious obstacle.

On a note: separate conversation - landless lords. It is easy to attract them to your side, it is enough to promise such a person to put on, and he is yours forever. But why, if you need land, and not the owners for it? It makes sense to call such lords only during military campaigns, when one or several ownerless castles are in your hands.

Diplomatic development is the main way to expand in the early stages of development. But be prepared that sooner or later your manner of pocketing foreign lands will become familiar, and you will be beaten - what kind of king will like that you are poaching vassals from him? By the way, as practice shows, kings react more calmly to the loss of acquired lands than those that originally belonged to them.

Saving the Situation

In battle, enemies also come in "waves" - first the cavalry, followed by the infantry and archers.

When it comes to war with superior enemy forces (and a novice ruler does not do otherwise), one should remember the mistake that enemy commanders invariably repeat - each lord moves on his own, because of which the army is pulled into a line, small detachments run ahead, and large ones trail behind. Thus, you can break the enemy troops in parts, retreating for reinforcements if necessary.

If the situation is completely seamed and the advancing enemy cannot be stopped in any way, it is better not to wait for the inevitable end and sell out with the giblets of any faction. Independence will be lost, but with a high probability they will leave you behind and the lands will remain with you. And you can regain your independence at any suitable moment.

On the road to triumph

Enemy "flying" units are rapidly running to the wasp
du castle with a garrison of 10-15 people. It remains only to
you from around the corner and kill everyone.

Having learned where the troops of the Sultanate were gathering, I caught the enemy by surprise - half of the army was just approaching, and the second was already being destroyed by my troops.

The kingdom, which has already begun to successfully expand at the expense of its neighbors, is facing two serious problems - the financial crisis and the protection of its own borders. The taxes you collect from your holdings are usually barely enough to support an ever-growing army. But the opponents are very skillful in using guerrilla tactics, making constant raids on your villages. A devastated village will not soon be able to bring a normal income.

In addition, with the growth of the kingdom, an item of expenditure called “inefficient taxation” increases, which in critical cases can eat away two-thirds of the funds received. The result of all this is weekly losses, sometimes exceeding ten thousand gold coins. A small kingdom, in principle, can exist through trade, but during the war it is difficult to do business. In addition, the king running around the markets with bundles of dried fish is a depressing sight.

Both problems are solved simply - you need to actively distribute castles for the use of vassals. Ideally, each fortress should have a lord. There are not enough of your own - call the landless from the outside. But I would not advise making feudal lords from the characters who joined you. For the satellite to become an intelligent commander with strong army, he must reach at least the fifteenth level, and be developed in the same way as your hero. That is, you need to prepare a vassal from it from the very beginning of the game.

It is interesting: for some reason, lord characters prefer to take compatriots into the army. Therefore, do not be surprised if one of the lords suddenly jumps for recruits to the other end of the map.

At the end of the game, castles begin
nayut swarm with lords of different nationalities - subjects
we conquered by you powers.

Active distribution of vassals across holdings helps reduce the cost of inefficient tax collection. In addition, garrisons in fortresses are removed from your balance - from now on, castle owners pay for them, and where they get the money for this is no longer your concern. Finally, numerous detachments can be sent to patrol the borders - of course, they will not be able to cope with a full-fledged invasion, but those who want to rummage around the peasant barns are quite capable of scaring them away.

Do not be afraid that relations with the feudal lord worsen every time you give the castle to someone else (lords are especially furious if you make a character of humble origin into full-fledged vassals). It is better to have many disgruntled vassals than one or two happy ones. To prevent betrayal, you can regularly hold feasts in the capital with the obligatory attendance of all the lords.



In general, that's all. The main thing is that if you were not crushed at first and allowed to establish expansion, then they will not stop you later. With a little patience, Calradia will be at your feet.

It is interesting: after the squad runs out of provisions, you can miss a few horses.

Many features of such a game as Mount & Blade are not trivial and remain outside the scope of all sorts of guides and manuals. Most players have no idea how interesting and deep the world of Calradia is. This collection of secrets, tips and tricks is like an express train, immersing you in the most subtle details of the gameplay, which you can only find out by playing for days on end.

