Relatives development
How a child raised in your clan grows up: birth, the six education stages, coming of age, and the points the hero has when it comes of age. Read from game v1.5.7 with the modules Native, SandBoxCore, SandBox, StoryMode, NavalDLC and BirthAndDeath active. For wanderers, see Wanderer generation.
The rules are in HeroCreator, HeroDeveloper, EducationCampaignBehavior, AgingCampaignBehavior and DefaultAgeModel (see Game code). No official module replaces education, aging or offspring creation:
- BirthAndDeath only adds the campaign option "life and death cycle" (
CampaignOptions.IsLifeDeathCycleDisabled). With the cycle off,EducationCampaignBehaviorremoves its listeners,AgingCampaignBehavior.DailyTickHeroreturns early andHero.Agereturns a fixed default age, so children never grow up. - NavalDLC wraps the character development model;
FocusPointsAtStartreturns the base value + 6. Education offers no naval skill. - StoryMode replaces the experience multiplier model with
StoryModeGenericXpModel, which returns 0 inside the training field and the base value elsewhere. StoryMode and NavalDLC also re-roll the skills of the story siblings (see Story siblings).
The tables are computed by the Python model in src/bannerlord/wanderers/relatives.py; data/wanderers/relatives.csv lists the points for every age from 0 to 18.
Symbols
| Symbol | Meaning |
|---|---|
| level | hero level (Hero.Level) |
| attribute budget | 15 + (level − 1) / 4 attribute points for a hero created at level (HeroDeveloper.SetupDefaultPoints); 15 + level / 4 for a hero that levels up from 1 (HeroDeveloper.OnGainLevel); integer division |
| focus budget | 5 + (level − 1) focus points, +6 with NavalDLC |
| education points | attribute and focus points added by education on top of both budgets |
| skill pick | one skill named by an education option: +1 focus and +15 skill levels |
| stage | one education event; stages are numbered 1 to 6 here (the game counts 0 to 5) |
| page | one screen of a stage; exactly one option of each page is applied |
Birth
HeroCreator.DeliverOffSpring creates the child with level 1. It joins your clan when you are its mother or father, otherwise it joins its father's clan, so the children of a brother in your clan are raised in your clan too.
- Skills:
DefaultHeroCreationModel.GetDefaultSkillsForHeroreturns an empty list for anyone younger than 18. All skills are 0. - Level:
SetInitialLevelFromSkillssets the experience to max(1, 0 − 2000) = 1, which stays below level 2. The level is 1. - Budgets at level 1: 15 attribute points and 11 focus points (5 without NavalDLC).
SetInitialFocusAndAttributePointsraises every attribute that is 0 to 1 and pays for it from the attribute budget: 6 points assigned, 9 unspent. The focus budget stays unspent.InitializeHeroDeveloperdistributes unspent points only for adults (Hero.IsChildis age < 18), so nothing else is spent.
At ages 6 and 14, AgingCampaignBehavior re-initializes the developer of children outside your clan only. Children in your clan keep their state.
Education
Every day, EducationCampaignBehavior.OnDailyTick checks each living hero of your clan except you who is younger than 18. A stage starts when the child's birthday plus the stage age has passed:
| Stage | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Age | 2 | 5 | 8 | 11 | 14 | 16 |
The next stage is the later of "last finished stage + 1" and "the latest stage whose age is at most the child's rounded age". Stages skipped on the way are finished at once with random options (DoEducationUntil), and the notification opens the next one. A child that enters your clan at 10 therefore gets stages 1 and 2 at random and stage 3 from you.
Each stage has three pages. You pick on pages 1 and 2; page 3 rolls one outcome from the option RandomValues. An option grants +1 to each attribute it names (AddAttribute(attribute, 1, false)) and a skill pick for each skill it names (AddFocus(skill, 1, false), then ChangeSkillLevel(skill, 15)). Neither call touches the unspent points: education points come on top of the budgets.
