Which Culture Is Best in Bannerlord? Complete Bannerlord Culture Guide

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this is strat gaming and what i have for you today is a complete guide to the different cultures of bannerlord we will be testing culture bonuses looking at spawn locations as well as attribute and focus point combinations from the starting selection there are six different cultures to choose from so let's go in order and start with glandia if we choose overlandian character we will get plus 5 renown from battles 15 more income while serving as a mercenary and 10 production to castles villages for the drawback calling parties into an army will cost 20 more influence let's take a look at how these actually work in game when we win a battle of any kind we are rewarded with renown in this case we ought to resolve the battle with some bandits and earn 3.4 hovering the mouse over that value we can see the base renowned gain of 3.25 plus the culture bonus of 0.16 which is 5 once we become a mercenary we will have a contract rate per influence earned but this does not include the culture bonus in this case big daddy dirtheart blesses us with 180 dinars per influence but we can see the actual earnings with the bonus is 207. 15 of 180 is 27 so this perk works as intended don't be fooled by this number it's not difficult to be earning three to four thousand dinars per day from a mercenary contract and 15 of that would be a 450 to 600 dinar increase if we own castles then the attached villages will have an extra 10 boost to their production which ultimately translates to more money in your pockets without the culture bonus and after three days this farm produces 139 grain as well as a few extras like livestock once we take ownership of this castle the same three-day period increases the grain production to 154 which is almost 11 more this extra grain will be taken to the closest town and sold with the money coming back to the village after and paid out to us as the owner finally we test the 20 increase for calling armies into the party we see of landian culture on the left and kaze culture on the right but something isn't quite right looking at the bottom two nobles specifically it would cost 25 influence to call valeric's party into an army and 27 for vardhan's forevlandian but 31 and 32 respectively for a kaze the troop count is nearly identical so influence cost should be around 20 percent more for the vlandian but the opposite is actually true it's five to six influence less for the vlanian which is about 20 difference between the two it appears that tail worlds misplaced a negative sign somewhere and it's actually 20 cheaper to call parties into our army once we pick our culture we get to build our characters skills and points with six different options per pick in five different groups or stages of life to pick from each pick will give one attribute point and two focus points but not all cultures have the same picks which leads to different starting character builds some basic math here there are 7 76 different possible character builds so let's quickly go through each and every one of them i'm joking that would take more than a year straight to get through it so instead i organized all pics into a database so we can glean useful information quickly starting with attribute points we can see that most stages have 6 different attribute point options but level four youth has only five with two of the options giving endurance and none giving social for the focus points most skills have three to four focus points possible with a few having only two and two having only one scouting and medicine vladia is also the only culture to get four rotary focus points options so it's a great pick for all you aspiring scoundrel bandits finally let's look at the spawn location for vlandia we get plopped down to the southwest outside of sargo it's not far from betania lands which would be great for a smithing start it's also close to the towns with asteroid horses so not a bad spot for a trader start as well next up sturgio the first bonus is quite good and gives a 25 reduction in cost to recruiting and upgrading infantry troops looking at the recruiting screen tier one infantry would normally cost twenty dinars but are instead fifteen or twenty five percent less true two are thirty eight instead of fifty and tier three are seventy five instead of one hundred for upgrades we see 11 dinars to promote to tier 2 which is indeed 25 percent less than 15. from tier 2 to tier 3 it should cost 25 but instead is reduced to 18. 2 3 to tier 4 should be 50 but is now 38 tail worlds is generous because they do round down for us notice once we get to the archer upgrade there is no discount archers and crossbowmen do not count as infantry so they do not get a discount but upgrading an infantry unit into an archer does give the discount finally from tier 4 to tier 5 it's normally 100 but is now only 75. the archer is still full price though the next bonus allows sturgeon armies to lose 20 less cohesion we can see this army would normally be losing 6 cohesion per day but is reduced by 1.2 or 20 down to 4.8 per day so an army that would normally break apart after four days would instead keep going for five days which is a great boost for early and mid game for the relations testing we take our charm skill down to level 1 and call for a vote to remove olex thief using the tier 3 influence cost we get a 20 relations hit from the vote we also vote for ourselves to get omur giving another 6 relation hit with two other clans next we reload our asteroid character and repeat the tests we see the same 20 relations hit for the removal vote but only 5 for the new owner vote it seems we only get the 20 relation hit for certain types of votes but not all now let's look at some stats for character building for attribute points there are now two stages that only have five options stage three adolescence doesn't have a cunning option and stage four youth doesn't have social again here most skills