  • In the rain, crossbows are not as effective.
  • In the rain, people and horses move more slowly.
  • You can linger on the global map by holding the Spacebar.
  • New warriors can be hired in taverns.
  • You can also give orders to your companions in combat.
  • The higher the morale of the group, the faster it moves around the map.
  • The wounded heal faster in taverns.
  • To quickly buy and sell items you have with you, press and hold ctrl and click on the desired item with the left mouse button.
  • To open the command interface in battle, press the key backspace.
  • If you are stationed in a city or castle, then you will pay half the salary to the team. The same applies to units stationed in the castle as a garrison.
  • To immediately leave the area, press the key Tab.
  • To better aim, press the key Shift(optical sight effect).
  • You can order the soldiers to hold a certain position by holding down the key F1(by moving the flag).
  • On the mini-map (during the battle by pressing backspace) you can order the troops to move to a certain point by clicking on it.
  • It is possible to move the troops and prisoners of the player in bulk from the squad / to the squad (for example, from the garrison), if you hold down ctrl
  • If you are the commander-in-chief (marshal), and the subordinate lord refuses to go to the desired city or castle, you can order him several times in a row and sooner or later he will agree to follow the order
  • If you are not a marshal (voivode), but have asked an allied lord (lords) to follow you, then he (they) will not help you during the assault, but only in field battles.
  • To raise the horse on its hind legs, you need to simultaneously press ctrl+j
  • A lame horse can be healed in inventory. (while she may lose the bonus)
  • A lame horse can die in battle (disappear from inventory).
  • At any time, it is possible to end the game through the menu: camp => retire(in this case, summary information and the further fate of the hero will be shown)
  • If you “secretly penetrate” into an enemy city, then you can enjoy all the benefits, including a tavern, merchants, tournaments, a guild master, etc.
  • Damaged relationships with lords can be improved through wives by sending gifts (requires money, goods).
  • With good personal relations, enemy lords do not attack you, and their villages provide recruits.
  • There are no completely incompatible satellites. There is little morality (leadership, victories, variety of food).
  • No more than 32 types of troops can be in the detachment at the same time (for prisoners in castles / cities, the same restriction).
  • If you jump with a stretched bowstring, then the target designator will not go astray, which allows you to effectively shoot bots.
  • If you hover over the mouse while talking to an NPC, they will show the level of relations with him or his faction.
  • If BEFORE the battle in the menu "attack\send warriors\retreat" press I, then the inventory will open, with which you can change the equipment.
  • The key works in the same menu P. Those. you can call up the squad menu, for example, to regroup. Works only in field combat and only if main character is the initiator of the battle (rather than joining someone else's already started)
  • If the string of the bow or crossbow is already drawn, the shot can be canceled by pressing the right button. In the same way, a “false swing” is made when hitting weapons in close combat.
  • In villages with a good attitude, instead of recruits, you can hire troops of a higher rank.
  • The salary of the fighters stationed in the garrison is halved.
  • Did you know that at any time you can change the appearance and name of the hero by clicking on the name or portrait in the character window?
  • The location of any lord can be found through dialogue with the lord of the same faction. (You can also find out where your vassal is from your wife)
  • NPCs can be located not only on the first, but also on the second floor of the tavern.
  • On the global map, you can right-click on any locality or detachment and a menu will appear: follow to this place (for the detachment) and help for this place (detachment)
  • Riding Skill ( riding) is important not only as a limitation when choosing a horse, but also as a bonus increase in their speed and maneuverability
  • After the death of the lord, his squad turns into a disorderly crowd (buildings are lost).
  • The probability of entering the battle of each type of warrior directly depends on the order in the list (the higher the squad, the higher its probability)
  • Ordinary peasants and villagers can be pumped into high-ranking units. From peasant women, for example, as a result, sisters of war are obtained, equipped with crossbows and heavy armor (in addition, there is a shield, sword and horse).
  • With all additional bonuses of the starting (temporary) character are saved. (noble flag, books, starting equipment).
  • After being captured, the main character randomly decreases one of the basic characteristics (strength, agility, intelligence, charisma) by 1 point.
  • With the growth of honor, relations with lords with a bad reputation deteriorate (and grow with those who enjoy a good one).
  • In tournament battles, you can (and should!) manage your team.
  • Captured lords in other people's castles and cities can be released not only on a quest, but of their own free will.
  • Bounty hunters are pumped into slavers - one of the top units in the game. Their main feature is their equipment with blunt weapons, which allows them to capture enemies in large numbers.
  • Pressing the key "X", you can use the weapon's alternate abilities. For example, attack with a dart like a regular spear in close combat.
  • After creating your own kingdom, companions can be made into lords, distributing possessions to them.
  • Allied lords and vassals can leave their prisoners in your city/castle. (For these purposes, you can use the celebration)
  • Pack horses increase the movement speed of the unit when the inventory is loaded.
  • By showing nobility when completing tasks, you can increase the parameters of honor. For example, refusing a reward for killing a criminal or for saving a village from bandits.
  • By talking with the inhabitants of villages and cities, you can get valuable information about the nature of the lords, profitable goods, etc.

