Bannerlord mechanics

Steward guide

Bannerlord v1.5.7 · checked 2026-11-12 · updated 2026-11-13

This guide explains what every Steward perk and the Steward skill effect really do: party size, wages, food, morale, carry capacity, troop training, and the governor bonuses for taxes, construction, militia and garrison food. It is for game version v1.5.7; where a tooltip says one thing and the game does another, you get the game's version. NavalDLC extends the battle morale, building construction, carry capacity, food consumption, party morale, troop training, troop upgrade cost, wage and recruitment cost, militia, prosperity and workshop models, and extends and replaces parts of the clan finance and party size limit models. Several Steward perks carry the tooltip line "Land only" or "Reduced effect at sea", and the sea has its own wage rules. StoryMode extends the party size limit and wage and recruitment cost models in the story campaign. SandBox holds the battle morale code that Price of Loyalty uses. The exact formulas, edge cases and links to the game code are in the deep dives: Party and map (wages, recruitment, upgrades, party size, troop XP, food, carry capacity, morale), Settlements (taxes, tariffs, militia, construction, buildings, hearths, town food), Battles (battle morale), Sieges (siege engine construction), Characters and politics (companion hiring, troop donation influence), Crafting and trade (trade penalty) and Naval campaign (the at-sea rules).

Who counts as "the quartermaster". Most Steward perks are read from your party's quartermaster: the clan member you assigned to the Quartermaster role in that party, or the party leader when nobody holds the role. Some halves are read from the party leader, a few from your own character, and the settlement halves from the governor. Many governor halves also need the governor to actually be in the settlement; each perk below says when that check is missing.

What the verdicts mean. works: does what the tooltip says, or more (broader effects are noted). differs: narrower, different, or with extra conditions or values compared with the tooltip. unused: never read by the game. ui_only: only shown in the interface.

What unlocks what

Every 25 points of Steward opens a new pair. You pick one perk of each pair; the other is locked for that hero.

Steward Perk A Perk B
25 Frugal: lower wages; cheaper recruits Warrior's Diet: less food; no low food variety penalty
50 Drill Sergeant: daily troop XP; cheaper town and castle garrisons Seven Veterans: no XP in practice; more militia, more of them veterans
75 Stiff Upper Lip: less food in an army; cheaper castle garrison Sweatshops: faster workshops; faster siege engines
100 Efficient Campaigner: more food from raids; lower wages in an army Paid in Promise: cheaper heroes; armor donation XP
125 Giving Hands: weapon donation XP; tariff income Logistician: morale with many mounts; tax and village income
150 Aid Corps: no real wage effect; hearth growth Relocation: troop donation influence; bigger construction boosts
175 Gourmet: double food variety morale; less garrison food in sieges Sound Reserves: cheaper upgrades; less food in sieges
200 Contractors: cheaper mercenaries; stronger buildings Forced Labor: prisoners carry goods; faster construction
225 Arenicos' Horses: troops carry more; cheaper mount trading Arenicos' Mules: pack animals carry more; cheaper pack animal trading
250 Master of Planning: less food while besieging; stronger daily projects Master of Warcraft: lower wages while besieging; less town food eaten
275 Price of Loyalty: lower wages, food and battle morale loss for every Steward point above 250; tax per point above 200 (no alternative) —

How wage and food bonuses add up

Party wages and party food follow the same pattern: the game takes a starting value and adds up all percentage bonuses and penalties, then applies the total once. Percentages do not multiply each other: Frugal's −5% next to Efficient Campaigner's −25% is simply −30%.

Daily wage = wages of all troops and paid heroes × (1 + sum of all percentage bonuses and penalties), at least 0

Daily food = party members plus half the prisoners, divided by 20 × (1 + sum of all percentage bonuses and penalties), at least 0.01

Tier 1 (Steward 25): Frugal or Warrior's Diet

Frugal

Warrior's Diet

Which one? Frugal saves money every day and on every recruit. Warrior's Diet saves food and spares you buying a varied pantry early on.

