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Mount & Blade II: Bannerlord - Guide to Party Speed Modifiers

Written by Tactical Goldfish   /   Apr 14, 2020    


Gotta go fast! Are you having trouble catching up to caravans, chasing down mounted bandits, keeping up with lords during war time, or simply getting around the map? Here are a few things you can do to speed up your travels!

Party Speed Modifiers



How Do Math



To view your current party speed, and understand what's slowing you down, expand the map bar at the bottom-right of your screen, and hover over the horse icon:



Here's the results of my testing. Most of this is surmised by playing around with the game in a black-box manner, but most of it is fairly accurate and knowing this might help you increase your party's speed.

Variables



I'll be using some some of that horrible math that makes the brain meats go itchy, so here is a small legend with variables:

  • I is the number of footmen (infantry/archers) in your party, includes you if you do not have a horse equipped.
  • C is the number of cavalry in your party, includes you if you have a horse equipped.
  • T is total party size, including yourself. Not to be confused with Maximum party size.
  • A is total amount of animals in your inventory, including horses, camels, cows, etc.
  • D is some diminishing effect multiplier that's hard to pinpint, probably related to party size or something, but it's negligible. For example, the difference between 1 cavalry and 80, is the cavalry speed modifier of 2.99 and 2.62.

Modifiers



There are a number of modifiers that can affect your speed, and you can check the ones that are currently affecting you as described above. Here are the modifiers that I've come across:

  • Base speed: Starts at 5.00. Formula seems to be 5.00 * D.
  • Cavalry: Always a boost to speed. Max of 2.99 when no foot infantry is present, with a reducing multiplier for size of party. With infantry present, the modifier is heavily reduced. Formula is 3 * c / (i + c) * D.
  • Cargo within capacity: always a reduction. Ranges between -0.01 and -0.09, depending on the how much of your maximum inventory space your cargo takes up. If your cargo exceeds maximum capacity, this number stays at -0.09. Haven't seen anything else change this modifier.
  • Overburdened: Only comes up if your cargo exceeds your maximum capacity. I'm not gonna bother finding the formula for this modifier, because you shouldn't be planning on running around with it. However, an approximation is about -0.20 when you're 15-20% over carrying capacity. Effect gets higher the larger your max carrying capacity is.
  • Footmen on horses: This is always a positive modifier, and you get it if you have unmounted troops, but you have horses in your inventory. For every pair of horse and footman, you get about 0.02 speed modifier bonus, with a D factor.
  • Herd: Always a negative modifier. If you exceed a certain threshold of animals in your inventory (camels, horses, mules, cows, etc), you get a herd modifier. The threshold at which this modifier kicks in seems to be dictated by the size of your party: T * 1.05. The modifier itself is a weird calculation, something to the effect of (A - T*1.05) / 10 * 1.05 * D. I'm sure that this formula is inaccurate, but it'll do as a rough estimate. To translate to an example, with a 143 animal excess over the limit, I had a Herd penalty of -0.10, and an excess of 373 animals gave me -0.41.

Written by Tactical Goldfish.