With great pleasure I will add your tips, tips on the game. Feel free to leave comments. Gradually I will replenish this collection.

Mount and blade is a famous and at first glance unusual game that made the dreams of lovers of the Middle Ages and various intrigues come true. You start playing as a simple wanderer, no matter what story you chose at the very beginning. By fighting enemies, scheming and serving your king faithfully, you can achieve many privileges, castles and tie the knot with some girl from a noble family, but you will never become a king. To take over and manage your kingdom, you will need to do a lot of work, as well as win a huge number of battles and intrigues. In this article, we will detail how to become king in mount and blade warband.

Preparing and founding your kingdom

First, upgrade your hero (in particular charisma, persuasion, leadership o), and collect a large number of soldiers, preferably cavalry, for example Swadian Knights. After that, carry out the termination of all vassal duties to the king, unless of course you have one and capture one of the castles of some kingdom. As soon as you capture the castle, a tab will appear where you need to enter the name of the kingdom, your coat of arms will be displayed as a flag. A small kingdom has been created, now you need to hold your castle and capture others!

Vassals

Fighting alone is very difficult, so you need to call on vassals from different kingdoms. To do this, you can talk to them personally, at the time of the conversation, say that he could join you and that you will give him land, it turns out extremely rarely, it depends on what kind of relationship you have with this person and the presence of a high persuasion skill. Or the vassal himself will come to you after one of the kings kicks him out, and this happens quite often. As soon as you capture one of the castles, try not to appropriate the lands for yourself, but leave them without owners, from this the vassals will flow like a river in the desire to acquire possessions.

Wars

“Do not fight on two fronts” is the main rule in war. Command armies personally, do not appoint a marshal, they are very slow and take castles for a long time. Maintain good relations with the vassals, they will not leave you or even betray you, leaving along with the castles that you gave them.

Final goal

In the end, through hundreds of battles and sieges, you will capture all the lands and become the absolute king of Calradia. It should be noted right away that you cannot marry the daughter of one of the kings, although there is such a tab. Whatever your relationship with the king, he will constantly answer that his children deserve a more noble groom.

Conclusion

Now you know how to become king in mount and Blade Warband. You should not expect special laurels from this, there will not even be an inscription that you are the king of all lands. But on the other hand, you will put an end to the endless wars between the kingdoms, and the only enemies will be sea robbers, bandits and raiders who can be dispersed alone. Good luck in capturing and ruling Calradia!

It is unlikely that the developers of the game could have expected how popular and widespread Mount and Blade: Warband would become. How to build a castle, how to manage an army, how to create a kingdom? These and many other questions constantly worry fans of the series. To date, Mount and Blade is without a doubt one of the most unique cult games in history, despite the fact that it itself has a tenfold lower budget than the vast majority of other games that have received even less success.

Mount and Blade is a universal game in which the player is given absolute freedom of action, and the lack of a plot forces him to create it on his own. Here you can be anyone, from an ordinary highwayman to the owner of your own kingdom, however, since many are interested in the latter, they ask the only question when playing Mount and Blade: Warband: "How to build a castle?"

Can you build your own castle?

It’s worth mentioning right away that, in principle, building your own castle in the game is impossible. Of course, it would seem that such a simple element could not be introduced, because every player will definitely ask when entering Mount and Blade: Warband: "How to build a castle?" But do not forget that this game is low-budget, and therefore there is still a huge number of various omissions and there are no elements that could be. Therefore, if you are wondering how to build a castle while playing Mount and Blade: Warband, you will not find the answer to this question, since the only way to get any possessions and start developing your own state is a siege.

Why do you need your own castle?

In this case, it all depends on your goals in the game. Someone is looking for how to build a castle in Mount and Blade: Warband in order to start developing their own state and get acquainted with this content, because without your own possession it is simply impossible to start developing your kingdom. At the same time, as mentioned above, for this you don’t even need to try to build a castle, since you can simply seize other people’s possessions and use them as a capital. It is worth noting that subsequently the capital can be moved to a new captured possession, which is especially true if you captured the city after capturing the castle and wanted to make it the capital, or if your borders have simply shifted enough and you would like to spend less time to after the battle return to yourself.

