Walkthrough mount and blade. Developing your kingdom in Mount & Blade
The battlefields of Calradia are again loosened by hundreds of shod hooves; knightly lances prostrate their enemies; the blades sing the ringing song of steel; beautiful ladies praise the winner of the tournament, and proud lords in shining armor bow their heads before the new king!
But now we are not alone, and the sons of Calradia can meet in battles face to face - to find out over and over again whose ax cuts more painfully, whose horse gallops faster and whose helmet rattles louder ...
If you have not played the first part, then know that you have missed a very interesting game past your eyes, ears and mouse buttons. It is not for nothing that Corsairs and GTA are on the list of similar projects - Mount & Blade is a great example epic game with free gameplay. First, as in a good role-playing game, we create a character, his appearance, characteristics and backstory. And then, riding a knight's horse, we enter a fictional medieval world, devoid of religion and magic, without churches and orcs with elves. Here we fight, steal cattle, serve the crown, recruit recruits and become a real feudal lord. And most importantly - this is the first game where horse riding is realistic and detailed!
What new have you brought, traveler?
At first glance, you will not notice that there is something new, except for the line "multiplayer mode" in the menu. Almost the same angular graphics, the same faithful horse under the saddle, the same fearless robbers coming across our squad...
« Age of tournaments"is distinguished by the features of all the best original projects - the game is low-budget, and the developers have focused on the gameplay, without risking spoiling the blankets of their horses with excessive heraldry, and the women of Calradia with chain-lace tops. Although in the end the game looks like an add-on, an attentive player will find a whole handful of raisins in it.
New role system will allow you to become the ruler of your own kingdom, grant lands and castles to your followers and accept noble knights as vassals. If your alter ego in the game is a man, you will be able to win the hand of a beautiful lady. A female player is free to seduce and drag one of the unmarried lords down the aisle. Diplomacy factions has become more branched, you can threaten, bribe and deceive.
New combat system more chaotic and dynamic than the old one. We are waiting for parries, blocks with weapons and a change in the direction of the blow. Thrown weapons can now be used in melee combat and any used projectiles can be picked up. AI strained its electronic brains and became a little more competent to behave in battle. Soldiers do not hesitate to surround and crush with numbers, and in case of great danger - valiantly show sparkling heels.
Well, the main decoration of our medieval table is the ability to hang your neighbor in multiplayer mode, with a hammer there or with a halberd... Officially, up to 64 players can collide in horse battles, but modifications work small wonders, and on some servers the number of participants in the bloody "banquet" reaches 128 people.
picture dressed in HDR and FSAA technologies, the characters, armor and weapons were drawn more carefully, the assorted “dragonknives and handicrafts” were updated. The grass has become thicker and the sunsets more beautiful. And with all this, the game retained low system requirements; even on weak machines, you can participate in network battles. The main thing is that the ping is good!
A sixth joined the five familiar powers on the global map, Sarranid Sultanate, and subtly and delicately, without making almost any changes. The Sarranids live in oases in the middle of the desert, like the nomadic Kergits, they prefer cavalry troops. It's a shame, but we didn't get to see a single camel.
Kingdom at the tip of a spear
From his brother - With fire and sword"- the game is different not for the better. There was no meaningful campaign in it, and it never appeared. Oh yes, there are more quests, and diplomacy is more branched and more complicated, if we want, we will get married, if we want, we will conquer our kingdom. But where is the plot? In the same Space Rangers“We could rob or trade for our own pleasure, but at the same time there was a war going on, it was possible to solve the mystery of the Klisans or Dominators, or even destroy them plainly. Time passed, technologies changed, some kind of development was felt and the denouement was approaching...
And Calradia froze in timelessness - states sometimes fight among themselves, castles change owners, princesses find husbands, and villages blaze, set on fire by raiders. But globally nothing changes. Remember the lethargy of the opposing sides in Dawn of War: Soulstorm? If you do not attack anyone yourself, but only click through the moves, then the geopolitical situation will not change one iota. One or two provinces change hands like balls, and that's it! The world is not interactive, it is waiting for the player, like a bride on the wedding night, and is not capable of independent actions.