Points granted by each education stage. Every skill pick is +1 focus and +15 skill levels.
| Stage | Age | Page 1 | Page 2 | Page 3 | Attributes | Focus | Skill levels | Total attributes | Total focus |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | you pick: +1 attribute | you pick: +1 attribute | random: +2 attributes | 4 | 0 | 0 | 4 | 0 |
| 2 | 5 | you pick: +1 attribute, 1 skill pick | you pick: 1 skill pick | random: +1 attribute | 2 | 2 | 30 | 6 | 2 |
| 3 | 8 | you pick: +1 attribute | you pick: 1 skill pick | random: 1 skill pick | 1 | 2 | 30 | 7 | 4 |
| 4 | 11 | you pick: +1 attribute | you pick: 1 skill pick | random: 1 skill pick | 1 | 2 | 30 | 8 | 6 |
| 5 | 14 | you pick: +1 attribute, 1 skill pick | you pick: 1 skill pick | random: 2 skill picks | 1 | 4 | 60 | 9 | 10 |
| 6 | 16 | you pick: +1 attribute, 1 skill pick | you pick: 1 skill pick | random: 1 skill pick | 1 | 3 | 45 | 10 | 13 |
At 18: level 1, 16 attribute points assigned (1 per attribute plus education) and 9 unspent, 13 focus from education and 11 unspent, 195 skill levels.
Highest focus reachable by your own picks: One Handed 6 (the normal cap is 5).
Options per stage
| Stage | Page 1 (you pick) | Page 2 (you pick) | Page 3 (random) |
|---|---|---|---|
| 1 (age 2) | one of the father's three highest attributes | one of the mother's three highest attributes | two attributes picked on neither page |
| 2 (age 5) | Social + Leadership, Endurance + Athletics, Control + Throwing, Intelligence + Engineering, Vigor + Two Handed, Cunning + Roguery | Riding, Bow, Scouting, Smithing, One Handed, Tactics | one attribute |
| 3 (age 8) | tutor: Vigor (master-at-arms), Social (steward), Endurance (artisan), Intelligence (scholar), Control (huntsman), Cunning (rogue) | the tutor's six skills (below) | another of the tutor's six skills |
| 4 (age 11) | Vigor, Endurance, Intelligence, Cunning, Control, Social | Polearm, Tactics, Steward, Engineering, Leadership, Trade | Athletics, Riding, Smithing, Medicine, Scouting or Charm |
| 5 (age 14) | Vigor + One Handed, Endurance + Riding, Intelligence + Engineering, Cunning + Tactics, Control + Bow, Social + Charm | One Handed, Riding, Engineering, Medicine, Bow, Trade | a pair: Athletics + Riding, One Handed + Two Handed, Smithing + Engineering, Medicine + Steward, Scouting + Bow, Charm + Leadership |
| 6 (age 16) | Vigor + One Handed (warrior), Cunning + Trade (merchant), Intelligence + Engineering (siege engineer), Control + Bow (noble), Endurance + Athletics (own way), Social + Charm (diplomat) | the path's six skills (below) | one of the path's six skills |
When the parent is missing, stage 1 page 1 or 2 offers three attributes rolled at random values instead (GetHighestThreeAttributes with no hero).
| Stage 3 tutor | Skills |
|---|---|
| Master-at-arms | Riding, Polearm, One Handed, Athletics, Two Handed, Bow |
| Steward | Steward, Trade, Charm, Riding, Leadership, Roguery |
| Artisan | Smithing, Trade, One Handed, Engineering, Steward, Athletics |
| Scholar | Medicine, Engineering, Leadership, Charm, Steward, Tactics |
| Huntsman | Scouting, Bow, Polearm, Medicine, Athletics, Tactics |
| Rogue | Charm, Athletics, Scouting, Leadership, Throwing, Roguery |
| Stage 6 path | Skills |
|---|---|
| Warrior | One Handed, Polearm, Charm, Leadership, Two Handed, Tactics |
| Merchant | Charm, Roguery, Smithing, Scouting, Steward, Leadership |
| Siege engineer | Engineering, Medicine, Smithing, Trade, Tactics, Charm |
| Noble | Athletics, Bow, Riding, Tactics, Leadership, One Handed |
| Own way | Athletics, Roguery, Polearm, Riding, Charm, Smithing |
| Diplomat | Medicine, Roguery, Charm, One Handed, Riding, Tactics |
Random pages:
- Stage 3 page 3 rolls one of the tutor's skills. If the roll hits the skill picked on page 2, the next skill in the list is granted instead (
Stage2Selection), so the two skills always differ. - Stage 6 page 3 rolls one of the path's skills without that check: the granted skill can repeat the page-2 skill (
Stage16Selectiononly changes the text). - Crossbow is never offered.
Education skips the level
ChangeSkillLevel adds exactly the experience for +15 levels through AddSkillXp(skill, xp, isAffectedByFocusFactor: false). With that flag off, AddSkillXp does not call GainRawXp, so the hero's total experience and level do not move. The experience multiplier is 1 for a clan child (DefaultGenericXpModel raises it only for companions of a player with Natural Leader).
Coming of age
AgingCampaignBehavior.DailyTickHero fires OnHeroComesOfAge at age 18.
