Mount&Blade/Party: Difference between revisions

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<center>[[Image:Mount&Blade normal party screen.jpg|650px|Normal party screen]]</center>
<center>[[Image:Mount&Blade normal party screen.jpg|650px|Normal party screen]]</center>
The party screen displays detailed information about your forces. It is opened by clicking the Party button when on the world map or by pushing {{kbd|P}}. The party screen is unavailable during combat.
The party screen displays detailed information about your forces. It is opened by clicking the Party button when on the world map or by pushing {{kbd|P}}. The party screen is unavailable during combat.
{| class="wikitable" style="float:right"
{| {{prettytable|float=right}}
|-
! Points
! Points
! Bonus
! Bonus
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| (+4)
| (+4)
|}
|}
* <big><big><big><span style="color:red;">'''A'''</span></big></big></big>: Companions in your party (including your own character) are listed here along with any active [[Mount&Blade/Skills#Party Skills|party skills]] and the person it belongs to.  Party skill bonuses can be earned by spending points on party skills with the player character (not companions).  The bonus will be added to whoever has the highest party skill.  An additional (+1) can be earned from certain Books. If companions are listed as Wounded their party skills will be disabled until they regain some health.
* <big><big><big><span style="color:red;">'''A'''</span></big></big></big>: Companions in your party (including your own character) are listed here along with any active [[Mount&Blade/Skills#Party Skills|party skills]] and the person it belongs to.  Party skill bonuses can be earned by spending points on party skills with the player character (not companions).  The bonus will be added to whoever has the highest party skill. A chart detailing the bonuses is listed on the right.  An additional (+1) can be earned from certain Books. If companions are listed as Wounded their party skills will be disabled until they regain some health.
* <big><big><big><span style="color:red;">'''B'''</span></big></big></big>: Your money and the total weekly wages your men cost you. Clicking on an individual troop will show how much each man in that stack earns. [[Mount&Blade/Companions|Companions]] also have weekly wages.
* <big><big><big><span style="color:red;">'''B'''</span></big></big></big>: Your money and the total weekly wages your men cost you. Clicking on an individual troop will show how much each man in that stack earns. [[Mount&Blade/Companions|Companions]] also have weekly wages.
* <big><big><big><span style="color:red;">'''C'''</span></big></big></big>: The Talk button allows you to converse with your men (only on the world map and initial town screen (not submenus)). You can customise a companion's equipment by talking to him.
* <big><big><big><span style="color:red;">'''C'''</span></big></big></big>: The Talk button allows you to converse with your men (only on the world map and initial town screen (not submenus)). You can customise a companion's equipment by talking to him.
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Troop positioning is crucial; troops are loaded in a top-to-bottom manner, so those at the top of the list will see the most combat. Wounded troops are skipped. Generally speaking, you should put the most powerful troops at the top of the list, with the more vulnerable troops lower down the list. This means the lower-level troops won't see much combat (sometimes none at all) but will still gain overall experience. You can upgrade these weak troops more quickly by learning [[Mount&Blade/Skills#Trainer|Trainer]] or teaching it to your companions. You can reduce the casualty rate by putting points in [[Mount&Blade/Skills#Surgery|Surgery]]. [[Mount&Blade/Skills#Wound Treatment|Wound Treatment]] will significantly improve troop healing speed and as such improve the supply of available troops.
Troop positioning is crucial; troops are loaded in a top-to-bottom manner, so those at the top of the list will see the most combat. Wounded troops are skipped. Generally speaking, you should put the most powerful troops at the top of the list, with the more vulnerable troops lower down the list. This means the lower-level troops won't see much combat (sometimes none at all) but will still gain overall experience. You can upgrade these weak troops more quickly by learning [[Mount&Blade/Skills#Trainer|Trainer]] or teaching it to your companions. You can reduce the casualty rate by putting points in [[Mount&Blade/Skills#Surgery|Surgery]]. [[Mount&Blade/Skills#Wound Treatment|Wound Treatment]] will significantly improve troop healing speed and as such improve the supply of available troops.


