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Mount & Blade II: Bannerlord Kingdom Building Guide: Independence to Governance

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In Mount & Blade II: Bannerlord, there is no season system like in typical live-service games. Updates continue to focus on the v1.2 series for PC and v1.1 series for consoles. However, major expansion content such as "War Sails" has also been announced by the official developers, and the game content is continuously being updated. Please read this information as current (as of June 07, 2026).

To all players aiming to become the ruler of Calradia. Rising from a mere soldier and building your own kingdom is a major appeal of Mount & Blade II: Bannerlord. However, the path to founding a kingdom is steep, with many challenges awaiting you. This guide thoroughly explains common pitfalls for beginners, from the conditions for independence to stable governance after establishment. Let your own legend begin here.

The Path to Kingdom Founding: Two Routes and Essential Conditions

To raise your own banner in Calradia, you must first meet the conditions for founding a kingdom. There are broadly two methods to do so. First, let's grasp an overview of the necessary conditions and procedures for kingdom founding.

ItemMain Quest RouteIndependence Route
Basic ConditionsClan Tier 4 or higher, party (use 'warband' or 'party' contextually) (troop) size 100 or more, being an independent clanNone in particular (but substantial military power is essential)
Securing FiefsPossess at least one castle or city through quest progression or by forceWin a siege and capture at least one castle or city
Founding ProcedureAdvance the quest "Rebuild the Empire" or "Destroy the Empire" and choose an optionAfter securing a fief, speak to your appointed governor and declare kingdom founding
DifficultyClear and easy to follow, but quest progression is mandatoryHigh degree of freedom, but risks making enemies on all sides from the start

Founding via the Main Quest Route

By progressing through the main quests available from the start of the game, you can naturally found a kingdom. Specifically, during the process of "Rebuild the Empire" or "Destroy the Empire," the option for the player to become a monarch will appear. If you choose this route, the essential conditions are having a **Clan Tier of 4 or higher**, a **party (use 'warband' or 'party' contextually) (troop) size of 100 or more**, being an **independent clan** not belonging to any kingdom, and possessing at least **one castle or city**. This method is recommended for those who want to play along with the story or beginners who desire clear objectives for what to do next.

Independent Route by Your Own Strength

This route is for players who want to make their mark in Calradia solely through their own power, without being tied to the main quest. In this method, you first raid a village belonging to a target kingdom or attack a party (use 'warband' or 'party' contextually) (troop) on the field to initiate a state of war. Afterward, you capture a chosen castle or city through a siege, securing your first fief. Specifically, if you conquer a **rebellious city** against an existing kingdom, you can obtain your first fief without becoming hostile to any other kingdom, making it a relatively safe option for beginners. Once you acquire a fief, travel there and speak to your appointed "governor" to declare the founding of your kingdom at any time.

Thorough Preparations Before Independence: Avoiding Bankruptcy and Destruction

The moment you found your long-desired kingdom, your clan will be seen as "easy prey" by surrounding powerful kingdoms. It is not uncommon to face simultaneous declarations of war from multiple nations. To overcome this critical situation, ensure the following preparations are complete before declaring independence.

  • Abundant Funds (at least 1 million Denar): If you find yourself in a disadvantageous situation during a war immediately after founding your kingdom, peace negotiations will require a large sum in reparations. Also, a substantial amount of Denar will be involved when enticing (recruiting) clans from other nations, as described later. Funds are literally the lifeline of your kingdom, and it is strongly recommended to have at least 1 million Denar, or preferably more.
  • Good Relationships: Maintain good relationships with the lords (clan leaders) of various nations on a daily basis. Your relationship value increases by fighting alongside their party (use 'warband' or 'party' contextually)es (warbands), releasing them when captured as Prisoner, or completing their requests. Good relationships directly impact the success rate when you try to recruit them as your vassals in the future.
  • Strong Army: Not only your own party (use 'warband' or 'party' contextually) (warband), but also have companions belonging to your clan lead party (use 'warband' or 'party' contextually)es (warbands), allowing you to command multiple party (use 'warband' or 'party' contextually)es (warbands). Increasing the overall military strength of your clan will make it easier to respond to invasions from multiple fronts.

