A singleplayer manual

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A few things on the trade route: I have never seen Wool for sale anywhere at 70 or anywhere near that and I don't trade it; I have never seen Flax sell for 150 but I do buy it at under 100 and sell at over 100 along the way if I have the space; Date Fruit is a must buy at under 50 before you get to Tulga - once there you can sell it all over 100 while making room for Spice.

One thing that I think is a good way to get experience in the early/mid game is to get the Bandit Lair quests. Go to a tavern keeper and ask for leads - you should get the name of a noble that wants to get rid of a bandit camp, that is the noble you then go to and ask if you can do a job for them and they give you the quest; killing the bandits in the lair isn't too hard with decent characters and you get 3000 exp and 4 standing with the noble when you return to him after finishing it (usually you get 3000 in money but once I only got 1500) - I have gotten multiple levels in one go so it is great exp and I find I can work it in fairly easily during my trade running (you get 60 days to complete the quest so that is plenty of time to find the camp). One thing though is you can only have one quest of that type active at a time afaict. It seems that the Nords don't offer these quests though, and no-one offers them for Tundra Bandit Lairs.
 
Fillmore 说:
A few things on the trade route: I have never seen Wool for sale anywhere at 70 or anywhere near that and I don't trade it; I have never seen Flax sell for 150 but I do buy it at under 100 and sell at over 100 along the way if I have the space; Date Fruit is a must buy at under 50 before you get to Tulga - once there you can sell it all over 100 while making room for Spice.

One thing that I think is a good way to get experience in the early/mid game is to get the Bandit Lair quests. Go to a tavern keeper and ask for leads - you should get the name of a noble that wants to get rid of a bandit camp, that is the noble you then go to and ask if you can do a job for them and they give you the quest; killing the bandits in the lair isn't too hard with decent characters and you get 3000 exp and 4 standing with the noble when you return to him after finishing it (usually you get 3000 in money but once I only got 1500) - I have gotten multiple levels in one go so it is great exp and I find I can work it in fairly easily during my trade running (you get 60 days to complete the quest so that is plenty of time to find the camp). One thing though is you can only have one quest of that type active at a time afaict. It seems that the Nords don't offer these quests though, and no-one offers them for Tundra Bandit Lairs.
Follow the Spy mission and rescueing lords from prison also provides very good experience and money.
 
Fillmore 说:
A few things on the trade route: I have never seen Wool for sale anywhere at 70 or anywhere near that and I don't trade it; I have never seen Flax sell for 150 but I do buy it at under 100 and sell at over 100 along the way if I have the space; Date Fruit is a must buy at under 50 before you get to Tulga - once there you can sell it all over 100 while making room for Spice.

Are you selling your flax in Durquba?  Because generally, the price you'll get there is the best price you're going to get.  I can't remember if I've gotten 150, but I've gotten in the high 130s before.  Sometimes the price in Sargoth drops into the 40s or 50s, so even if you don't get 150 for it, you'll still make a great profit.

One thing that I think is a good way to get experience in the early/mid game is to get the Bandit Lair quests. Go to a tavern keeper and ask for leads - you should get the name of a noble that wants to get rid of a bandit camp, that is the noble you then go to and ask if you can do a job for them and they give you the quest; killing the bandits in the lair isn't too hard with decent characters and you get 3000 exp and 4 standing with the noble when you return to him after finishing it (usually you get 3000 in money but once I only got 1500) - I have gotten multiple levels in one go so it is great exp and I find I can work it in fairly easily during my trade running (you get 60 days to complete the quest so that is plenty of time to find the camp). One thing though is you can only have one quest of that type active at a time afaict. It seems that the Nords don't offer these quests though, and no-one offers them for Tundra Bandit Lairs.

Whoever owns Rivacheg (in the beginning of the game, a Vaegir lord) usually gives the Sea Raider lair, and whoever owns Khudan (again, usually a Vaegir lord)  usually gives the Tundra Bandit lair.  At least, that's who I've gotten them from.
 
