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  1. Herding cattle.

    First of all, you can opt out of any "herd the cattle" missions by saying no.  If you do decide to take on the mission, you can guide them roughly in the direction you want by positioning yourself as others have suggested.  Before nightfall, you can ride up to the herd and choose the option of bringing the herd to a halt.  They will sat there until you start driving them again.  There is more depth to the game than "herding cattle" more so if you download and run the Diplomacy Module.  Good luck
  2. Best Warband Faction

    Most folks forget that the AI is less than capable in the game.  Even more laughable when the AI is set to poor and the difficulty is set to Easy. :facepalm: A properly led (player controlled) army of disciplined Rhodok Sargeants holding a tight line (ordered to stand close) up slope will stop a cavalry charge of Swadian Knights every time.  The cavalry might penetrate the first rank but the second rank will de-horse them and knights on foot gets swarmed and killed quickly.  I've been on the receiving end of such a treatment myself.
  3. Best Warband Faction

    The best faction (IMHO) is the faction that you create when you start your own kingdom.  Imagine being able to stock garrisons for siege defense with Rhodok Sharpshooters, having Nord Hascarl infantry mixed with Rhodok Sargeants with their sharp glaives and possibly some Mercenary Cavalry for a field army.  I prefer not to use Swadian Knights early to mid game because Swadia invariably declares war on my kingdom.  I usually wait until Swadia gets eliminated. 
  4. More Ways To Make Money? No Income From Fiefs?

    Could be that those villages have been looted recently?  Check the overland map.  If you hover your cursor over the village it will give you a status report.  Also, the speed with which a village increases it's prosperity depends on how easily it's farmers can make it to the nearest town if they can even make it there at all with hostile raiding parties and bandits around.  BTW, Praven is a town and not a village.
  5. moving lords at your court

    Just a few general observations after having played numerous games over two years....

      Villages can supply a healthy income through rents when their prosperity is Rich.  This will also drive the prosperity of a Castle.  As far as I can tell, this also drives the mechanics behind the frequency of caravan visits to a town if that prosperous village is tied to it.  The only downside is that enemies tend to target prosperous villages regardless of how far they have to march to raid it. 

      There is an improvement that you can build in that village that allows you to rest there.  I've built them before butsome thing that I have observed when I have active patrols in the field is that I can ride up to the patrol and order them to reinforce a garrison which brings up a list.  Besides the towns and castles, I've seen my villages that have that improvement also show up on the list.  I have yet to tell the patrol to reinforce that village so I'm not sure if it will have any effect on the villages defenses against enemy raids and bandit infestations.  I will try it out in my saved game and I'll report whatever I find.
  6. moving lords at your court

    Ghost of Razgriz 说:
    Not always the best idea as some of those lords might not be as bad as they say.  Martial lords are okay-ish to have, though they still fall under the same issues that the moralless ones have (namely quarrelsome and debauched).  Calculating varies on if you want to go through the trouble with them.

    Also, taking the villages for yourself could also incur Tax Inefficiency if you take too many for yourself.  Unless you changed it to some ridiculous number to allow you to have as many fiefs as you want, taking in more than what you're allowed as per difficulty will cause it to take funds out of what you would normally get.  A little is okay as it's manageable, but a lot just eats at what you can get out of that fief.

    From my own experience, lords that are martial or less become problematic in the long run as you will suffer a relationship penalty with them every time you give a fief to someone other than themselves.  I've avoided faction in-fighting and friction in all of my games (as king of my own faction) by recruiting only "Upstanding" or "Good-Natured" lords.  I've never had to throw a feast in order to improve my relationships with my lords because I spend an inordinate amount of time (pre-kingdom) preparing by earning over 150 honor points.  By time I have started my own kingdom and when approaching a prospective "Upstanding" or "Good-Natured" lord who has a relationship of 5 or less with his current liege, my relationship with that lord is already at 80 or more.  The game really rewards honor by automatically increasing the player's relationship with "Upstanding" or "Good-Natured" lords even if the player has never even met the lord.  That said, once I successfully recruit that lord as a vassal, my relationship with him will easily hit 100 once I give him a fief.

