Mod Configuration

You can tune Retinues from the Mod Configuration Menu (MCM). Options are grouped like the in-game sections below. Three global presets exist:

  • Default: balanced first playthrough.
  • Freeform: very permissive, fast prototyping.
  • Realistic: stricter rules, slower progression, more immersion.

⚠️ If an option is marked “(restart)”, changing it will require a game restart.

🧹 If options don’t seem to apply correctly or you get strange behavior after updating Retinues, clear MCM’s cached settings for the mod:
  1. Close the game.
  2. Delete the Retinues folder in
   %USERPROFILE%\Documents\Mount and Blade II Bannerlord\Configs\ModSettings\
   (for example: C:\Users\YourName\Documents\Mount and Blade II Bannerlord\Configs\ModSettings\Retinues).
  3. Restart the game and re-apply your options in the mod configuration menu.


Retinues

Limits and costs for converting troops into retinues and advancing (ranking up) retinues.

Option What it does (detail) Default Freeform Realistic
Max Elite Retinue Ratio Max fraction of your party size that can be elite retinues (0.0–1.0). Checked against party size when converting/adding a retinue. 0.10 1.00 0.05
Max Basic Retinue Ratio Same as above, but for Basic Retinues. Elite and Basic ratios are separate caps and are checked independently. 0.20 1.00 0.10
Gold Conversion Cost (Per Tier) Gold charged per tier of the retinue troop when converting a regular troop into a retinue. Example: T4 retinue with cost=50 → 200 gold. 50 0 100
Rank Up Cost (Per Tier) Gold charged per retinue tier when ranking up a retinue troop. Rank-ups also require sufficient XP and skill caps. 1000 0 2000
Influence Conversion Cost (Per Tier) Influence cost per tier of the retinue troop when converting a regular troop into a retinue. 5 0 10
Renown Required (Per Tier) Clan renown required for a retinue to join automatically, per tier of the retinue troop. Higher values delay access to high-tier retinues. 10 10 20

Doctrines and your party size both influence how many retinues you can practically field.


Recruitment

Control where/how custom volunteers appear and who can recruit them across the world.

Option What it does (detail) Default Freeform Realistic
Custom Volunteer Proportion Fraction 0.0–1.0 of vanilla volunteers that are replaced by custom troops in eligible settlements. 1.0 = all volunteers become custom, 0.5 ≈ half of them. 1.0 1.0 1.0
Restrict To Owned Settlements If On, custom troops can only appear in settlements owned by the player’s clan or kingdom. If Off, custom volunteers can also appear in neutral/other-faction fiefs. On Off On
Restrict To Same Culture Settlements If On, volunteers in settlements of a different culture will not be replaced by custom troops. If Off, swaps can happen regardless of settlement culture. Off Off On
Kingdom Volunteers In Clan Fiefs Proportion Chance 0.0–1.0 for each volunteer in player clan fiefs to be a kingdom troop instead of a clan/custom troop. Use this to re-introduce kingdom troops in your own fiefs. 0.0 0.0 0.0
Clan Volunteers In Kingdom Fiefs Proportion Chance 0.0–1.0 for each volunteer in kingdom-owned fiefs to be a clan/custom troop instead of a pure kingdom troop. 0.0 0.0 0.0
Vassal Lords Recruit Custom Troops If On, lords of the player’s clan or kingdom can recruit custom troops in their fiefs. May be auto-locked On when daily volunteer swap is forced by another mod. On On On
All Lords Recruit Custom Troops If On, any lord can recruit custom troops in the player’s fiefs (required for some garrison mods like Improved Garrisons). May be auto-locked On by compatibility. On On On

Troop Unlocks

Rules for when special troop templates become available at all (separate from equipment unlocks).

Option What it does (detail) Default Freeform Realistic
No Fief Requirements If On, troops can be unlocked without owning a fief. If Off, some troops require you to control a fief first. Off On Off
No Doctrine Requirements If On, special troops (militias, villagers, caravan guards, etc.) can be acquired without owning the corresponding doctrines. Off On Off
Disable Kingdom Troops If On, the kingdom troop tree is disabled and clan troops are always used instead. Useful for runs focused entirely on custom clan lines. Off Off Off
Copy All Sets On Unlock If On, when unlocking a new troop template, all equipment sets of the original troop (battle, civilian, alternates) are copied instead of only main battle + civilian. Off On Off

Global Troop Editor

Options controlling the escape-menu Global Troop Editor.

