
Sure, it’s not the most polished of experiences, hence the early access launch. But when I get into one of Mount & Blade 2: Bannerlords’ pitched battles and charge through an enemy infantry formation while gleefully swinging my sword like a champion, it honestly feels like maybe what wasn’t broken didn’t need fixing. The profitability (net income) of a castle can be improved by reducing the size of the garrison.Not as much has changed in the world of Mount & Blade since 2010’s Warband as I might have expected.

For castles, the same methods can be employed on adjoining villages, but improvements cannot be built unless the adjoining village is owned. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods, and they will no longer be available until trade has returned them, which can take a rather long time. You can raise the prosperity of a town by making sure that its caravans reach their destinations, and by completing quests from its Guild Master For villages, stop it from being raided, kill bandits if they invade, build improvements, and get quests from its Village Elder. Usually it is the case that the player will not own a connected castle and village, unless they have large numbers of both villages and castles. The prosperity of a castle is affected by the prosperity of the village that is geographically attached to that castle, even if the village is not owned. The prosperity of each fief also affects the amount of taxes they produce, which means a very rich village might be able to substitute a very poor town's loss of taxes. Towns earn the most base taxes, villages second, and castles the least.

In Warband, taxes from every fief you own add up to your profits at the end of each week so you do not have to visit the fiefs to collect them.

"Owning a fief allows you to collect taxes from the populace every week (taxes accumulate, so you don't have to visit every week).