Tier 2 (Steward 50): Drill Sergeant or Seven Veterans

Drill Sergeant

Seven Veterans

Which one? Seven Veterans is a governor perk only: its party half does nothing, but its militia half adds militia and makes more of them veterans. Drill Sergeant applies to the hero who leads or supplies your party.

Tier 3 (Steward 75): Stiff Upper Lip or Sweatshops

Stiff Upper Lip

Sweatshops

Which one? Sweatshops on your own character pays off if you own several workshops. Stiff Upper Lip is for a quartermaster who spends time in armies, or a castle governor.

Tier 4 (Steward 100): Efficient Campaigner or Paid in Promise

Efficient Campaigner

Worked example. A party on land, part of an army, pays 1000 a day before perks. Its quartermaster has Steward 300, so Price of Loyalty counts 50 points above 250, and also has Frugal and Efficient Campaigner:

A party on land that is part of an army, paying 1000 a day before perks, its quartermaster at Steward 300 with Frugal, Efficient Campaigner and Price of Loyalty. Inputs: total wage 1000.

Step Source Stage Change Running value
Base Party daily wage base 1000.0000
1 Efficient Campaigner factor -25% -250.0000 750.0000
2 Frugal factor -5% -50.0000 700.0000
3 Price of Loyalty factor -25% -250.0000 450.0000
Result Party daily wage 450.0000

With these inputs, party daily wage is 450.0000.

The three cuts add up to −55% of the same 1000, so the party pays 450.0000 a day. At sea Frugal is off ("Land only") and Efficient Campaigner has a reduced effect.

Which one? Efficient Campaigner if you fight in armies a lot. Paid in Promise if you carry many companions and want to turn spare armor into troop XP.

Tier 5 (Steward 125): Giving Hands or Logistician

Giving Hands

Logistician

Which one? Logistician's governor half raises both tax and village income. Giving Hands is for players who loot a lot of weapons and want to train troops with them.

Tier 6 (Steward 150): Aid Corps or Relocation

Aid Corps

Relocation

Which one? Aid Corps' party half does nothing; its governor half is the hearth bonus.

Tier 7 (Steward 175): Gourmet or Sound Reserves

Gourmet

Sound Reserves

Which one? Sound Reserves is always on and saves gold on every upgrade. Gourmet applies if you keep a well-stocked, varied pantry.

Tier 8 (Steward 200): Contractors or Forced Labor

Contractors

Forced Labor

Which one? Contractors if you run a mercenary-heavy army or govern a town with many buildings. Forced Labor if you take many prisoners and want both carry capacity and faster construction.

Tier 9 (Steward 225): Arenicos' Horses or Arenicos' Mules

Arenicos' Horses

Arenicos' Mules

Which one? Arenicos' Mules if you haul trade goods with many pack animals; Arenicos' Horses if your party is large and you trade horses.

Tier 10 (Steward 250): Master of Planning or Master of Warcraft

Master of Planning

Worked example. A party of 100 men with 20 prisoners, part of an army besieging a castle. Its quartermaster has Warrior's Diet, Stiff Upper Lip, Sound Reserves and Master of Planning. The 20 prisoners count as 10, so the party starts at 110 ÷ 20 food a day (shown as a negative number, food lost):

A party of 100 men with 20 prisoners, part of an army besieging a castle, its quartermaster with Warrior's Diet, Stiff Upper Lip, Sound Reserves and Master of Planning. Inputs: members 100, prisoners 20.

Step Source Stage Change Running value
Base Party daily food consumption (negative) base -5.5000
1 Master of Planning factor -40% +2.2000 -3.3000
2 Sound Reserves factor -10% +0.5500 -2.7500
3 Stiff Upper Lip factor -10% +0.5500 -2.2000
4 Warrior's Diet factor -10% +0.5500 -1.6500
Result Party daily food consumption (negative) -1.6500

With these inputs, party daily food consumption (negative) is -1.6500.