Generally speaking, cavalry have a huge strategic advantage due to the extra freedom and manoeuvrability offered by horses. Footmen tend to fare poorly against cavalry but are strong against archers. Ranged troops are last of all; while they can seriously damage non-ranged enemies before they even get close, their ammunition and reloading rate is very limited and their accuracy is low. Ranged troops tend to have the lightest armor so are in great danger if enemies draw within striking range. Once they reach higher levels ranged troops will become significantly more effective, and the highest-level ones will be able to deal significant damage to cavalry and infantry even from very long distances. Even if you don't really intend to go the cavalry route, having some decent mounted troops to chase after the enemy's riders will be very useful, and will help reduce the number attacking your footmen.
Generally speaking, cavalry have a huge strategic advantage due to the extra freedom and maneuverability offered by horses. Footmen tend to fare poorly against cavalry but are strong against archers. Ranged troops are last of all; while they can seriously damage non-ranged enemies before they even get close, their ammunition and reloading rate is very limited and their accuracy is low. Ranged troops tend to have the lightest armor so are in great danger if enemies draw within striking range. Once they reach higher levels ranged troops will become significantly more effective, and the highest-level ones will be able to deal significant damage to cavalry and infantry even from very long distances. Even if you don't really intend to go the cavalry route, having some decent mounted troops to chase after the enemy's riders will be very useful, and will help reduce the number attacking your footmen.


In almost all cases, high-level troops will trounce lower-level ones regardless of the target troop type's usual advantages. This is especially true of non-ranged troops going up against ranged troops: projectiles deal limited damage against heavy armour, and by the time they reach the ranged troops they will have a good amount of health left. Once you have built up a force of high-end troops (especially cavalry) losses will go down significantly except when facing similarly high-level forces.
In almost all cases, high-level troops will trounce lower-level ones regardless of the target troop type's usual advantages. This is especially true of non-ranged troops going up against ranged troops: projectiles deal limited damage against heavy armour, and by the time they reach the ranged troops they will have a good amount of health left. Once you have built up a force of high-end troops (especially cavalry) losses will go down significantly except when facing similarly high-level forces.
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* Leadership: having points in [[Mount&Blade/Skills#Leadership|Leadership]] will make your men happier, and helps offset the party size penalty.
* Leadership: having points in [[Mount&Blade/Skills#Leadership|Leadership]] will make your men happier, and helps offset the party size penalty.
* Food variety: a wide selection of food makes your men happy, and each consumable [[Mount&Blade/Goods|food item]] has a morale bonus attached. More expensive foods naturally yield a higher morale bonus.
* Food variety: a wide selection of food makes your men happy, and each consumable [[Mount&Blade/Goods|food item]] has a morale bonus attached. More expensive foods naturally yield a higher morale bonus.
* Recent events: winning battles raises morale, losing battles lowers it.
* Recent events: winning battles raises morale, losing battles, running out of food, and retreating from battle lowers morale.
* Recruiting prisoners: every prisoner you recruit costs you three points of morale.
* Recruiting prisoners: every prisoner you recruit costs you three points of morale.
* Starvation: if you have no food your party will begin to starve. Starving troops will soon desert even if other morale influences are positive.
* Starvation: if you have no food your party will begin to starve. Starving troops will soon desert even if other morale influences are positive.
The minimum party morale is 0 and the maximum is 99. These numbers are enforced throughout the calculation of the party's morale which means that even if you have a large negative impact (for example -200 from party size), the morale will be set to 0 before considering other factors. This means you can still reach high morale by having a large bonus from later factors. As the last factor for party morale, recent events has the potential to have the biggest impact on your party's morale. You can have a party as large as you would like (subject to your renown/leadership/etc) without fear of members deserting you as long as you keep your troops fed and keep recent events high enough.
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