EducationCampaignBehavior.OnHeroComesOfAge: if the mother's or father's clan is your clan, every unfinished stage is finished with random options.AgingCampaignBehavior.OnHeroComesOfAge: for your clan it only callsSetInitialLevel(level), which sets the experience to the threshold of the current level + 1. Skills are not re-rolled and no points are distributed. For other clans it rolls inherited skills (GetInheritedSkillsForHero) and re-initializes the developer, which spends every point automatically.HeroSpawnCampaignBehavior.OnHeroComesOfAge: a hero that is not disabled, traveling or already active is made active and placed in its home settlement.Hero.IsChildturns false. The clan screen lists only adults as party leader candidates (ClanPartiesVM.GetNewPartyLeaderCandidateschecksIsChild).CharacterDevelopmentCampaignBehaviorspends the unspent points of your clan members only when the campaign option "auto-allocate clan member perks" is on. Otherwise they wait for you.
To take the relative into your party, talk to it: the line "Get your things. I'd like you to rejoin the party." (CompanionRolesCampaignBehavior, companion_rejoin_after_emprisonment_role, under the hero's main options) is offered for any hero of your clan that leads no party and is not in your party or a caravan, and its consequence is AddHeroToPartyAction.Apply to your party. The line has no age check. Whether a child can be spoken to, and so recruited, before 18 is not traced; the tables assume the hero joins at 18.
Worked example. A son born to you, NavalDLC active, all stages answered on time:
- Birth: level 1, budgets 15 attribute and 11 focus points. 6 attribute points go to the 1-per-attribute floor; 9 attribute and 11 focus points stay unspent.
- Stages 1 to 6 add 4 + 2 + 1 + 1 + 1 + 1 = 10 attribute points and 0 + 2 + 2 + 2 + 4 + 3 = 13 focus points, each focus point with 15 skill levels: 195 skill levels.
- At 18 the hero is still level 1: 16 attribute points assigned, 9 unspent, 25 in total; 13 focus assigned, 11 unspent, 24 in total.
Relative against wanderer
Points at joining, assumed at coming of age: a relative at 18 against the average wanderer of each type (simulated, NavalDLC active). Attribute and focus counts include unspent points.
| Hero | Age | Level | Attribute points | Focus points |
|---|---|---|---|---|
| Relative | 18 | 1 | 25 | 24 |
| Engineer (2 templates) | 21 to 29 | 17 | 18.5 | 27 |
| Tactician (12 templates) | 21 to 37 | 17.7 | 19 | 27.7 |
| Leader (7 templates) | 18 to 31 | 18.8 | 19 | 28.8 |
| Steward (2 templates) | 22 to 32 | 17 | 19 | 27 |
| Trader (1 template) | 24 to 28 | 17 | 19 | 27 |
| Rogue (16 templates) | 18 to 32 | 18.1 | 19 | 28.1 |
| Physician (4 templates) | 23 to 34 | 15.8 | 18 | 25.8 |
| Smith (2 templates) | 20 to 25 | 18 | 19 | 28 |
| Scout (21 templates) | 18 to 36 | 18.3 | 19 | 28.3 |
| Mariner (11 templates) | 22 to 34 | 14.6 | 17.8 | 24.6 |
At level 16 (the Scholar's level), a wanderer created at that level gets 18 attribute points; a relative that levels up to it gets 19, plus its education points:
| Hero | Attribute points | Focus points |
|---|---|---|
| Wanderer | 18 | 26 |
| Relative | 29 | 39 |
Both kinds earn +1 focus per level and +1 attribute point on reaching every multiple of 4. A wanderer is created at its level with 15 + (level − 1) / 4 attribute points; a relative levels up from 1 and collects 15 + level / 4. The focus budgets match. A relative arrives at level 1 with every later level still to earn, its unspent points under your control, and the education points as a permanent lead.
Worked example. At level 16 a wanderer has 15 + 15 / 4 = 18 attribute points and 5 + 15 + 6 = 26 focus points. A relative that levels up to 16 crosses levels 4, 8, 12 and 16: 15 + 4 = 19 attribute points and the same 26 focus points. With its 10 and 13 education points: 29 and 39.
Edge cases
- Focus above 5.
AddFocusandSetFocusnever compare withMaxFocusPerSkill; onlyCanAddFocusToSkill, used when you spend a point, does. Education can push a skill past 5. One Handed by your own picks: stage 2 page 2, stage 3 master-at-arms page 2, stage 5 page 1 and page 2, stage 6 warrior page 1 and page 2. The random pages of stages 5 and 6 can add more. The learning limit adds 30 per focus point with no cap. - Attribute cap.