have three to four picks for each skill but crossbow and stuart only have one the starting location for sturgia is right on the border with betania and the northern empire making it an ideal place to start a smithing playthrough my biggest issue with sturgia is the travel time to get from one end of that empire to the other oftentimes taking several days and covered in thick forests which slows movement speed greatly now we look at the most populous culture on the map the empire there are more empire feasts on the map than any other culture and it's not even close their bonuses are also quite good a 20 reduction in garrison wages is a huge bonus making thieves a bit more profitable in this garrison we have 100 troops of all sorts to check the wages of the castle we click on the clan tab then party screen and go to ordrisa castle then hover the mouse over the current wages which we can see a base of 489 with a discount of 97.8 which is 20 garrison wages can easily exceed two to three thousand dollars per day and 20 discount from this would be 400 to 600 per garrison if you own five thiefs we're talking several thousands per day in savings the next bonus gives 25 more influence for being part of an army when we or any of our companions join an army we get a certain amount of influence per day we can join up with an army as an empire culture character in gaining 4.07 influence per day with our 300 tier 5 troop army using our sturgeon character and joining the exact same army we can see the influence gain is now only 3.25 adding 25 should be 4.0625 but tail worlds is generous and rounds up for us once more we can also get free influence by starting our own army and calling our companion parties into it we start with our empire character three companions and 100 tier five troops in each party after calling all three in we can see an influence gain of 4.35 per day we reload the game with our asteroid character and use the exact same setup but only gained 3.46 influence this time this is a great way to gain tons of influence all through your campaign and with an empire character you will grow influence significantly faster finally we test the downside of picking empire the minus 20 hearth growth for villages hearths are a somewhat complicated mechanic so we won't go into detail in this guide but just know it's responsible for village production food production that goes towards the castle or town and keeps the population from starving and governs the villager party and militia size needless to say hearths are important and bigger is better we can see this village has a hearth growth rate of 0.6 base but we must subtract 0.12 because of our culture moving on to the character creation for attribute points empire also have two levels with only five options three adolescents does not have a cutting option and four youth doesn't have a social option when it comes to focus points empire is well balanced with only stewart having one option almost everything else has three to four options for a build so empire is a good choice for many different types of starts the starting location leaves a bit to be desired as we spawn in the southeast outside of denustica my best piece of advice is to stay away from kazate lands and even the borders until you have 30 or more troops in your party step bandits can easily swarm you and they are hard to deal with using early game troops we're halfway there and move on to the asteroid the first culture bonus reduces the cost of forming caravans by 30 using our battanian character we can see a cost of 15 000 to higher than normal caravan and 22.5 for the upgraded one switching over to our asteroid character we see this cost reduces down to 10 500 for standard and 15 750 for the upgraded caravan which is exactly 30 less the second part of this bonus reduces the trade penalty by 10 which should result in cheaper buying and selling prices for these tests we reduce our character's trade level to one for both looking at the most expensive item in the game with our asteroid character we see a price of sixty three thousand one hundred and switching over to titanium culture results in the exact same price to make sure this wasn't a fluke we buy a piece of armor and check both the purchase and sell price we can purchase this item for 286 and sell it for 105. loading back to our asteroid character we see the same 286 purchase price and 105 sale price one final test we increased the trade level to 300 to make sure prices are in fact changing with the reduction to trade penalty that same late game armor now is priced at 88 232 so trade penalty is in fact working but this cultural bonus is certainly not it's unfortunate the second perk removes the speed penalty while moving through a desert we see a 0.5 movement speed penalty for a battanian character but no speed penalty for deserts for our asteroid character finally we check the drawback perk which increases troop wages by 5 this small party adds an extra 8 dinars per day to the existing 160 dinars per day wages which is exactly five percent looking at the character creation for asura we see now three stages that offer only five attribute options the most limited so far stage one family is missing intelligence stage three adolescence is missing cunning and stage four youth is missing social asarai is mostly balanced with crossbow and stewart having only one option throughout the spawn location for asura is quite good as it's relatively safe for most banded hideouts it's very close to the premium horse trade routes and not too far from britannia and empire for a smithing start now for the mongols i mean kazaits sorry chingus the first bonus reduces recruiting and upgrade costs of mounted troops by 10 looking at recruitment first we see an issue the tier 4 cavalry costs 315 which is 10 less than 350 but the tier 4 cavalry archer is not discounted at all and still costs 350. we see the same for the tier 3 unit with cavalry costing 225 and cal archer costing 250. apparently they forgot to add cab archers as