The four perks add up to −70%, and the party eats 1.6500 food a day instead of 5.5000.

Master of Warcraft

Which one? Both main halves only matter while besieging. Master of Planning cuts food while besieging and its daily project bonus keeps paying in peace; Master of Warcraft saves gold during long sieges.

Tier 11 (Steward 275): Price of Loyalty

Price of Loyalty (party) = −0.5% × (quartermaster's Steward − 250)

Price of Loyalty (tax) = +0.5% × (governor's Steward − 200)

Worked example. A town with prosperity 5000 pays 0.35 × prosperity in tax before bonuses. Its governor has Steward 300 with Logistician and Price of Loyalty:

A town with prosperity 5000, its governor at Steward 300 with Logistician and Price of Loyalty. Inputs: prosperity 5000.

Step Source Stage Change Running value
Base Daily tax of a town or castle base 1750.0000
1 Logistician factor +10% +175.0000 1925.0000
2 Price of Loyalty factor +50% +875.0000 2800.0000
Result Daily tax of a town or castle 2800.0000

With these inputs, daily tax of a town or castle is 2800.0000.

Price of Loyalty counts 100 points above 200 and adds +50%; with Logistician's +10% the tax rises from 1750.0000 to 2800.0000 a day.

Skill effects

This comes from the Steward skill itself, no perk needed.

Worked example. A party led by a clan member who is not the clan leader, in a tier 3 clan, with a quartermaster at Steward 200:

A party led by a clan member who is not the clan leader, in a tier 3 clan, with a quartermaster at Steward 200.

Step Source Stage Change Running value
Base Party member size limit base 20.0000
1 Increase party size add +50.0000 70.0000
2 Clan tier party size add +45.0000 115.0000
Result Party member size limit 115.0000

With these inputs, party member size limit is 115.0000.

The quartermaster's Steward adds 50.0000 men, for a limit of 115.0000.

What the skill level itself does

The game also reads your Steward level directly, without any perk. Effects that depend on any skill level are listed once in the skills guide.

What it affects What the level does Level needed Conditions Verdict
AI clan hero score for leading a new lord party AI clans pick who leads a new lord party by the score 3 × Tactics + 2 × Leadership + Scouting + Steward + One Handed + Two Handed + Polearm + Riding (raw levels of the candidate). — — works
AI governor choice score of a hero AI clans pick a governor by the score 0.3 × Tactics + 0.9 × Charm + 0.8 × Engineering + 2 × Steward + 1.2 × Trade + Leadership (raw levels). — — works
Board game difficulty against a lord The lord's board game difficulty rises by 1 at Steward 50 and by 1 more at Steward 100. It is the opponent lord's Steward, not yours. The opponent's Steward 50 and Steward 100 — works
AI clan strength value of a hero as a commander A hero's value as a commander (AI clan strength and marriage barter value) adds Tactics + Steward + Trade + Leadership. — — works
Chance a prisoner accepts the recruit offer in conversation The chance a prisoner accepts the recruit offer is 30 ÷ (150 − Steward), with the divisor kept between 1 and 150. The game's code has no path that reaches this conversation. No minimum Steward Hero: main hero works
Tavern keeper companion recommendation score For party-role recommendations the score is the candidate wanderer's level in the role's skill (Scouting, Engineering, Medicine, Steward, Boatswain or Shipmaster). — — works

Who the perks work for

Who counts as you, a relative or a wanderer, and why some halves skip one of them, is explained in the Skills guide.