The Mongols do not invade, the Crusades are not declared, the cities do not die out of the plague, heretics do not raise their heads, no one invents printing ... A stagnant swamp, ladies and gentlemen! Nevertheless, the breath of the Middle Ages in the game is felt. Dirty, wild and cruel time, when the life of a peasant was not worth even a broken heller, when only the opinion of the feudal lord was taken into account, and then if an armed detachment bristles meaningfully behind him with swords, arrows and pikes. When it was difficult to distinguish this feudal lord from the leader of a bandit gang ...
In this world, a position in society can only be won with weapons in hand. Having finished chasing robbers and burning caravans, our alter ego enters the political arena. You can influence the situation directly - by helping to conclude a truce or by storming the castles of neutral states - or indirectly, by making false accusations, challenging them to duels, stealing prisoners. You can manage your possessions or enter into a dynastic marriage.
Subsequently, if you want, you can become a marshal and the right hand of the king - anyone. You can personally seize the throne and unite all of Calradia under your hand, distributing lands and castles to loyal vassals. And then consider that the game is over for you.
Now we are a gang!
The main innovation of the game is the ability to fight with a live opponent. If the enemy's behavior is unpredictable, unconventional decisions are used! But no global map, role-playing elements or control of small units, no, no. You can choose your appearance and coat of arms, and then - only an uncompromising battle!
What is the friendship of peoples? This is when the Swadians, Sarranids, Nords and Kergits go to beat the rodoks! |
In the list of servers, we choose one of the seven battle modes. Having loaded - a class, then we buy equipment for a fixed amount, and with the beginning of the next round, the battle starts.
There are many modes, but only three of them are of cultural value. " Battle" and " Find and destroy» are good because players get one life per round of combat and act carefully. " Siege»attracts attention by the fact that coordinated actions are required from the attackers. All other game modes turn into an endless bloody brawl. Sometimes the fight goes even on the "safe" spawn points between the newly appeared players!
Coordinating efforts with allies is almost impossible - there is no voice chat, no mini-map, no breakdown by squad. During the siege, it is generally not clear what is happening on the battlefield. Yes, this is close to reality, but to storm, the right word, is inconvenient. The line-up of the team is also not visible. When in Team Fortress 2 I see that we don’t have enough medic or engineer in our team, then I put aside my favorite flamethrower and pick up a syringe or an adjustable wrench. And in the "Age of Tournaments" you have to wonder if there are too many archers on our side and if it's time to go into the field as a spearman...
The developers fulfilled their promise and redesigned the combat system, making it useful and effective various classes- not only horsemen, but also foot soldiers and archers. The difference between them is only in the uniforms offered for purchase. Horses are available only to riders, archers do not get heavy armor, but they have a wide selection of small arms, like infantrymen - melee weapons. The advantage of horsemen is further limited by the fact that they are practically useless during assaults and on city maps.
In terms of purchasing equipment rules are vaguely reminiscent Counterstrike- for each enemy killed, the amount for purchase in the next round increases. The player himself chooses the things that he will take with him into battle, but to equip the "asphalt skating rink", you need to play on this server for an hour or two. And this is where a very harmful dog of the multiplayer mode is buried ... A good player, after playing for a while and earning a bag of gold, equips himself in such a way that the gap with other players increases even more and it becomes almost impossible to kill him.
In principle, it is possible to unethically rob the dead, but you will get "inheritance" only weapons and sometimes shields. And the class difference is felt here too - an infantryman or an archer will not be able to saddle an orphaned horse.
The second flaw is much more noticeable. In Game no ratings, achievements, list of the best players, as in Battlefield. There is no way to know who just put your nose in the mud - a green rookie or the best player this side of the strait. There are no statistics, you can not see which weapon is more loved by the players, which is less and what class you have achieved. Online battles, unfortunately, are as pointless and merciless as a single player game, devoid of a story.