Option What it does (detail) Default Freeform Realistic
Enable Global Troop Editor (restart) Master switch for the Global Troop Editor (escape menu). When Off, only your own faction troops can be edited. Changing this requires going back to the main menu or starting a new campaign. May be auto-disabled if another mod is incompatible. On On On
Keep Upgrade Requirements For Vanilla Troops If On, vanilla troop upgrade requirements (e.g. war horses) are preserved when you change their equipment instead of being recalculated from the new loadouts. On On On

Restrictions

When you may edit troops, and how wide upgrade trees can branch.

Option What it does (detail) Default Freeform Realistic
Restrict Editing To Fiefs If On, most editor actions (conversions, equipment changes, training) require being inside a settlement/fief. If Off, many actions are allowed from the campaign map. Off Off On
Max Elite Upgrades Maximum number of upgrade targets a single elite troop can have (branching). Higher values allow wider trees and more elite paths. 1 4 1
Max Basic Upgrades Maximum number of upgrade targets a single basic troop can have. Higher values allow wider branching for basic lines. 2 4 2

Doctrines

Gates and strictness for the doctrine/feat system.

Option What it does (detail) Default Freeform Realistic
Enable Doctrines (restart) Master switch for the Doctrines system and its bonuses. Saving with doctrines disabled will clear all doctrine data in the save. On On On
Enable Feat Requirements (restart) If On, doctrines require feats to be completed before unlocking. If Off, feat requirements are ignored and doctrines can be unlocked freely. Saving with feats disabled will clear all feat data in the save. On Off On
Doctrine Gold Cost Multiplier (restart) Multiplier applied to doctrine gold costs. 0.0 = free doctrines, 2.0 = double cost. 1.0 0.0 1.0
Doctrine Influence Cost Multiplier (restart) Multiplier applied to doctrine influence costs. Works like the gold multiplier but for influence. 1.0 0.0 1.0

User Interface & Appearance

Visual/UI extras that don’t affect core balance but change how you interact with the editor.

Option What it does (detail) Default Freeform Realistic
Enable Editor Hotkey (Shift + R) If On, enables the Shift + R hotkey on the campaign map to open the Retinues editor directly. Off Off Off
Enable Item Comparison Icons If On, adds comparison icons (better/worse/equal) next to items in the equipment list relative to the currently equipped item. On On On
Enable Appearance Controls If On, shows age / height / weight / build sliders in the editor for troops and heroes. These are cosmetic only and may occasionally create visual oddities with some armors/cultures. On On On
Max Equipment Rows Per Page Maximum number of equipment rows to show per page in the troop editor. Lower values can improve UI responsiveness on lower-end machines or with huge item lists. 100 100 100

Equipment

Money/time rules, availability filters, culture rules, mounts, and formation behavior.

Option What it does (detail) Default Freeform Realistic
Equipping Troops Costs Gold If On, equipping an item without stock purchases it for gold, scaled by Equipment Price Modifier. If Off, no gold cost to equip. On Off On
Equipment Price Modifier Multiplier over item value when buying missing gear for troops. Example: 2.0 means paying 2× item value. 2.0 0.0 4.0
Changing Troop Equipment Takes Time If On, changes are staged and apply only after troops spend in‑game hours upgrading equipment in a fief (Wait/Upgrade). If Off, equipment applies instantly (subject to other rules). Off Off On
Equipment Time Multiplier Scales the hours needed for staged equipment changes. Higher = slower. 2 2 4
Restrict Items To Town Inventory If On, only items currently sold in the settlement are allowed for troop equipment (even if unlocked). If Off, any unlocked item can be used regardless of local shops. Off Off On
Allowed Tier Difference Max allowed difference between troop tier and item tier at equip time. Prevents low-tier troops from wearing top-tier gear until they rank up or doctrines loosen rules. 3 6 2
Force Main Battle Set In Combat If On, troops always spawn with their main battle set in combat, ignoring alternate sets. Useful for simplicity or compatibility if alternate sets cause issues. Off Off Off
No Civilian Set Upgrade Requirements If On, horses in civilian sets are ignored when checking mount requirements for upgrades. Only battle-set horses count for mount requirements. On On Off
No Noble Horse Upgrade Requirements If On, upgrades never specifically require noble horses; a normal war horse is always enough. On On Off
Disallow Mounts For T1 Troops If On, T1 troops cannot have mounts, even if other rules would allow it. If Off, T1 can mount if other conditions are met. On Off On
Allow Formation Overrides If On, allows manual overriding of troop formation class. May cause awkward AI behavior and can slow down the pre‑battle formation screen, so leave Off unless you know you need it. Off Off Off