    As to holding onto captured fiefs, I don't usually incur too much of a tax penalty as I tend to grow slowly with no more than two or three recently captured fiefs to my name. Because I have only "Upstanding" and or "Good-Natured" lords they don't care if I hold a lot of fiefs and are not resentful.  I also have a substantial amount of earnings coming in due to the fact that I have established "industries" in all of the towns in Calradia even in the event of having several shut down due to hostilities.

    The problem with having unassigned fiefs to "attract" disgruntled lords is that yes, you will attract them and the their numbers will increase as the game progresses due to increasing internal strifes and friction within their own factions. Once they show up at your court and you reject them, you will receive "controversy" points which makes you unattractive to more desirable lords and makes it just that much more difficult to convince them to switch their allegiance. Of course, the controversy points go away over time but I see that more of hassle and a hindrance.  You can only ignore them for so long because they will eventually gather their own troops and ride under your banner even if you have never officially acknowledged or received them.

      Personally, I prefer a slow growing but solid and harmonious kingdom that almost manages itself leaving me free to do battle and to lead as marshall.  As always, it's your game and your playing style. 
  7. Villages

    The game keeps track of "friendly" villages so it gets added to your final score when you retire.  Not that it really makes a difference.
  8. moving lords at your court

    You can avoid this altogether by simply taking any fiefs you capture as your own.  This dissuades defecting lords from showing up at your court.  Invariably, the defecting lords are often "undesirable" to begin with so this saves you a lot of headaches in the mid to late game.
  9. Questions about Troop morale and Starting a Kingdom

    Mercenary Cavalry are decent non-aligned troops.  They are slightly less powerful than Swadian Knights but can deliver a serious hurting to massed infantry and are also effective against faction cavalry units.  I usually keep a hundred or so to give to any lord that I manage to recruit into my own kingdom.  Mercenary cavalry can be recruited in taverns or can be upgraded from rescued farmers.  I think the upgrade path is FARMER > WATCHMAN > CARAVAN GUARD > MERCENARY HORSEMAN > MERCENARY CAVALRY.  Slaver Chiefs are also good and are equipped with blunt weapons so you end up capturing more enemies.  Sword Sisters are lightly armoured but can move fast and are armed with crossbows on horseback.  They are upgraded from rescued peasant women.
  10. Faction relations

    As far as I have observed, the player can't really affect the relationship mechanics between factions (except your own faction if you are king).  Some things like Causus Belli seem to be random while some things are triggered by inequity between factions with regards to overall strength, prosperity, etc.  Factions that start adjacent to each other appear to be natural enemies and are always trying to capture each other's fiefs.  Rhodoks are perpetually at war with the Swadians and the Sarranids, Swadia is constantly at war with everyone, etc.
  11. Villages

    Lowering the tax rate on a village that you own will also speed up the process and earn you positive relationship points automatically with each tax cycle.
  12. Is there a super simple mod?

    Diplomacy allows you to talk directly with the Guild Master and or Village Elder upon entering a Town/Village.  However, you are required to have had prior contact with them for this feature to kick in.  This means that you will need to walk up and talk to them just once.  In villages, you will also find your Chamberlin standing off to the side.  Talking to him will allow you to change the tax on fiefs, manage improvements, etc.  Diplomacy brings a lot to the game.
  13. How to improve reputation with Sargoth?

    The reason that you can't start an industry (i.e. buy land for a profitable enterprise) is probably due to a negative relationship with the lord that owns that town.  When you talk to the guildmaster he will probably say something like: "Well, considering your relationship with Count so and so" You need to do one of the following:
    1) Talk to that lord and ask him if you could do anything for him.  Essentially, he will give you a quest of some kind.  Completing it will give you positive relationship points.  All you need is to be at least 0 (positive side).
    2) Talk to any lady (of that same faction that the lord belongs) with whom you have positive points.  You can choose one of the dialogue options that says something like: Please help me improve relations with a lord.  After which she will offer to buy gifts for that lord on your behalf.
    3) If the lord who owns Sargoth is in jail, then rescue him from jail to earn positive relationship points with him.
    4) Help that lord in battle.