Best the enemy of the good. But this is not about Mount & Blade: The Tournament Age. An excellent role-playing game in the free world has been enriched not only with new features - we have a multiplayer mode at our service. And unencrypted resources and masses of fans will bring what the developers started to perfection.
In this short guide, we will only focus on what's new. The curious will be referred to the article by Konstantin Zakablukovsky, published in No. 11 (84) of the LKI for 2008.
Blood hungry sword in my hand
Bloodshed has become much more diverse in the game, especially in foot combat. Attacks have become directional, WASD from the keyboard, you can set exactly how you will chop or poke the enemy. The enemy can be kicked, forcing him to open, you can repel enemy attacks with a swing, or simply block with a weapon - however, this does not save you from arrows. False swings and feints are now a mandatory part of the fight with live opponents. Only a good reaction will allow the young knight to parry the blow, especially if the shield has already fallen apart into separate boards.
The halberd has become more versatile - it can be stabbed like a spear and cut like an axe. A heavy hammer in your hands is able to quickly destroy the shield, break through any block, stun and stun. A good punch can even knock an opponent down. The fallen one is open to all your blows while grunting as he tries to get up.
The shield now protects only what it covers, so a cutting blow to the legs perfectly contributes to knocking the enemy to the ground. And the shield, thrown behind your back, covers your back well from arrows.
Mounted archers are still all right, but on foot arrow place only on the walls of the castle. It is only possible to hit decently at short distances. A couple of arrows - and it's time to engage in close combat.
Parry does not save from cavalry charge. At the sight of a rider, it is always easier to step aside behind a tree or stone and poke in the side on the sly. But for riders, in turn, with the new combat system, it became easier to prick - it is enough to set the pike correctly and skillfully control the horse.
Choose your horse wisely. On a light horse, other riders will not catch up with you and you can safely poke the enemy with arrows, like a pillow for needles. A heavily armored stallion breaks through the formation. And if you get stuck in the infantry, get a nimble short saber. Blows from the horse more and more often come to the head, and the opponents sink to the ground in piles with bloodied faces ...
You can dismount only by completely stopping the horse, but orders to subordinates can be issued at full gallop. But the two-level menu hung on F1-F6 is inconvenient. Once you reach the second level of commands, you cannot go back. And you can't make your own settings either! But you can divide the units before the battle into several groups, rename them and give them different orders during the fight. Straight total war without getting off the seat...
As a result, the battle became more diverse, but at the same time more chaotic and confusing. A beginner's hand will not immediately adapt to move and at the same time cut in exactly the direction that was intended. For those who are accustomed to planting enemies on a pike in " Hero stories", here you have to relearn.
Road to the throne
The first steps
While we are young and no one recognizes us as the new emperor of all Calradia, we must behave carefully. The local population recognizes only money, and nothing but money. And therefore, first of all, you need to get hold of gold.
Honest earnings
How to honestly earn money without killing anyone?
Firstly, trade. The most profitable schemes:
- buy livestock in the village, slaughter for meat, sell to the city;
- buy fish and wool in the north, sell in the south;
- buy clothes in the south, sell in the north.
Other schemes must be developed on the spot, based on the price difference. It is important not to drive the same routes all the time.
Secondly, you can become vassal one of the kings. The monarch pays you a salary - a small one, but enough to feed the troops. Subsequently, for good service and fulfillment of instructions, you can get into the possession of a village or even a castle, and little by little a stream of money flows from it. In addition, marriage is a business, maybe not good, but profitable! Winning someone's heart is not so difficult - poetry, courtship, a demonstration of courage, completing tasks for relatives and other ritual dances ... And the property of your soulmate will also begin to generate income.
Bandit earnings
The dishonest candidate for kings in the "Age of Tournaments" has a place to roam. If you catch a feudal lord on a military campaign and talk to him correctly, you can get a task from him to collect taxes in his village. You can get two thousand. And, of course, no one plans to give them to the owner!