I don't know if this fits in here or if anyone is interested, but I thought I'd share a strategy that worked extremely well for me.

When I had my own kingdom started and set up quite well, I organized a feast.  I then fought the tournaments, visited the feast daily to talk with each lord.  In between I did some trading and training troops and generally running my kingdom.  And preparing for war.

When I was ready for war, the feast was still going and lots of lords in my castle.  I then, as marshal, made the order for the army to gather.  This stopped the feast and I went on the march.  Along with me came all or most the lords that were attending, and later more came along.

We started from Reyvadin, my capital, and went east and over the mountains to Ichamur.  I controlled all the Vaegir lands already, plus Wercheg and Sargoth and a few of the closest Swadian castles.  My plan was to add the Khergit lands to my kingdom.

I didn't declare war, I just took my army and marched straight to Ichamur, attacked some farmers and then the city.  Took it easily.  I then took the closest castles and then Tulga, Halmar and surrounding castles in one swift go.  They didn't have any time to react.  Unfortunately the Sarranids grabbed Narra before I could (I deliberately started the war when the Khergits were already at war).  But the Khergits were basically gone.  I never had to fight all their army gathered together.

This is called blitzkrieg I believe.  In peacetime you have an ongoing feast building relations with your lords, and then you go off to a strategic start to your annexing pleasures.  I did this again with the Sarranids.  Feast in Reyvadin, and then off to Bariyee or what it's called.  From there I swiftly took over all the Sarranid towns and castles.  While I was doing this they did take Halmar from me, but that's just one city versus all their territory.

This strategy worked extremely well for me in my ambition to subdue all Calradia.  I haven't yet finished the job, I started a new game when my army was at the gates of Halmar.  It had become too easy.  And I wanted to try a different build :smile:.
 
What is up? Checking in,how is your gaming pleasures going eh? I dabble with some of the new mods here and there for singleplayer. But now mainly I am rolling around in the mud on Crpg. I am Randalf Macleod if you guys see me say hi :razz: .

And Niko with the post from 3 days ago very good man you win gg :grin:
 
ah, I stuck... none of current SP mods aren't entertaining for me :sad:
...and MP is just not for me. I play Crpg from time to time and also saw u there, but I really can't wait for a really good SP.
 
Galdus 说:
What is up? Checking in,how is your gaming pleasures going eh? I dabble with some of the new mods here and there for singleplayer. But now mainly I am rolling around in the mud on Crpg. I am Randalf Macleod if you guys see me say hi :razz: .

And Niko with the post from 3 days ago very good man you win gg :grin:

w00t  :grin:

Wish I could try multiplayer.  I really, really wish.  Maybe someday.
 
I learned a super-whole-giant bunch reading this thread.  Thanks to everyone who contributed. 

A couple quick questions and sole, lonely sad little contribution:

Once you make a companion a lord and they leave your party, you can no longer level them up, right?  Do they level on their own?  Probably not.  But you probably can't see their stats anymore. 

Do you get the same Right to Rule bump whoever you marry?  Or is it variable depending on how well-connected the girl (or guy) in question is?  Is it the same every game?  If I marry Lady Nelda of Swadia, in three consecutive games will she always give me the same increase and is that the same I'd get for marrying Lady Elys three times in a row?

Is there any reason that you shouldn't get Right to Rule early in the game?  When you fire a companion, can you hire them again?  Does it matter if they're mad at you when they leave?  I know the Traveler in the tavern won't tell you where they are.  When they leave, they give you a speech about how they're going to go back to doing what they were doing before they met you.  I thought that they were just removed from the game, but I haven't played with it much. 

What I'm thinking about is getting the companions that I don't want to keep permanently, sending them on their Right to Rule mission immediately and then firing them.  But I'd kind of like to keep the option of hiring them later open.  You could get 8 companions and train them, make them lords, and then hire the other 8.  But it doesn't sound like a good idea (you wouldn't want to lose their skills for one thing).  So, you could instead use the other 8 to get 24 RtR at the beginning of the game for the cost of a couple thousand silvers (nothing in the long run) without making anybody mad because there's nobody else in your party. 