    To increase your relationship with a town you can (nothing to do with starting an industry):
    1) Talk to the tavern keeper and offer to buy everyone a round of drinks (+1 relationship points but will cost you 1000 denars)
    2) Talk to the Guild Master and offer to undertake quests.
    3) Win that town's tournament (as Cpt. Nemo suggests)
  14. Companions or vassals?

    I don't think it's a good idea to turn companions into vassals IMHO.  Especially after training and leveling them up.  If you are desperate because you have more fiefs or towns than you can manage and are unable to recruit lords from other factions usually means that you did not invest enough time in the early game to increase your honor, renown and some RTR.  I spend close to a year being a freelance and leveling up my companions.  This is usually how my game looks like if my goal is start my own faction: (I can only account for the DIPLOMACY MODULE)

    Early Game (March - December)
    1. I start off solo and tackle as many sea raiders, mountain bandits, deserters, etc. as I can find.
    2. I sell off the loot and try to scrape up enough money to start industries in every town.  This guarantees me a large and steady income to support my mid to late game army and garrisons.
    3.  I hire as many companions as I can.  Sea raiders loot include armor and weapons that I can equip my companions with for free.
    4. I also talk to bards in taverns to learn about eligible maidens of a faction and to learn poems to use during courtship
    5. I compete in as many tournaments as possible and attend feasts to meet all of the lords of a faction.  This way, I can learn what their personalities are for when I start recruiting in the Mid to Late game.
    6. I select lords that are "good-natured" or "upstanding" and try to curry favor with them by asking for and completing quests.
    7.  I always check if any lords are imprisoned in whatever town I go to.  If the lord's health is at least 25%, then I will try to find out if they have any relatives and where those relatives are.  I then ask those relatives (usually the imprisoned lord's wife or father) if there is anything I can do for them.  If their husband/son's health is at least 25%, they will give me a "rescue" mission.  Completing that mission will yield positive relations along with a little bit of gold with the mission giver and positive relationship points with the rescued lord.  It will also yield a little bit of honor.
    8. Lords will some times give a "hunt down a murderer" quest.  Completing the quest results in positive relationship points with giver.  Refusing the reward money will also yield a few honor points.
    9.  I also look for farmers in taverns.  They will give a "bandit infestation" quest.  Completing the quest and refusing payment will also yield honor points.
    10.  The point is to spend almost all of your time increasing your honor and renown in the early and mid game.  High honor will automatically improve your relations with ALL "good-natured" and "upstanding" lords regardless of whether you have met them or have yet to meet them.  This is important because recruiting and retaining "good-natured" and "upstanding" lords is key to a smooth running and trouble free kingdom in the mid to late game.
    11.  If I am a mercenary with a faction that is at war with another faction, I earn RTR points when peace breaks out.  So I might have to renew my contract until that happens.  After the contract expires and I have received my RTR points, I sign up with a different faction that is at war.  Why?  Because I try to keep the balance of power even until I start my own kingdom.  This keeps one faction from getting too powerful and destroying my kingdom during it's infancy.