Someone wants to build a castle in Mount and Blade: Warband just to speed up their own development. The villages around it pay taxes daily, and the more developed the holding is, the more taxes you can get. However, in fact, it may well turn out that your own castle can only bring you losses, since constant sieges require a large army that needs to be hired and developed.

In addition, the castle is a great source of "fun", because defending the castle from the enemy army is one of the most interesting battles in the game.

Siege as neutral

The easiest option is to capture the castle in Mount and Blade: Warband as a neutral lord, that is, without joining any factions. Thus, after capturing the castle, you will not have to coordinate with anyone your rights to own these lands, they automatically become yours, you simply choose the name of your new state and begin to develop it. After that, the content of the ruler of your own state is fully opened to you, you can start hiring vassals or making them from your own troops, however, building a castle in Mount and Blade: Warband after opening your faction will not appear.

It is worth noting that it is better for you to be careful, since not only representatives of the faction from which the lands were taken away, but also others can quickly take away your possessions, and even after the surrender of your lands, the “sediment” will still remain and the relationship will be spoiled.

Siege as a vassal

A somewhat difficult, but not as risky, option is to become a vassal of a certain faction and take over a certain castle under its rule, but this option is unlikely to appeal to many who would be interested in building a castle. Mount and Blade: Warband invites us to swear allegiance to a certain kingdom. You can find some ruler yourself and ask him to make you his vassal, or in the process of your development and gaining reputation, the rulers of the states will gradually begin to offer you to join the ranks of their generals.

However, remember that in this case, if you refuse, you can slightly spoil relations with this kingdom, as a result of which you may not even have time to build a castle in Mount and Blade: Warband after its siege (prison, town hall, etc.), since an army from this kingdom will already attack you. Considering that after your first siege, the army can weaken quite a lot, it is best to conduct it with a minimum of enemies.

How to prepare for a fight?

If you confidently decide to capture someone's castle, then in this case you will need the maximum number of foot troops, but it is worth noting that the Nords, despite the fact that they have only foot soldiers in the army, are far from the best option , since being basically raiders, they don't use the strongest armor and are also quite weak in ranged combat. In this case, it is more preferable to use troops:

  • Swadia. Very strong armor, as well as fairly strong crossbowmen.
  • Rodokov. The most powerful rifle troops in the form of crossbowmen, who can exchange fire with the enemy for a long time. Given the fact that the number of bolts for crossbowmen is equal to the number of arrows for archers, the efficiency of the former in ranged combat is much higher. In addition, the Rodok crossbowmen are more protected and trained than the Swadia crossbowmen. Also, the Rodoks have quite strong infantry, which can fight on an equal footing with many other troops.
  • Sarranid Sultanate. A versatile faction that can provide fairly strong troops of any type, but focuses mainly on close to mid-range battles.

Kergits are not very relevant in the siege, since their main advantage is the speed of horses, and it is impossible to realize this in battles near the castle. Vegirs are not distinguished by the strongest armor, but are more focused on maximum damage, and therefore their use is relevant only at a low level of difficulty, allowing you to capture the castle with maximum speed. At high speed, there is a big risk that they will be killed before they can reach their potential.

What better troops to take?

The ratio of melee troops to long-range troops depends directly on how skillfully their general fights, how well he is protected and ready to independently participate in battles.

It is very important not to use spearmen as melee troops, as they are extremely poorly implemented in the game, and even more so in siege battles.

If you are not going to take part in the battle at all, then it is better to make the ratio of melee troops to ranged 3: 2 (60% swordsmen, 40% archers).

close combat

If you are confident that you can engage in combat without the risk of death and actively destroy the enemy in close combat, you should take with you a group of strong close combat warriors to help you and provide solid cover in the form of a powerful curtain of archers or crossbowmen.

distant battle

If you like the role of a shooter, then in this case, on the contrary, rely on close combat in the troops, covering them and destroying key targets. It is worth noting that in this case it is impossible to say unequivocally which role is more preferable, because in close combat with good skill you can cut out a large number of enemy units or, if you have a good shield, keep the main part of the enemy on yourself, allowing ranged troops to shoot them , while the shooter from afar can remove key targets, and his position is more secure.


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