Every other Steward perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Drill Sergeant secondary relatives and wanderers, not you governor
Seven Veterans secondary relatives and wanderers, not you governor
Stiff Upper Lip secondary relatives and wanderers, not you governor
Giving Hands secondary relatives and wanderers, not you governor
Logistician secondary relatives and wanderers, not you governor
Aid Corps secondary relatives and wanderers, not you governor
Relocation secondary relatives and wanderers, not you governor
Gourmet secondary relatives and wanderers, not you governor
Contractors secondary relatives and wanderers, not you governor
Forced Labor secondary relatives and wanderers, not you governor
Master of Planning secondary relatives and wanderers, not you governor
Master of Warcraft secondary relatives and wanderers, not you governor
Price of Loyalty secondary relatives and wanderers, not you governor

All Steward effects

Every effect site of the Steward perks, skill effects and skill level. Values are what each site applies; a value that grows with skill is shown at the perk's required skill (skill effects and skill levels: per skill point). ×N marks N identical sites.

Perk Half Game number Stage Value Conditions Verdict
Frugal primary Party daily wage factor -5% Role: quartermaster works
Frugal secondary Troop recruitment cost factor -15% Role: party leader works
Warrior's Diet primary Party daily food consumption (negative) factor -10% Role: quartermaster works
Warrior's Diet secondary Party morale override set to 0 Role: party leader differs
Drill Sergeant primary Daily troop experience add +2 Role: quartermaster works
Drill Sergeant secondary Party daily wage factor -5% Party: garrison; role: governor; settlement: fortification works
Seven Veterans primary Daily troop experience add +0 Role: quartermaster differs
Seven Veterans secondary Daily militia change of a settlement add +0.1 Role: governor; settlement: fortification differs
Seven Veterans secondary Chance that a spawned militia troop is a veteran add +0.1 Role: governor differs
Stiff Upper Lip primary Party daily food consumption (negative) factor -10% Party: in army; role: quartermaster works
Stiff Upper Lip secondary Party daily wage factor -20% Party: garrison; role: governor; settlement: castle works
Sweatshops primary Workshop production conversion speed factor +20% Role: personal works
Sweatshops secondary Siege engine construction progress per hour factor +20% Role: quartermaster differs
Efficient Campaigner primary Units received per looted item in a raid add +1 Role: party leader works
Efficient Campaigner primary Units received per looted item in a raid add +1 Role: party leader differs
Efficient Campaigner secondary Party daily wage factor -25% Party: in army; role: quartermaster works
Paid in Promise primary Companion hiring price factor -25% Hero: main hero; role: party leader works
Paid in Promise primary Party daily wage multiply ×0.75 Role: party leader works
Paid in Promise secondary Troop experience from donating (discarding) an item stack override set to 1 Item: armor; party: main party; role: quartermaster works
Giving Hands primary Troop experience from donating (discarding) an item stack override set to 1 Item: weapon; party: main party; role: quartermaster works
Giving Hands secondary Daily tariff income of a town factor +10% Role: governor works
Logistician primary Party morale add +4 Role: quartermaster works
Logistician secondary Daily tax of a town or castle factor +10% Role: governor works
Logistician secondary Daily income from one village multiply ×1.1 Role: governor works
Aid Corps primary Party daily wage add +0 Party: at sea; role: quartermaster differs
Aid Corps primary Party daily wage add +0 Role: quartermaster differs
Aid Corps secondary Daily hearth change of a village factor +20% Role: governor; settlement: village normal differs
Relocation primary Influence gained from donating a troop factor +25% Role: quartermaster differs
Relocation secondary Construction power bought by one boost factor +20% Role: governor works
Gourmet primary Party morale add +food variety morale Role: quartermaster works
Gourmet secondary Largest garrison a town's food can support multiply ×1.11111 Role: governor; settlement: under siege works
Gourmet secondary Food eaten by a town's garrison factor -10% Role: governor; settlement: under siege works
Sound Reserves primary Troop upgrade gold cost factor -10% Role: quartermaster works