Skills (Training)

Time and XP economy for skill increases; pool behavior.

Option What it does (detail) Default Freeform Realistic
Training Troops Takes Time If On, raising skills consumes in‑game hours via the training flow (Wait/Train). If Off, skill increments apply immediately (XP permitting). Off Off On
Training Time Multiplier Scales hours per training session. Higher = longer training periods before points apply. 2 2 3
Skill XP Cost (Base) Baseline XP required to buy the next skill point (before slope). 100 0 200
Skill XP Cost (Per Point) Linear slope added per current skill level. Example: nextCost = base + (currentValue × slope). 1 0 2
Shared XP Pool If On, all edited troops share a single XP pool instead of having individual XP. If Off, each troop has its own pool. Off Off Off
Force XP Refunds If On, when lowering a troop’s skill, the XP previously spent on those points is always refunded to the pool. If Off, decreasing skills does not refund XP. Off Off Off

Equipment Unlocks

How gear gets unlocked into your equipment lists during play.

Option What it does (detail) Default Freeform Realistic
All Equipment Unlocked If On, every item is available from the start, ignoring all other unlock rules. Great for testing/sandbox. Off On Off
Unlock Items From Kills If On, played battle victories unlock gear based on the items worn by defeated enemies. On Off On
Required Kills Per Item Progress threshold (count) of eligible enemies that must be defeated to unlock a specific item via kills. Higher = slower. 100 100 200
Unlock Items From Discards If On, discarding items contributes unlock progress toward that item’s threshold. Off Off Off
Required Discards Per Item Count of discards needed to unlock an item via the discard route. 10 10 20
Player Culture Unlock Bonus If On, item unlock progress also adds progress to random items matching the player culture, making culture-faithful kits unlock faster. On On Off
All Culture Equipment Unlocked If On, player clan and kingdom culture items are always available, regardless of kill/discard progress. Off Off Off
Unlock Popup If On, displays a popup notification when items are unlocked. If Off, unlocks only appear in the log. On On Off

With Restrict Items To Town Inventory also On, an item can be unlocked but still unavailable if the current town doesn’t sell it.


Skill Caps

Per-tier maximum value per skill. Retinues get an extra flat bonus on top. Doctrines can add more.

  • Retinue Skill Cap Bonus: +5 (Freeform: +50, Realistic: +0).
  • Tier caps (defaults):
    • T0 20, T1 20, T2 50, T3 80, T4 120, T5 160, T6 260, T7+ 360.
    • All caps can be raised up to 360. Freeform sets all to 360.
  • Hero Skill Cap: 420 (Freeform: 420). Maximum per-skill cap for heroes.

What it means: a T3 troop with cap 80 cannot take a skill to 100 even if you have the XP; the cap must be raised (by tiering up, retinue bonus, doctrines, or preset).


Skill Totals

Per-tier total points you may distribute across all eight combat skills. Retinues get an extra flat bonus.

  • Retinue Skill Total Bonus: +10 (Freeform: +100, Realistic: +0).
  • Tier totals (defaults):
    • T0 90, T1 90, T2 210, T3 360, T4 555, T5 780, T6 1015, T7+ 1600.
    • Freeform sets every tier to 1600.

What it means: totals are a budget that caps how many points a troop can spend overall, even if individual skill caps would allow more.


Debug

  • Debug Mode: Prints verbose logs to help diagnose behavior (editor usage, imports/exports, unlock ticks, training, etc.). Turn off for normal play.