In the villages, you can steal livestock, slaughter it and sell meat. Having recruited a squad of thugs more terrible, you can already rob villages and caravans. Here the income is already five thousand per visit. The main thing is to have time to hide from retribution in the fortress of another nation ...
military earnings
A warrior does not earn as much as a bandit, but at the same time he gains experience and does not spoil relations with anyone. Relatively well you can earn on the robbers. It is best to find their lair and keep watch around it. A bandit camp can be identified by a large number of scum of the same species scurrying around. If you drive right next to it, it appears on the map. By ruining it, you can also make good money. And after a while the lair appears again - a holy place is never empty.
The second income is sales of people. To do this, equip your people with stun weapons, then by the end of the battle more wounded opponents will survive. Gather a line of connected people, find a slave trader in the tavern of the nearest city - and sell it. Knights are significantly more expensive than simple robbers. By the way, in the same taverns you can arrange a drunken fight with one of the visitors.
Crowning the kingdom
royal way
How to become a king? Yes, it's not that difficult. Do not accept vassalage from anyone, accumulate money, recruit soldiers, take by storm some seedy castle. If there is no opportunity for an assault, ruin relations with this faction - for example, by killing peasants. An alternative option is to find the exiled heir to the throne, swear allegiance to him, seize several possessions, appropriate all this luxury, and then break off all relations with him.
Own real estate greatly simplifies the gameplay. The ability to collect taxes and manage your squads will attract the attention of anyone! But what to do if a good thousand enemy soldiers came to besiege your castle? To begin with - do not lose heart, but survive. And then lure out of the group of lords one at a time and break them in small units. If the assault has already begun, remember - cities and castles have emergency exits through which only the player can get through.
Companions
Simple recruits and city mercenaries grow in levels the same way, they equally require bread, cheese and cabbage for food and a couple of dozen coins to change equipment when they reach a new level. The only difference is that mercenaries are better and much more expensive. You can also recruit troops for free - when you break up an enemy detachment that was carrying captives with it. Happy and immensely grateful, they joyfully join your army. In this way, you can get exotic troops into your army - for example, forest bandits or simple farmers.
But your main assistants are still not soldiers, but heroes. They can be met in taverns, generously given to the paw and persuaded to join. Their main useful property is that they are as immortal as your alter ego. Therefore, they are constantly improving in combat skills, and you can equip them no worse than real knights. In skills, they should primarily be given riding, ironskin, and powerful strike or powerful shot. A horse and leather give them a good boost to health, and a cavalry lance or bow is the optimal weapon for the hero-companions.
Seven deadly fights
In a multiplayer game, usually only players fight. Settings sometimes allow you not only to buy equipment, but also to hire bots. The money earned during your successful game is reset when you change the map or server.
How are the game modes different? In the first five modes, dead players are resurrected after a short period of time, and in the last two, only with the start of the next round.
- Fight to the death (deathmatch). Bloodbath as it is. Everyone beats everyone non-stop, the players come to life almost instantly. The winner is the one who scored more "frags" in the allotted time.
- Team deathmatch. Here, unlike the previous mode, we have comrades. Friendly fire is quite present, and you can seriously get stuck for hitting your comrades. The side with the most frags wins.
- Capture (conquest). How in Dawn of War, in this mode, the task of the players is to capture and hold control points. For holding the flags on the point, points are awarded, and for the death of your own or the loss of points, points are removed. The team whose score reaches zero loses.
- Capture the flag. The rules are classic - we capture the flag on the enemy base, carry it to our flag, we get a victory point. In this game mode, the advantage of the cavalry is undeniable.
- Siege. The battle, which is logical, takes place on a map with a castle. One team rolls the siege tower against the walls, storms the castle, breaks into the courtyard and captures the control point with the flagpole. Dead besiegers are restored after five seconds. The defenders prevent the invaders from entering the castle courtyard, but their losses are restored only after twenty seconds. Cavalry is rarely used, and with a competent game, attacking chances are few.