AddAttributeskips a point that would pass 10. Education cannot reach it: one attribute collects at most two points on stage 1 (pages 1 and 2), two on stage 2 (page 1 and the roll) and one on each later stage, 1 + 9 in total. - Created against levelled budget.
SetupDefaultPointsgives 15 + (level − 1) / 4 attribute points, while levelling from 1 throughOnGainLevelgives 15 + level / 4. A hero created at a multiple of 4 (wanderers, lords re-initialized at 18) has one attribute point fewer than one that levelled there; the gap stays for the rest of the game. - Recruiting before 18. Not traced: the rejoin line and
AddHeroToPartyActionhave no age check, and nothing traced shows whether a child is placed where you can talk to it. - Late arrival. A child that joins your clan after some stage ages gets those stages at random the first day it is checked.
- Ignored notification. An unanswered stage is finished at random when the next stage starts or at 18.
- Life and death cycle off. Children keep their default age; education and aging never run.
Story siblings
StoryMode's younger brother and sister are created with the family at game start and are children in your clan, so they are educated like your own children. At coming of age, MainStorylineCampaignBehavior.OnHeroComesOfAge calls StoryModeHelpers.SetPlayerSiblingsSkillsIfNeeded for the brother, and for the sister when NavalDLC is not active. With NavalDLC active, the sister gets the same call when she joins your clan as an adult (NavalDLCHelpers.AddSisterToClan) or comes of age while NavalStorylineData.HasCompletedLast(6) is true.
SetPlayerSiblingsSkillsIfNeeded acts when any skill is 0, which education always leaves (it offers at most 13 skill picks over 17 skills). It clears all skills, sets the template skills + 5..9 noise (GetDefaultSkillsForHero, now that the hero is 18) and re-initializes the developer: the level follows from the skills as for a wanderer. Unspent attribute and focus points and perks are spent automatically only when the campaign option CampaignOptions.AutoAllocateClanMemberPerks is on; otherwise they stay unspent for you to assign. Education skill levels are lost; education attributes and focus stay and count against the new budgets. The elder brother is an adult from the start and is never educated.
Game code
Recovered from CIL of TaleWorlds.CampaignSystem.dll, TaleWorlds.CampaignSystem.ViewModelCollection.dll, TaleWorlds.CampaignSystem.ViewModelCollection.BirthAndDeath.dll, StoryMode.dll and NavalDLC.dll with rea inspect-managed-members and scripts/reversing/ildump.py. Every decoded method matched rea's il_sha256.
IL decoded from game v1.5.7:
- EducationCampaignBehavior.il: stage ages (
ChildStateToAge), daily check,DoEducationUntil,DoStage,OnFinalize,OnHeroComesOfAge,CreateStage2…CreateStage16,Stage2Selection,Stage16Selection,GetHighestThreeAttributes. - EducationClosures.il: page and outcome conditions of every stage.
- EducationOption.il, EducationStage.il, EducationPage.il: option effects, page selection.
- AgingCampaignBehavior.il: age events, re-initialization outside your clan, coming of age.
- DefaultAgeModel.il: the age constants.
- HeroCreator.il:
DeliverOffSpring,CreateChild,InitializeHeroFromSettings. - DefaultHeroCreationModel.il:
GetDefaultSkillsForHero,GetInheritedSkillsForHero, noise. - HeroDeveloper.il: initialization, budgets,
OnGainLevel,AddAttribute,AddFocus,ChangeSkillLevel,AddSkillXp, levels. - Hero.il:
IsChild,Age,IsPlayerCompanion. - DefaultGenericXpModel.il, StoryModeGenericXpModel.il: experience multiplier.
- CharacterDevelopmentCampaignBehavior.il: automatic point spending.
- DefaultCharacterDevelopmentModel.il, NavalCharacterDevelopmentModel.il: budget constants and the NavalDLC +6.
- ClanPartiesVM.il: party leader candidates.
- HeroSpawnCampaignBehavior.il: activation and placement at coming of age.
- CompanionRolesCampaignBehavior.il: the rejoin line (
AddDialogs, condition, consequence). - StoryModeSiblings.il, NavalSister.il: story siblings.
- BirthAndDeath.il: the BirthAndDeath module (campaign option only).
Changelog
- v1.5.7 (2026-11-12): re-verified against v1.5.7. Story siblings spend unspent points and perks automatically only with the campaign option AutoAllocateClanMemberPerks.
- v1.4.8 (2026-11-12): New page.