Policies & Laws
November 21, 2025
Guide to kingdom policies and their effects.
Policies are the backbone of any stable kingdom in Mount & Blade II: Bannerlord. They determine your tax income, party sizes, militia growth, and most importantly, the loyalty of your towns. Choosing the right policies can make your realm govern itself, while choosing the wrong ones can lead to constant rebellions and bankruptcy.
The "Must-Have" Policies
If you are the ruler, you should push for these policies immediately. They consolidate power and solve the most common late-game issues.
1. Sacred Majesty
Effect: Ruler clan gains +3 Influence per day. Non-ruler clans lose 0.5.
Why: Influence is the currency of ruling. This passive income ensures you always have enough to call armies or overrule votes.
2. Forgiveness of Debts
Effect: Settlement Loyalty +2. Settlement Production -5%.
Why: Loyalty is the hardest stat to manage. Low loyalty leads to rebellion, which stops you from building or recruiting. The small production hit is worth the stability. This effectively "solves" loyalty drift for towns with different cultures.
3. Royal Guard
Effect: Ruler party size +60. Ruler clan influence cost for armies +20%.
Why: A larger party means you can take on larger armies solo. 60 troops is a massive boost (equivalent to a high Stewardship skill).
4. Noble Retinues
Effect: Tier 5+ Clans get +40 Party Size. Daily Influence -1.
Why: Strengthens your vassals and yourself. Bigger parties mean your kingdom's armies are stronger.
Situational Policies
Tribunes of the People
Effect: Loyalty +1, Tax -5%.
Why: Good if Forgiveness of Debts isn't enough. Stacking both gives +3 Loyalty, making rebellions impossible even in conquered territory.
Senate
Effect: Tier 3+ clans gain Influence.
Why: If you have many vassals, you want them to have Influence so they can form armies to defend your lands while you are busy elsewhere.
Castle Charters
Effect: Upgrade cost -20%.
Why: Great for rapidly fortifying a newly conquered region.
Policies to Avoid (The "Traps")
Debasement of the Currency
Effect: Ruler +100 Gold/Day. Settlement Loyalty -1.
Why: 100 gold is nothing in the mid-game. -1 Loyalty will cause rebellions that cost you thousands. Never enact this.
War Tax
Effect: War tax income. Clans lose influence.
Why: You earn plenty of money from battle loot. Draining your vassals' influence weakens your kingdom's ability to wage war.
How to Pass Policies
Passing a policy costs Influence.
Go to the Kingdom tab (K).
Select Policies.
Choose a policy and click Propose.
If your vassals oppose it, you may need to spend Influence to overrule them.
Tip: Pass Sacred Majesty first to generate the influence needed to force the others through.
For more on managing your realm, see our guide on Diplomacy & Kingdom Politics and Creating Your Own Kingdom.