Wise Governance: The Essence of Policies, Fiefs, and Vassal Management

Once you found a kingdom, various operations become available from the "Kingdom" menu. Here, we will explain important elements for stabilizing and developing your nation.

Your Own Kingdom or Joining an Existing One

Why, then, go through the trouble of building your own kingdom? There is also the option of serving an existing kingdom as a vassal. Let's compare the merits and demerits of both. **Joining an existing kingdom** is a safe choice while you are new to the game, as you receive a stable salary and fiefs, and can fight alongside powerful allies. However, you have no say in decisions of war or peace, and are not guaranteed to receive fiefs. On the other hand, **founding your own kingdom** offers the ultimate freedom of making all decisions yourself. You can enact your preferred policies, fight whoever you wish, and freely distribute fiefs. However, in return, you bear the sole responsibility for the survival of your nation, which carries extremely high risks. If your ultimate goal is "unifying Calradia," founding your own kingdom will be an unavoidable path.

Utilizing Influence and Choosing Policies

"Influence" is a political resource essential for all kingdom actions, such as forming armies and enacting policies. It is necessary to acquire it efficiently and spend it wisely.

  • Efficient Methods for Gaining Influence: Winning battles against enemy troops, winning tournaments, constructing buildings that produce Influence (such as assembly halls), adopting policies that increase Influence (such as Sacred Kingship).
  • Primary Methods for Spending Influence: Gathering clan members to form armies, proposing and voting on kingdom policies, deciding on the awarding of fiefs to other clans, voting to expel other clans from the kingdom.

Policies form the foundation of a kingdom. Some are highly beneficial, such as **"Castle Charters,"** which have no disadvantages and reduce castle upgrade costs by 20%. Additionally, powerful policies you'll want to adopt early on include **"Royal Privilege,"** which reduces the Influence cost for governors, and **"Tribunes of the People,"** which daily improves the loyalty of fiefs.

Tips for Securing Fiefs and Managing Vassals

It is impossible to defend vast territories alone. Here are specific steps and tips for acquiring fiefs and securing/managing vassals.

  1. Securing Fiefs and Managing Loyalty: Once you secure a new fief, managing its "Loyalty" becomes the top priority. If Loyalty drops below 25, the risk of rebellion drastically increases. Loyalty receives a significant negative modifier if the governor's culture and the fief's culture differ, so the basic strategy is to **appoint a companion with the same culture as governor** whenever possible. If there isn't a suitable governor with matching culture, execute the "Festivals and Games" construction project to maintain loyalty.
  2. Recruiting Competent Vassals: To expand your kingdom's military power, you need to bring other clans in as vassals. The easiest targets to recruit are clans that are dissatisfied because they don't hold fiefs in their current kingdom. Check the information of each clan in the encyclopedia (N key) and try to persuade **clan leaders with no fiefs (Fiefs: 0)**. For successful persuasion, the player's high **"Charm" skill** and a good relationship with the target are indispensable. If successful, you can bring them into your nation in exchange for a large amount of Denar.
  3. Preventing Vassal Defection and Strengthening Unity: Vassals will easily leave your kingdom if their dissatisfaction grows. To prevent their defection, fair distribution of fiefs is paramount. Furthermore, some policies help maintain vassal loyalty. For instance, "Council of the Commons" has the effect of improving the loyalty of influential clans, which helps strengthen the kingdom's unity.

Conclusion

Kingdom building in Mount & Blade II: Bannerlord is a major milestone in the game, and both the process leading up to it and the governance after its founding are deep appeals of this title. Prior to independence, thorough preparations such as diligent Denar acquisition, strengthening military power, and building relationships with lords are essential. After founding, you must guide your nascent, vulnerable nation through wise policy choices and vassal management. By grasping the points explained in this article and not being afraid to try, even if you fail at times, you will surely become a great ruler whose name echoes throughout Calradia. Now, raise your own banner and make your mark in history.

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