Diplomacy and Policies

November 21, 2025

How diplomacy works, alliances form, and policies shape your realm.

Diplomacy in Mount & Blade II: Bannerlord is less about polite conversation and more about brute force and bureaucracy. As a ruler (or influential vassal), you wield two main weapons: War and Policies.

Full Kingdom Guide

Diplomacy: War, Peace, and Tribute

Declaring War

Wars can be declared via the Kingdom Diplomacy screen or by raiding a village/caravan (the "aggressive" method).

  • Support: Your vassals will vote on declaring war. If you go against the majority, it costs massive Influence.

Making Peace & Tribute

Peace is rarely free. The losing side usually pays Tribute (daily denar payments) to the winner.

  • The Calculation: Tribute is based on "Damages Inflicted" (Raids, Casualties, Prisoners) and "Relative Strength".

  • Strategy: Don't just win battles; raid villages to force the enemy to pay you tribute to stop.

Kingdom Policies: The Real Power

Policies are laws that affect the entire kingdom. They can drastically change your Influence gain, Party Size, and Town Loyalty.

Kingdom Policy Tier List

The "Must-Have" Policies (S-Tier)

  1. Forgiveness of Debts

    • Effect: +2 Loyalty in all settlements. -5% production.

    • Why: Loyalty is the hardest stat to manage. This policy alone prevents most rebellions.

  2. Tribunes of the People

    • Effect: +1 Loyalty, -5% Tax.

    • Why: Stack this with Forgiveness of Debts for a passive +3 Loyalty. The tax loss is negligible compared to the cost of a rebellion.

  3. Sacred Majesty

    • Effect: Ruler clan gains +3 Influence/day. Non-ruler clans lose 0.5.

    • Why: As the ruler, you need Influence to override votes. This creates a massive passive income of Influence.

  4. Royal Guard

    • Effect: Ruler party size +60. Ruler clan influence cost for armies -20%.

    • Why: More troops = more power.

Policies to Avoid

  • Debasement of the Currency: Increases loyalty but tanks prosperity.

  • War Tax: Good for money, bad for prosperity. Usually not worth it.

Voting and Influence

Every decision (fief ownership, policies, war) is voted on.

  • Abstain: Costs nothing.

  • Support: Costs Influence.

  • Override: If you are the ruler, you can spend Influence to force a decision even if 100% of your vassals vote against it. This drains your relation with them, but sometimes you just need that town.

Beginner Policies Guide

Summary

  • Priority 1: Pass Forgiveness of Debts immediately to stabilize your conquests.

  • Priority 2: Pass Sacred Majesty to secure your Influence income.

  • Diplomacy: Fight until they offer to pay YOU tribute, then accept peace.

For more on building your nation, read Starting Your Own Kingdom.