- Battle. As in team deathmatch, the task of the players is to destroy the enemy squad, but the dead do not respawn until the start of the next round. If none of the teams suffer losses for a long time, then the King of the Hill mode is activated. A control point appears on the map, and victory is awarded to the team that can capture and hold it.
- Find and destroy (fight and destroy). One team is protecting two destructible objects - a catapult and a trebuchet, the second is trying to break them. Players do not respawn. The round ends when both objects are destroyed, or one of the teams loses all players, or when time runs out.
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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!The basics of the simplest passage, or where to start(generally for WB, IG and mods, hands will reach - I’ll write separately for all standing mods. Game experience is about a hundred mods, so decide for yourself whether you read it or not. Recommended mainly for beginners who first sat down for MiB).
BEGINNING OF THE GAME:
1) If you can choose a place of birth, I choose the Khanate in order to recruit equestrian warriors early (or very quickly in those growing up). The main advantage is speed on the map. I'm downloading the path search.
2) I am looking for the nearest looters (a detachment of 5-7 people, mine are the same.) If the speed is good, I take prisoners, but not many. If someone starts to catch up with us, I dismiss the prisoners, and sometimes part of the detachment, and throw out the excess from the inventory. So we grow for several days, local time.
3) If there are chests, it is at this stage that I run to them and pick up ownerless property (Tir, Nomendal, Lublin, Rivacheg - depending on the translation and fashion).
4) I am replenishing the strengthened detachment, I am switching to steppe bandits. I better save the beaten horses. I sell junk, at the same time I look for satellites in taverns. I supply them immediately with horses (those pre-stocked). First I try to find Jeremus, Marnid, Ymira, which gives medicine and trade.
5) A few more in-game days, some of the warriors have been raised to the elite. The number is 15-20 people, the speed is good, the initial capital is knocked together. I buy spices and salt in the khanate, I take it to the coast. I never take a lot of goods, so as not to be caught up. In IG I use a pack horse. Along the way, sometimes I complete quests.
6) We get dressed on the proceeds from trade. I dress myself first and dress the medic, and put him at the beginning of the squad so that he develops. (In a serious battle, he is at the end). We train on pirates, with them both experience and loot are good. In exchange for the dead, I recruit more volunteers, but not in the first village I came across, but I go to the khanate.
7) As a result, I get a detachment of about forty people, medium and good pumping. I'm already going to work with him.
CHESTS(the ones I remember):
They stand on the streets. Contain ownerless good.
In Tyre, go across the bridge from the gate and immediately to the left. Then turn right, look behind the bush in the corner against the wall.
Rivacheg. Also to the left, sticking out of a haystack.
The Horde Lands - in the location Dragon's Death, in the tower, under the stairs.
In Warband - in Lublin
Three Kingdoms - in the tavern.
Heroes of Calradia - on the island
In Pendor 3.01 on IG - in Valonbrae and Rani.
Solid And Shade - under the stairs by the fountain in Zendar
In The Wedding Dance - in the imperial palace
TACTICS USED:
Not the first year I play with khergits. The detachment is formed from mounted archers-veterans, mounted Khergits with spears and heavy knights of other states. I change their location in the squad list as needed before the battle. There are several tactics, I change depending on the situation.
1) Beloved, on flat ground:
a) flew into a flat field with spears, and crushed everyone. The final. (mainly against infantry);
b) against pikemen and alibars. Archers forward and fire, avoiding rapprochement.
