Mount & Blade: Warband

Mount & Blade: Warband

Aut Caesar aut nihil
BanDHMO 10 Mar, 2021 @ 12:57pm
How to be an emperor
I haven't played as a king in vanilla mb much, and guides online aren't exactly great. Since in this mod ruling an empire is a big part of the content, let's have a topic to share stuff about being a ruler in Aut Caesar.

- Diplomacy becomes a lot harder when you rule. You can't just talk to Caesar and convince him to stop a war, you have to send a companion to negotiate peace. According to guides, this companion should be male, high on Persuasion, and noble (whatever is the equivalent of that?)

- When you cause a civil war, your opponents retain the diplomatic relations of the old Empire, meaning any of Rome's allies go to war with you also. So it seems best to wait until Rome is without alliances to make your play.

- Lord character determines the relations penalty when you hand out a fief to anyone but that lord. Quarrelsome will get a big penalty. And you will have A LOT of fiefs to hand out as the civil war makes a mess on everyone's holdings. As much as possible, don't give quarrelsome lords castles and towns, where they can rebel. Keep them in villages, remove their command titles, and expect them to be mad all the time.

- Legion command gives a lord the biggest army, and you have a finite number of them. So assign loyal commanders to them and make sure they are relatively spread out across the empire.


Some things I have no idea about:

- What is the role of the minister and what difference does it make who you appoint? Is wife better than a random noble? If you appoint a companion, do they need a specific stat?

- How do lords make a decision whether to back you or your opponent during a civil war? I had the father-in-law with 90+ relations join the opposite side, then after a reload, many more lords joined me, but some who joined the first time didn't join the second. There seems to be an element of chance to the determination.
Last edited by BanDHMO; 11 Mar, 2021 @ 9:41am
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Showing 1-10 of 10 comments
[BG]Maxi  [developer] 10 Mar, 2021 @ 11:21pm 
Nice summary, thanks!

"noble (whatever is the equivalent of that?)" - he shouldnt have as reputation benevolent or mercantile. (for example, the Roman veterans are all fine, they have the normal lord reputation, mostly martial)

Minister: The only think that matters I is relation with him, if it is very low he will steal money from you secretly. I would use someone with very high relation. Wife is good because you usually have high relation with her!

Yes the chance is determined by relation, your renown, how stable the Empire is and your senate support.. But in future this whole process will be streamlined. Some day in future i will talk about it.
Though if you have +90 relation with him, he should join you. Hm but anyway as I will change that.
BanDHMO 30 Mar, 2021 @ 5:33pm 
I wonder if there is a point to expanding the empire further, financially speaking. Since for the emperor's budget, ti's the total size of the empire that contributes to tax inefficiency, and mine is already >50%, does it really make sense to add more lands, or would the growth simply decrease the overall revenue by more than the new lands would pay?
[BG]Maxi  [developer] 31 Mar, 2021 @ 11:06am 
Originally posted by BanDHMO:
I wonder if there is a point to expanding the empire further, financially speaking. Since for the emperor's budget, ti's the total size of the empire that contributes to tax inefficiency, and mine is already >50%, does it really make sense to add more lands, or would the growth simply decrease the overall revenue by more than the new lands would pay?
I honestly don't know. You may want to try it out? :D
BanDHMO 31 Mar, 2021 @ 12:46pm 
OK, thanks. I wasn't sure if maybe it's a mechanic you built specially for the purpose of ensuring the player doesn't just take over the whole map, but sounds like it not and might be worth trying.
[BG]Maxi  [developer] 31 Mar, 2021 @ 11:10pm 
its from native but I like the concept and I think it makes sense and make Empire manage a but harder. The only thing I changed is to make sure it also applies on taxes from provinces.

Edit:
Just to mention it here. You can fight tax inefficiency. You can appoint special personal via Quaestor. And some laws also have an effect on it: centralisation decreases it while decentralisation increases it. Though those laws also have an effect on your relation with your "lords".
And relation with minister and your honor matters too: if you are dishonorable and or your minister doesnt like you, minister is more likely to " steal some money " from you, i.e. tax inefficiency is increased.
Last edited by [BG]Maxi; 1 Apr, 2021 @ 5:36am
BanDHMO 1 Apr, 2021 @ 6:20am 
Yes, thank you. I tried already to do everything I could find to reduce this (after all, it's still 50% and was even more!), but with the empire as large as it is, I don't think it's possible to reduce to something reasonable. Which I thought may be the intent, like you said, since a big empire is hard to manage.

Are there sources of income it does not apply to? Town businesses, latifundia, income from personally held fiefs?
[BG]Maxi  [developer] 6 Apr, 2021 @ 2:39am 
Originally posted by BanDHMO:
Yes, thank you. I tried already to do everything I could find to reduce this (after all, it's still 50% and was even more!), but with the empire as large as it is, I don't think it's possible to reduce to something reasonable. Which I thought may be the intent, like you said, since a big empire is hard to manage.

Are there sources of income it does not apply to? Town businesses, latifundia, income from personally held fiefs?
50% is the amount of money you gain back, not the inefficiency. This value was added by diplomacy not me. So 50% means you are doing everything right regarding tax inefficiency because you gain 50% of the lost taxes back.

Like in native it only applies to taxes and tariffs from fiefs you own. And as emperor it also considers the fiefs owned by your faction and applies to the taxes from provinces [/quote]
Last edited by [BG]Maxi; 6 Apr, 2021 @ 3:04am
BanDHMO 6 Apr, 2021 @ 10:30am 
Oh, I see. So I wasn't even trying to optimize this number in the right direction. No wonder so much of the budget gets stolen. :D
[BG]Maxi  [developer] 6 Apr, 2021 @ 11:35am 
Originally posted by BanDHMO:
Oh, I see. So I wasn't even trying to optimize this number in the right direction. No wonder so much of the budget gets stolen. :D
but 50% is the maximum I think.

Could be that I change this at some point.

I am not sure but maybe I summarized all effects at game concepts. Its always worth to take also a look there. Either there is some info in economics section or under "some hints"
BanDHMO 6 Apr, 2021 @ 3:12pm 
Yes, that's where I got all the tricks for things to do to help improve it, even if I didn't see exactly how the percentage changed (probably because 50% was maximum). It said something along these lines, but I guess I still didn't get it. It's a pretty weird mechanic, IMO. Tax Inefficiency 50% seems to logically mean revenue is reduced in half, not that it's reduced by some unknown amount and then half of that amount gets refunded back to the treasury. But, of course, that's diplomacy functionality, not anything you introduced, so players would know how it works if they played enough other mods.
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