I, like everyone I'm sure, have entertained the idea of keeping all 16 companions in my party.  Properly trained and equipped, they're better than retainers.  I once heard it was possible (if your Persuasion was high enough, I think it would be useful to not take sides in their squabbles, but you'd lose their RtR missions because they wouldn't like you, and it's just a big hassle when they nag you to leave *every* day).  I learned from this thread that would also be costly in terms of loot (thank you for explaining that to me, I was wondering what was going on there). 

I appreciate everyone who worked so hard to come up with trade routes, but when I've tried to follow them, I sometimes feel cheated.  I think they should come with a disclaimer that the tides of war and bandit infestations will *frequently* knock a city completely out.  You can't buy anything from a city that can't produce anything because its villages are all burning. 

I feel the same way about productive enterprises.  You spend 10,000 silvers on a velvet manufacturer (10,000 that could have bought a suit of Plate Armor), and then some jerk comes and kills the peasants for his profit and causes you loss.  I wonder if it isn't a better idea to hold off on building those until you're building them in *your* cities with the intention of protecting them. 

For the above two reasons, I favor bandit-hunting as an occupation over trading and enterprising.  Bandit hunting has the added benefit of developing every thing you need in the game long-term (you can even use it to develop relationships if you take missions, but I don't like doing that). 

Someone (I think it was this thread) reported that he had a million silvers hoarded and had a renown of 500.  His characters were probably really low-level too.  I've never had a million cash-on-hand (I've had that much invested in Plate Armor and Tempered Heavy Bastard Swords [which I learned from this thread that I've been overvaluing because I assumed they did the listed damage one-handed] and other expensive gear, but to have *that* much money and a renown of 500?!  He's been doing a lot of trading and a very little fighting). 

Which brings me to the contribution I'd like to make to this sum-total of all knowledge of things Mount and Blade: Warband.  I depend on bandits for my livelihood.  They train my men and pay them. 

You can always count on finding Tundra Bandits near Khudan and Mountain Bandits north of Uxhal and Forest Bandits south of Suno and Desert Bandits in between Ahmerrad and Durquba and Steppe Bandits around Ichamur and they always build their hideouts near these places, but those hideouts are very difficult to find (unless you get lucky and just stumble across one, you have to build a search grid that might take game-weeks) and even once found it's hard to get a lord to assign you the mission of destroying it (they would always rather get you to abuse their peasants for them or train men that you'll have to fight later). 

But there's one that I depend on.  If you start at Rivacheg and follow the coast west toward Wercheg, you will almost always run into a Sea Raider Landing before you reach Wercheg.  And Boyar Meriga who controls Rivacheg at the beginning of the game almost always wants it destroyed.  I've actually found a Landing, gone to Boyar Meriga, gotten the mission to destroy it, destroyed it, gone back to Meriga to report success,  and immediately gotten another mission to destroy a Landing which was easily found just by following the coastline. 

Each destroy-the-hideout mission is worth 4 relationship points with the Lord, 1500 silvers, 3000 XP, some renown, and you usually get about a 1000 silvers in loot from a Sea Raider landing, *and* you can choose the guys who go down with you so you practically distribute the XPs and increased weapon skills among your companions yourself, **and** a week later (at the latest) the coast will once again be crawling with Sea Raiders and there will be another landing for you destroy. 

It is a cow whose utters drip liquid gold.  And I've never seen anyone else mention it. 
 
1. Companions you lordify no longer level up or gain anything except what all AI Lords are supposed to gain. Thus you have to make sure they are properly leveled and properly equipped before giving them fiefs.

2. It should be certain that all marriage gives the same RtR.

3. I'm not too sure.

4. It is possible to balance 16 companions in your group ( I think there is a guide on companions floating around somewhere) but it requires a lot of micromanaging and constant sending of the companions off to spy on their home city while training those on hand and rotating them properly.

