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