Sound Reserves secondary Party daily food consumption (negative) factor -10% Map state: in siege event; role: quartermaster works
Contractors primary Party daily wage factor -25% × mercenary wage / total wage Role: quartermaster works
Contractors primary Troop upgrade gold cost factor -25% Role: quartermaster works
Contractors secondary Effect amount of one building for one building effect factor +10% Role: governor works
Forced Labor primary Party inventory (carry) capacity add +20 × prisoners Role: quartermaster differs
Forced Labor secondary Daily construction power of a town or castle factor 0.01 + min(0.3, prisoners / 3 × 0.01) Role: governor differs
Arenicos' Horses primary Party inventory (carry) capacity add +20 × round(troops × 0.1) Role: quartermaster works
Arenicos' Horses secondary Trade penalty factor -20% Item: mount; role: party leader works
Arenicos' Mules primary Pack animal carry capacity factor +20% Party: not at sea; role: quartermaster works
Arenicos' Mules secondary Trade penalty factor -20% Item: pack animal; role: quartermaster works
Master of Planning primary Party daily food consumption (negative) factor -40% Map state: besieging; role: quartermaster works
Master of Planning secondary Effect amount of one building for one building effect factor +20% Role: governor works
Master of Warcraft primary Party daily wage factor -25% Map state: besieging; role: quartermaster works
Master of Warcraft secondary Largest garrison a town's food can support multiply ×1.05263 Role: governor differs
Master of Warcraft secondary Food eaten by a town's population factor -5% Role: governor works
Price of Loyalty primary Morale loss of the casualty's side when an agent falls factor -12.5% at skill 275, -0.5% per point Role: quartermaster differs
Price of Loyalty primary Morale loss of the side when an agent panics factor -12.5% at skill 275, -0.5% per point Role: quartermaster works
Price of Loyalty primary Party daily food consumption (negative) factor -12.5% at skill 275, -0.5% per point Role: quartermaster works
Price of Loyalty primary Party daily wage factor -12.5% at skill 275, -0.5% per point Role: quartermaster works
Price of Loyalty secondary Daily tax of a town or castle factor +37.5% at skill 275, +0.5% per point Role: governor works
Increase party size — Assumed lord party size (AI estimate) add +0.25 per point — works
Increase party size — Party member size limit add +0.25 per point Role: quartermaster works
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — AI clan hero score for leading a new lord party add +3 × tactics skill + 2 × leadership skill + scouting skill + steward skill + onehanded skill + twohanded skill + polearm skill + riding skill — works
Skill level — AI governor choice score of a hero add +0.3 × tactics skill + 0.9 × charm skill + 0.8 × engineering skill + 2 × steward skill + 1.2 × trade skill + leadership skill — works
Skill level (any skill) — Skill a hero inherits on coming of age base +1 per point — works
Skill level — Board game difficulty against a lord add +min(1, floor(skill / 50)) + min(1, floor(skill / 100)) — works
Skill level — AI clan strength value of a hero as a commander add +tactics skill + steward skill + trade skill + leadership skill — works
Skill level (any skill) — Heir selection points of a clan member add +5 — works
Skill level (any skill) — Maximum troops lost on an issue's alternative solution multiply ×max(0.2, min(0.8, trunc(issue required skill / skill) × 0.1)) Hero: player clan works
Skill level (any skill) — Days an issue's alternative solution takes add +2 × min(10, trunc(issue required skill / skill)) Hero: player clan works
Skill level (any skill) — Failure risk of an issue's alternative solution add -0.005 per point Hero: player clan works
Skill level (any skill) — Troops required for an issue's alternative solution multiply ×max(0.2, min(1.2, issue required skill / skill)) Hero: player clan works
Skill level — Chance a prisoner accepts the recruit offer in conversation override set to 30 / max(1, min(150, 150 - skill)) Hero: main hero works
Skill level (any skill) — Skill is high enough for a perk reset override on Hero: player clan works
Skill level (any skill) — Gold cost to reset the perks of a skill add +40 per point Hero: player clan works
Skill level (any skill) — Persuasion success multiplier factor min(0.2, floor(skill / 250) × 0.2) Hero: main hero works
Skill level — Tavern keeper companion recommendation score base +1 per point — works

Practical tips