5. Bandit hunting may be awesome on early games but it is most certainly more rewarding to be taking on enemy lords at late game.

Firstly, the renown value for each battle is higher on average as long as the Lord has a sizable army.

Secondly, the loot from killing off actual troops are better for selling.

Thirdly, fighting them usually also means the option of capturing cities for rent.

A little note about renown, it starts going down after awhile if you don't continuously keep it up.

Nice tip on the sea raiders although they can be a little tough on the player at the beginning what with the painful throwing weapons and bow combinations they use. Also, they are uniformly unmounted and usually has shields so the player cant just slowly pick them off either. They are a nightmare for new recruits too.

Best bet for early game is always trading and fighting looters while doing normal quests for other lords and use the money for mercs.

Bring mercs to flatten the sea raiders for handsome exp for your self then bring only recruits while chopping down the bandits and leaving a few for the recruits to massively rape them. Seems cheap but it usually guarantees at least a couple of recruits immediately being able to upgrade while losing as little recruits as possible.
 
blainedeyoung 说:
Is there any reason that you shouldn't get Right to Rule early in the game?

No.

When you fire a companion, can you hire them again?

Yes. 

Does it matter if they're mad at you when they leave?  I know the Traveler in the tavern won't tell you where they are.

Actually, they will; it just sometimes takes awhile.  I like to think of it as the companion wandering around outside of Calradia for awhile.

What I'm thinking about is getting the companions that I don't want to keep permanently, sending them on their Right to Rule mission immediately and then firing them.

Precisely what I'm doing now! 

But I'd kind of like to keep the option of hiring them later open.  You could get 8 companions and train them, make them lords, and then hire the other 8.  But it doesn't sound like a good idea (you wouldn't want to lose their skills for one thing).  So, you could instead use the other 8 to get 24 RtR at the beginning of the game for the cost of a couple thousand silvers (nothing in the long run) without making anybody mad because there's nobody else in your party.

Eh--most companions have skills that can be covered by at least one other companion.  Some people swear by making companions lords since you get to shape the skills of the companion(s) for maximum effectiveness.  I wouldn't recommend it to someone on their first playthrough, but it's perfectly doable with some prior planning.

I, like everyone I'm sure, have entertained the idea of keeping all 16 companions in my party.  Properly trained and equipped, they're better than retainers.  I once heard it was possible (if your Persuasion was high enough, I think it would be useful to not take sides in their squabbles, but you'd lose their RtR missions because they wouldn't like you, and it's just a big hassle when they nag you to leave *every* day).  I learned from this thread that would also be costly in terms of loot (thank you for explaining that to me, I was wondering what was going on there).

I know the Diplomacy mod has an option to turn off companion complaints, but I don't know if this makes them get along any better, or if it just makes them shut up!  I also know there are other mods that have tweaked companion relations, but I'm only familiar with Diplomacy.

I appreciate everyone who worked so hard to come up with trade routes, but when I've tried to follow them, I sometimes feel cheated.  I think they should come with a disclaimer that the tides of war and bandit infestations will *frequently* knock a city completely out.  You can't buy anything from a city that can't produce anything because its villages are all burning.

I feel the same way about productive enterprises.  You spend 10,000 silvers on a velvet manufacturer (10,000 that could have bought a suit of Plate Armor), and then some jerk comes and kills the peasants for his profit and causes you loss.  I wonder if it isn't a better idea to hold off on building those until you're building them in *your* cities with the intention of protecting them. 

For the above two reasons, I favor bandit-hunting as an occupation over trading and enterprising.  Bandit hunting has the added benefit of developing every thing you need in the game long-term (you can even use it to develop relationships if you take missions, but I don't like doing that). 

