Relations with the other lords, but also renown and influence. If you persist in partaking in large-scale battles, defending and attacking castles and cities, and accompanying lords as they patrol your kingdom, the vote for a fiefdom will eventually fall to you. It also helps if your kingdom is on the winning side of a war.
2. Loyalty can be used for other things. Like taxes. And whether or not you gain volunteer militia. 3. Make rebellions a % chance based on unrest factors. a. How recent the settlement was taken over b. Time passed since the last event, eventually dropping unrest to zero over time. c. Kingdom policies. d. Governor traits. e.
Two sets of bonus/malus : one when the owner of the settlement is the Player and one when the owner of the settlement is an AI Lady or Lord. Meaning you can make it harder for yourself and easier for the AI or the opposite. List of the statistics that can be modified : - Town and Castle Loyalty - Village/Town/Castle Militia - Town and Castle
It's possible to be the wrong culture and own a town, but it's much easier if you only accept fiefs of your own culture. Of course that means deciding what you want for yourself before you ever create your character and joining that cultures enemies (unless you go Imperial). #10. Maelos Nov 18, 2021 @ 11:45pm.
Fix for getting peasants from villages. Added Settlement AI (so AI lords settlements improve) Can turn 1 companion into your steward when you have a castle (bring the hero into the castle and talk to them to make them your steward). 0.35b additions: Fix for upgrading not working. Added patrols, talk to your steward to buy patrols.
This mod allows you to change a settlement's and its recruits' culture to your own (also applies to the AI). How long it takes to convert and if the recruitable troops also convert is configurable. This mod does not have any known dependencies other than the base game. Unpack the ChangeSettlementCulture.zip and place the ChangeSettlementCulture
A settlement is any castle or town, an Imperial settlement is a settlement with imperial culture as you have said they are the settlements that are under any of the Imperial faction's control in the beginning of the game, and every other settlement is considered non-imperial. There are two ways to own a settlement, either by joining any of the
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