War & Diplomacy Management
November 21, 2025
Controlling wars, truces, and peace deals.
War & Diplomacy Management
In Mount & Blade II: Bannerlord, the sword determines who owns the land, but diplomacy determines who keeps it. Managing wars and negotiating peace is just as critical as leading a cavalry charge.
How Wars Start and End
Wars can be declared by any kingdom through the Kingdom Diplomacy tab. If you are a vassal, the ruler or council will vote on it. If you are a king, you have the final say, though ignoring your council costs Influence & Policies.
The Tribute System
Peace is rarely free. The tribute system calculates who is "winning" the war based on:
Casualties Inflicted: Killing more of them than they kill of you.
Raids: Successfully raiding villages.
Settlements Taken: Capturing towns and castles.
Prisoners: Holding noble prisoners.
If you are dominating the enemy, they will offer to pay you daily tribute to stop the fighting. If you are losing, you may have to pay them to save your remaining fiefs.
Strategic Warfare
Selective Wars
Never fight more than one war if you can help it. If you are attacking Starting Your Own Kingdom, neighbors will see you as weak.
Tip: Before declaring war, check the enemy's strength in the Encyclopedia. Attack factions that are already fighting someone else.
Handling Multi-Front Wars
If you find yourself fighting on two fronts (e.g., Vlandia in the West, Aserai in the South):
Defensive Front: Sue for peace with the stronger enemy, even if you have to pay tribute. It buys you time.
Offensive Front: Focus all your armies on the weaker enemy to conquer land quickly, which offsets the tribute cost.
Leveraging Mercenaries
Mercenaries are the band-aids of war. They are expensive but don't require fiefs.
When to Hire: If your vassals are running low on troops or you need to boost your army numbers quickly for a siege.
Cost: You pay them based on their influence gain. It can get pricey, so check Mercenary Work & Vassalage for details.
Diplomacy Tips
Prisoners: Don't execute lords unless you want everyone to hate you. Keeping them in your dungeon prevents them from raising new armies.
Influence: Save your influence to override stupid war votes by your vassals. See Army & Influence Management.
Relations: High relations with enemy clans might make them defect to your side.
Conclusion
War is a tool, not a lifestyle. Use it to expand, but know when to sign the treaty. A bankrupt kingdom is a dead kingdom.