No different from real life, in this case!  There are some trade goods that give a basically guaranteed profit: iron and salt.  Iron is cheap in Curaw, Ahmerrad, Dhirim and sometimes Bariyye, and can be sold at a profit anywhere else.  Salt is cheap in Tulga, Wercheg and sometimes Sargoth.  However, if you're dead set on getting the maximum profit every trade you make, you'll quickly end up disappointed because of the price fluctuations you've already noticed.  In the same vein, enterprises are popular because they're a guaranteed source of income that requires little to no input on your part.  However, the profit fluctuates from week to week.  The best you can do is pick one that is guaranteed to give a halfway decent profit on average, and ignore the weekly fluctuations.

Someone (I think it was this thread) reported that he had a million silvers hoarded and had a renown of 500.  His characters were probably really low-level too.  I've never had a million cash-on-hand (I've had that much invested in Plate Armor and Tempered Heavy Bastard Swords [which I learned from this thread that I've been overvaluing because I assumed they did the listed damage one-handed] and other expensive gear, but to have *that* much money and a renown of 500?!  He's been doing a lot of trading and a very little fighting). 

Not necessarily.  As I said, enterprises keep the denars rolling in no matter what you do.  If you get an enterprise up and running in every town, it'll pay for all your armies, fief improvements, equipment, etc., with profit left over.  Very easy to rack up large cash reserves in that case.  And trading and fighting aren't necessarily mutually exclusive: trade iron and salt between Curaw, Wercheg and Rivacheg and it's easy to fight Sea Raiders along the way (and it's a very profitable trade route, too).

Which brings me to the contribution I'd like to make to this sum-total of all knowledge of things Mount and Blade: Warband.  I depend on bandits for my livelihood.  They train my men and pay them. 

You can always count on finding Tundra Bandits near Khudan and Mountain Bandits north of Uxhal and Forest Bandits south of Suno and Desert Bandits in between Ahmerrad and Durquba and Steppe Bandits around Ichamur and they always build their hideouts near these places, but those hideouts are very difficult to find (unless you get lucky and just stumble across one, you have to build a search grid that might take game-weeks) and even once found it's hard to get a lord to assign you the mission of destroying it (they would always rather get you to abuse their peasants for them or train men that you'll have to fight later). 

But there's one that I depend on.  If you start at Rivacheg and follow the coast west toward Wercheg, you will almost always run into a Sea Raider Landing before you reach Wercheg.  And Boyar Meriga who controls Rivacheg at the beginning of the game almost always wants it destroyed.  I've actually found a Landing, gone to Boyar Meriga, gotten the mission to destroy it, destroyed it, gone back to Meriga to report success,  and immediately gotten another mission to destroy a Landing which was easily found just by following the coastline. 

Each destroy-the-hideout mission is worth 4 relationship points with the Lord, 1500 silvers, 3000 XP, some renown, and you usually get about a 1000 silvers in loot from a Sea Raider landing, *and* you can choose the guys who go down with you so you practically distribute the XPs and increased weapon skills among your companions yourself, **and** a week later (at the latest) the coast will once again be crawling with Sea Raiders and there will be another landing for you destroy. 

It is a cow whose utters drip liquid gold.  And I've never seen anyone else mention it.

Good tip!  I've seen people mention in other threads that they prefer to leave bandit lairs where they are, as it's so difficult to find them.  But, as you say, the Sea Raider camp is probably the easiest one to find.  And it's a good way to gain reputation with Boyar Meriga, who always seems to start out with -3 relation to the player (at least in all of the games I've played).
 
At the beginning of the game, why buy mercenaries?  Mercenaries are over-priced second-rate troops.  Look at their stats (I really wish those included equipment load-outs, but still).  Swadian knights are better and cheaper than mercenary cavalry.  Hired Blades are badasses (you know from tournaments), but Huscarls are badder and cheaper.  Merc crossbowmen don't even pretend to compete with Sharpshooters.  The cost of upgrading recruits may be more than the sign-up cost of mercs (I haven't really looked), but the weekly cost of top-tier mercs is higher than top-tier men from the kingdoms and they're not as good. 