    End of Early Game/Start of Mid-Game: (December onwards)
    1.  By now I have all of my companions leveled up to around lvl 20+ with decent equipment  and can survive being outnumbered 5 to 1 in battles.
    2.  I study the map and decide on what town I want to conquer to start my kingdom.  Then I wait until the target town's faction is at war with another faction.  I then sign up as a mercenary with the opposing faction and help weaken the target faction.  This is IMPORTANT: I save my game often.  If my temporary faction's marshall decides to conquer my target (kingdom) town, I bail out of the game AFTER I NOTE THE DATE THAT THE MARSHALL STARTS MARCHING TOWARDS MY TARGET TOWN.  I re-load and capture one of the enemy's castles that is furthest away from my intended town. MIGHT HAVE TO ENABLE CHEAT MODE AND TELEPORT TO SAVE PRECIOUS TIME.  I then garrison the captured castle with no more than 10 troops.  The low garrison strength ensures that the enemy faction will not hesitate to try and recapture it as soon as possible. This forces my temporary faction's marshall to keep riding back to relieve any sieges and keeps him from laying siege to my "target" town. Rinse and repeat until my contract expires.  Once my contract expires, I recruit enough troops to capture my "target" town and start my own kingdom.  I will now be at war with a weakened faction that is getting hammered by another faction (the faction that I left when my mercenary contract expired).  From my experience, the faction that I captured the town from will offer a truce with me shortly.  I then earn RTR points.
    3.  I then select my future bride base on notes that I made after talking to the bards found in taverns regarding the eligible maiden's personality.  I always choose "adventurous" because I will always have my wife join my party as a companion.  She can then be trained and leveled up just like any other companion and she draws no wages regardless of her level.  Further, I only choose a maiden that has a mother.  Because I am able to appoint my mother-in-law as my minister.  This saves me from using a valuable companion in that role.  I invariable choose Jarl Harald's daughter because he is "good-natured" and she has a mother.  Courtship is relatively easy once I get Jarl Harald's approval and I get RTR points after the wedding.
    4.  With my relationship with "good-natured" or "upstanding" lords in the mid to high 60's and above, I constantly check my reports tab>KNOWN LORDS BY RELATIONS.  This shows that lord's relationship with their liege.  If the relation is less than 10, then your chances of recruiting that lord increases.  I am always patient and only look to recruit lords AFTER I SLOWLY expand my kingdom beyond my first town.



  15. In-game stats

    Another way is to talk to the guildmaster of any town.  When asked how the trade is, he will give you a complete breakdown including the most prosperous town in Calradia.
  16. Should I rejoin Khergit Khanate?

    Early game, Nords don't have cavalry except for the Jarl leading a field army.  But as defections occur in the late early to mid game, I've encountered Nord armies containing Swadian, Sarranid, Khergit and Vaegir cavalry in various levels.  That is why I keep my army entirely composed of Mercenary Cavalry (no morale hits if a faction declares war on me).  Mercenary Cavalry are only slightly weaker than Swadian Knights but can hold their own against them. However, I will swap out to 100 Rhodok Sharpshooters and 40 Sargents if I have to defend any of my fiefs during a siege (siege trap in play).
  17. Should I rejoin Khergit Khanate?

    If you intend to conquer all of Calradia eventually as the ruler of your own faction, why join the Khergits again?  You will have to defeat them in order to achieve this goal.  Joining them again will only make them just that much more powerful and create an imbalance of power.  (Warband + Diplomacy) I generally start my games being a mercenary and sign up with Nords.  I stick with the Nords until they conclude a truce with whichever faction they are at war with.  This is solely to snag a few Right to Rule points that the player gets awarded when a truce is declared. Whilst being a paid mercenary this gives me an opportunity to capture enemy lords during battle and to release them afterwards earning me valuable Honor points AND positive relationship points with that enemy lord. I can also take advantage of some situations by coming to the aid of any fellow faction lords that are outnumbered in a battle thus giving me positive relationship points with them.  Sometimes I also earn brownie points with the faction king and the other faction lords by doing this; i.e. initiating a conversation with the NPC King or Lord which causes them to say: "I heard that you saved my vassal (or Lord so and so) from certain defeat". If the conversation is with a Good-Natured or Upstanding Lord they will say something like: " That was a noble thing to do" and reward me with positive relationship points. 