mounted troops let's now look at troop upgrades to see if it functions properly we see no upgrade going from infantry into cavalry which is expected from tier 2 to tier 3 we do see a discount of 10 with normal troops costing 25 to upgrade but these troops costing only 22. tier 3 and tier 4 cost 45 instead of 50 for both mounted units and finally tier 4 to tier 5 both costing 90 instead of 100 upgrade costs are working correctly but recruitment costs only work for melee cavalry and not ranged the next cultural bonus increases animal production by a massive 25 we start by testing production using our asteroid character to get the baseline after 10 days of production we see four sumpter 10 mule 14 desert and five asteroid horses repeating the same test with our kaze character after ten days our village has produced nine sumter 13 mule 20 desert and six asteroid horses if we take the sale price from the kazaite testing we can see the total sale price of 7278 dinars under asteroid ownership and 96 95 dinars under koozai ownership this is an increase of 2417 or a 33 increase if we average that out it comes to 241 dinars per day for one village which is quite good now for the negative each town we own will give 20 less taxes taking a look at the settlement tax breakdown we could see a line item for -224 which is 20 of the prosperity it looks like they take it only from the base and not the bonuses you have like security loyalty and marketplace this debuff only works for towns and does not affect castles the character creation for kazate is similar to sturgia with two stages having only five attributes and two skills with one option stage three adolescence is missing cunning and stage four youth is missing social crossbow and stuart have only one option but the rest are fairly well balanced you can only pick up to three riding options though which is odd considering who they are modeled after we spawn in the northeast outside of macabre in kazat territory it's a great place to pick up farm animals since they are produced in abundance here which can help early for early trade routes step bandits can be an issue so make sure you have 20 to 30 troops in your party tail worlds did you really save the best for last batania is my favorite culture to play as and it's not just the fee and champions and the movement speed and forests but also the militia production bonus and easy smithing start the first bonus gives a 50 speed penalty reduction and 15 site range while traveling through forests we can see in game that forests give a minus 1.5 movement speed penalty but the culture bonus adds back in 0.75 the site range is increased from 12 to 13.8 as well once we take a town we will get a plus one per day bonus to militia increase which ends up making quite a big difference pairing this with great policies that increase militia quality and quantity and a governor with great perks you might not even need a garrison to defend the only drawback is that building speed is reduced by 10 we can see under the construction drop down there is a line item for minus 4.36 it appears that this bonus is taken after all other modifiers are taken into account so it will reduce bonuses as well unfortunately tailworlds does not like to standardize their order of operations for character creation using betania we see a similar pattern attribute points have two stages with five options stage three adolescence doesn't have cutting and stage four youth doesn't have social for focus points most are well balanced with three to four options except crossbow and steward having only one it appears tail worlds hates both of those skills when it comes to spawn location i think betania has one of the best the spawn is right outside maranath and only a short stroll away from cenon which has thousands of hardwood at the start for only four dinars each it's a great way to start off a smithing run betania also has cheap pack animals which can be a great way to start a training run there are tons of forests around so enemy kingdoms and bandits will have a hard time catching you and there you have it all six cultures to pick from the takeaway here for me was that some cultures have better bonuses for different stages of the game for example vladia is great for early game with a renowned boost to get higher clan tiers and extra income from mercenary contracts but these bonuses fall off in the late game when renown is pointless and money has little to no value empire is extremely powerful in the late game with significantly cheaper garrison wages and earning more influence when joining armies which can be spent on voting for thiefs or passing policies there are also more empire thieves than others in calradia making it an ideal candidate for rapid expansion while avoiding rebellions then there is betania who are in a league of their own the movement speed bonus alone is s tier but then you add in the extra militia for free and it's an overwhelmingly powerful culture when it comes to character creation i don't think there's a huge difference between one culture and another most builds can be done with any culture and early levels for most skills will level it fast enough to make starting levels negligible if you like this kind of content and want to see more like it consider subscribing thank you so much for your time and i'll see you on the next one have a nice day
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Channel: Strat Gaming Guides
Views: 138,958
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Keywords: Mount and Blade 2, Mount & Blade 2, Bannerlord, Bannerlord 2, Bannerlord II, Mount and Blade 2 Bannerlord, Mount & Blade 2 Bannerlord, Ultimate Guide Bannerlord, Bannerlord Guide, Calradia, bonus, Strat Gaming, Garrison, Guide, Culture, Vlandia, Sturgia, Empire, Aserai, Khuzait, Battania, Starting Spawn, Beginning options
Id: j7gaOAlKVWY
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Length: 16min 17sec (977 seconds)
Published: Tue Dec 21 2021
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