2) If the terrain is uneven:
a) in the presence of a ravine, I put archers on my bank, they shoot enemies as they approach. The rest are waiting by the chest. When the remnants of the enemy crossed over, we attack all together, and the spearmen, jumping from the chest, manage to gain enough speed to strike. Sometimes the enemies do not attack, but wait in their position. In this case, we cross under the cover of archers, then archers to the flank, the rest attack in a single formation;
b) in the presence of a river, we try not to climb into it, so as not to lose speed in the water;
c) in the mountains. If the terrain is solid rocks and mountains, I hurry everyone, I put the archers higher (a couple of times they didn’t climb back into the saddle on command, maybe a glitch). From there, they shoot the adversaries slowly crawling to the top. The rest of the troops cover the slope below, protecting the archers;
d) If I consider the terrain inconvenient for combat, I retreat in a tab, and then immediately again into battle. The area will be different.
3) When the enemy has a lot of cavalry, if I manage to divide the army into archers and everyone else. Archers meet with arrows, the rest attack from the flank, and somehow surround the enemy. The heavy riders who arrived a little later due to the difference in the speed of the horses complete the rout.
4) During the siege. I take the composition of the troops in other proportions, because. no need for spearmen. Archers F1 under the walls, strafing them. More armored F3.
P.S. Medics and other companions I keep at the end of the detachment. The above was written on the basis of IG and mods on IG.
Establishment of a kingdom Mount and Blade- this is a very quick and simple thing, but keeping this very kingdom afloat is a whole science! The best way to create a kingdom is with the help of a mod. You can create a kingdom in absolutely any environment and version of M&B, but if you create it in , you will have many more functions that, unfortunately, are not in a simple Mount and Blade. There are several ways to create your kingdom in Fire and Sword:
rebellion
Raising a rebellion is the surest way to try to arrange a civil war, overthrow the king from the throne and take his place. To start a rebellion, you need to find a contender for the throne. Usually such people travel around the cities in search of support. Pretenders for the throne must be sought in the throne rooms. After you agree to help the pretender win back the throne, an internal war will begin in the faction and, depending on the relationship with the lords of the current faction, you will be able to lure them to your side, which will improve the military situation in your favor. In fact, from the rebellion to the very end, you are the marshal of the rebel troops and after the faction is completely captured, the pretender to the throne will disappear and become a full-fledged king, and you will become his right hand.
Territory capture
The second opportunity to create your own kingdom is to capture the fortress. Starting from version Mount and Blade: Warband such an opportunity arose. Just capture a castle or city and the war will begin.
Poaching Lords
When the kingdom has already been created, it's time to start strengthening. It is unlikely that at the beginning many lords will agree to go over to the side of your kingdom, so you will have to use the services (not playable characters). Among all, there are 6 heroes of noble birth, who, when receiving an estate, will not spoil your reputation in the eyes of other lords. noble birth:
- Alaen
- Baheshtur
- Firentis
- Lezalit
- Mateld
- Rolf
Of course, not all of them will be friends with each other and this will have to be fought. Lords, like, just won’t go to you (as already mentioned above); first you need to have at least good relations with the lord and a couple of free villages. When you speak to the lords, ask questions about the king and politics. You need to offer the lord something that is not in his kingdom (you will see everything during the dialogue). You can talk with the lords if there is no one nearby and you are one on one with him. Never ask the lord to give an answer right away, as this is an 85% chance of failure. Intrigue him with your conversation and do not ask for an answer. Believe me, in a week or two the lord himself will come to you to take the oath. Keep in mind that persuasion skill, personal relationships, and the right to the throne affect luring people to your side.
Right to the throne
Well, the last very important aspect of the kingdom is the right to the throne. This indicator is very important when creating a kingdom, and the higher it is, the less often other kingdoms will attack you, it will be easier to make peace and lure the lords to your side. You can get the right to the throne when making peace, sending diplomatic envoys to neighbors or.
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. To put it simply, the lower it is, the worse the attitude towards you and the more often your state is attacked.
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.
A very good place to start ruling is the land on the outskirts of a kingdom that is already at war on two fronts (or one, but extremely unsuccessfully). Then the local ruler will simply not be up to you. However, here it is necessary to take into account how long the hostilities are ongoing. 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 there will be no one to claim legal rights to this land, 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. In order for a companion to become an intelligent commander with a 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.
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