      Anyway, after earning a few Right to Rule points with a particular faction I will leave them once my mercenary contract is over and join another faction, preferably one who lost a lot of territory to the most dominant faction at that point in game time.  I do this to try and maintain a Balance in the game so that when I do establish my own faction there won't be an overwhelmingly powerful faction that I will have to defeat.  Some of things that I do:
    1) Rescue imprisoned lords of the weakest factions (I can do this even if I am currently a contract mercenary) even if the imprisoned lord belongs to the "enemy" faction and is imprisoned in my (contract) faction's castle or town.  You won't get penalized by your faction even if you kill friendly guards during the rescue attempt.
    2) Not joining my "contract" faction's siege against an enemy town or castle if my "contract" faction is more powerful that the enemy faction.
    3) Joining every battle including sieges (when possible) if my "contract" faction is losing the war.

      Rinse and Repeat. Maintaining a Balance of Power can make a huge difference in your Mid to Late game mechanics.  As they say "Divide and Conquer". Proper tactics along with good preparation goes a long way in helping you achieve your goal.
  18. Should I make war with Nords?

    Some worthwhile reading:  https://en.wikipedia.org/wiki/Principles_of_war

    Excerpts:
    "use our entire force with the utmost energy"
    "never to waste time"
    "forces concentrated at the main point"
    "Selection and Maintenance of the Aim

    A single, unambiguous aim is the keystone of successful military operations. Selection and maintenance of the aim is regarded as the master principle of war."

    "Concentration of Force

    Concentration of force involves the decisive, synchronized application of superior fighting power (conceptual, physical, and moral) to realize intended effects, when and where required."

    Notice the importance of the two principles that I mentioned earlier and that even modern warfare and military doctrine still includes both? I know that this is just a game but if I invest a lot of time into anything, I make sure that my time is spent wisely.
  19. Should I make war with Nords?

    why are you wanting to declare war on the Nords over an insignificant castle?  You need to know that Jamiche castle originally belongs to the Rhodoks.  Capturing it would mean that you will now be at war with the Nords as well as the Sarranids.  Additionally, you have increased your chances of having the Rhodoks declare war on you since they consider Jamiche castle as their own. If they do, then you won't be able to use Rhodok troops in the field in addition to not being able to use Nords (because you will be at war with them too).    Don't forget that the blood thirsty Khergits are also in the neighborhood and would love to meet you and your little army.  Being at war with three factions especially if you are alone without vassals is at the very least less than smart.  To hope to hold onto a castle that yields very rent little income you would have to put a substantial garrison in it which you will have to pay for.  All this over an insignificant castle.  :facepalm:  But it's your game and you get to play in whatever fashion you want. 

    EDIT: Instead of doing what you propose, concentrate on defeating the Sarranids and building up your army.  I'm assuming that you control Shariz.  If so you also own three villages.  Those villages can be handy when trying to recruit a potential lord (offered as an incentive if you send a companion out on a recruiting mission) or a source of income.  The only problem is that they are slightly spread out so defending them from raids will keep you busy.  Despite what most players think, if one of your villages gets raided and if you own the village you will gain controversy points.  Controversy points max out at 100 but will slowly drop back down to zero but over a long period of time.  Controversy points makes you less attractive to Honorable and/or Good-Natured Lords if you are trying to recruit them.  Anyway, I strongly suggest concentrating on just one enemy at time.
  20. Should I make war with Nords?

    Something to also consider is which faction was the original owner at gamestart.  In most of my games the Nords tend to expand rather quickly in the early stages of the game, usually at the cost of the Swadians and the Vaegirs.  If a town or castle initially belonged to the Vaegirs but was captured by the Nords then there is a very good chance that the Vaegirs will also declare war on you after you take that town or castle from the Nords.  The A.I. is programmed to maintain control of their original holdings and to try and win back any that were lost.  Then it will try to expand and capture everything.  Ultimately, you as the king of your own faction will have to fight all of the factions in order to control all of Calradia.  The trick is to fight and defeat them one at a time.

    I agree with BondBroker; keep the geographic locations (hence logistics) in mind when expanding otherwise you will find yourself running all over the map trying to hold on to any gains you might have made.  The basic rules of military warfare apply; 1) Maintenance of Objective and 2) Concentration of force.
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