The point of mercs is that, as an established warlord, you can get quick and dirty troop replacements when you really need them.  And they have the added benefit of not suffering morale penalties for fighting any particular faction, so you can fight a war against everybody (a benefit that's completely wasted at the beginning of the game). 

What I've been doing the last couple of games is starting in Tulga and getting about 20 Khergit Recruits.  There's attrition, so I replace them until I've got 20 Lancers.  Lancers aren't my favorite (my army is Swadian Knights except for sieges), but it takes 4 upgrades to get Swadians onto horses.  Khergits take 1, and they're fast.  At the beginning of the game, when I'm going back and forth across the whole map searching for companions (the faster the better because they move around) and doing trade runs and chasing small groups of bandits, a small fast force with a low weekly cost is exactly what you want.  Khergits are the best choice. 
 
Going up to knights takes a while, but it's really quick to get 20 or 25 Khergit Skirmishers.  And that's a fast-moving force that can take small groups of bandits.  It's perfect for trade missions and it's really cheap.
 
And for players who don't play with Khergit troops?

True in the real world, the lords of old will use mercs to do only dirty work.

But for the game, mercs were meant for early players to be able to obtain mid tier troops fast without training recruits from scratch and only then start adding recruits into the mix and phase out the mercs when the recruits actually get somewhere decent.
 
Paradoxis 说:
mercs were meant for early players to be able to obtain mid tier troops fast without training recruits from scratch

What gives you that idea?  I think mercs were put in the game so that rich warlords could get instant troops to garrison cities that they just took or to flesh out armies that have taken major losses.  They cost too much to be start out men. 

Paradoxis 说:
And for players who don't play with Khergit troops?

At the beginning, play with Khergit troops.  I don't use them except for the start.  I only picked them because it's easy to get them on horses. 
 
I always start out with mercs. They serve me so very well when I use my starting couple hundred from the merchant quest to buy as many of them infantry mercs as possible to flatten early bandits.

I have always shied away from khergits partly because I never bother with mounting and if they are all mounted then I'll get little to no chances of getting kills on the field. Also, I have found recruits to suck on a constant basis even against bandits.

Khergits are also awful when it comes to attacking bandit camps since it forces everyone to go on foot.
 
I can't do completely without cavalry--I'm too conditioned from all the games I've played as a Sarranid, Vaegir or Swadian!  So now I'm currently playing a Rhodok game (first time with a non-cavalry faction) and I use mercs at times when I can't use other faction's cavalry. 

Like when they've all simultaneously declared war on us.  :???:

mb56i.jpg

By josiejok at 2011-07-07
 
I've done the Khergit start-up thing, that is I've had a game where I chose Khergit troops in the beginning for the early horses.  But I think the most successful early game I've done is when I stayed in Swadia until I had I think three companions on horses, some still on foot, a Courser for myself and a Jousting Lance.  I could take out small bands of Sea Raiders myself by having the mounted companions follow me to distract the raiders while I took out them out one by one with the lance.  I had a few, just a handful, of Swadian foot grunts stay behind and they got a little xp after every battle.  I got tons of xp, outfitted me and my companions, and eventually the foot grunts turned into Men at Arms.

This might require some player skill, I'm not sure.
 
Nikomakkos 说:
I've done the Khergit start-up thing, that is I've had a game where I chose Khergit troops in the beginning for the early horses.  But I think the most successful early game I've done is when I stayed in Swadia until I had I think three companions on horses, some still on foot, a Courser for myself and a Jousting Lance.  I could take out small bands of Sea Raiders myself by having the mounted companions follow me to distract the raiders while I took out them out one by one with the lance.  I had a few, just a handful, of Swadian foot grunts stay behind and they got a little xp after every battle.  I got tons of xp, outfitted me and my companions, and eventually the foot grunts turned into Men at Arms.

This might require some player skill, I'm not sure.

I did have to rest often, to heal.  Especially the companions.  But they served me well in the beginning as a meat shield that never died.
 
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