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PLEASE remove or nerf the "owner culture -3 loyalty"

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Ababalagio

Recruit
Seriusly talking here, i beg you to remove or nerf the ****ing different culture debuff, cause even if you raise security,stay full of food reserve, use a governor of the same culture, use festival and game(THAT ALSO GIVE ME 0.12 useless) im not able to rise loyalty at all ,I WOULD get 1600 gold per day--->i get 87!! (and dont tell me to rise charm at 200). Just nerf it to -1/-2 or better make it temporary for 30/60 days(people dont care who gorvern the city, they just need fun,food and a job.
 

five bucks

Squire
If they removed it outright we'd never see rebellions happen in the hands of the AI or player.

Nerfing it might be an idea though, or giving the player more options to increase loyalty/buffing the existing options would be even better.
 

Tryvenyal

Squire
If they removed it outright we'd never see rebellions happen in the hands of the AI or player.
True but on the contrary, today AI holding conquered wrong-culture land is close to 100% to rebel.

I think the solution is some kind of "decisions" or policies, one time or over time, that handles different aspects of management with different payoffs.
 

Grank

Sergeant Knight at Arms
WBNWVC
today AI holding conquered wrong-culture land is close to 100% to rebel.
Not in my experience. You're supposed to push for policies that help the fiefs maintain loyalty. Try to make a good government and all that. In my campaign no city in my faction ever rebelled unless I intentionally manipulated their food supply out of spite for the owner.

That being said, you will be competing your influence with other lords to do this, mainly your faction leader. Try to push policies that limit their power first. You can also spend influence to propose, but not vote to avoid relation penalty with the other lords who vote. This will make those lords waste their influence on the proposal, and once they're low you can dominate the conversation. It's easier to do this as early as you can, because lords will get influence through fiefs and battles. In my late game the ruling clan has beyond 10k influence, so it would be hell to drain that out.
 

caledoni

Sergeant
One of the main issues I have found with this is that it ruins the gameplay for non imperial factions beyond midgame for me to the extend that I pretty much quit every playthrough at that point and reroll imperial. Typically any sort on conquest just ends with a cycle of never-ending rebellions especially if non player vassal clans get awarded the towns.

The reason for this of course is that empire building as imperial's is so much easier as you have every city in the centre of the map not giving your faction a culture penalty.

One solution to this would be to nerf the penalty to say -1 when non imperial factions take another non imperial factions city that is not of their culture. an alternative that would help would be to nerf the penalty when it is a non-player clan being given control of the fief.
 
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