When I started betting the horse races, I started out with about as much knowledge as any other beginner. The first time I attended the races, I went with two friends who had been playing the races for years. After betting the horse they liked in the first three races(all favorites)and not cashing even a $2 place ticket, I decided that I would pick the horses I like to win. After missing badly in the next race(last of 12 horses while my friends picked the favorite that won)which battle the favorite for the lead and faded. Instead of following what they were betting(I realized they were following the crowd), I decided to take a few shots on late runners that were being overlooked. I had lost $16 out of a $40 bankroll so I felt I had nothing to lose by betting "wildly". As I looked on the next race, I kept looking at a horse that was 30-1 named Avenging Lad. The favorite, at 4-5, had beaten him two times in a row but was now carrying 122 lbs. Avenging Lad was getting a weight break to 114 lbs after carrying 122 and then 119 in his 2 losses to the favorite. I mentioned this to my friends and they blew it off as me "seeing things" that was not there. And they looked like they were right as the favorite turned for home with a 4 lengths lead and widening over every horse but Avenging Lad who was in traffic but closing fast. At the 1/16 pole the favorite still had a 3 length lead but Avenging Lad was clear also and was now starting to get to the winner. After a couple more strides, the favorite had shorten stride and was tiring badly. Avenging Lad blew by him and won the race by 4 lengths. I made $98 dollars back for my $2 WP. The rest of the day saw me hit 2 more 30-1 using similar tactics and walking away almost $250 ahead.
The moral of this story is you can follow the experts who will point you to an occasional winner or you can take responsibility and do your own analysis. Experts give you their analysis because they are paid to do so and really has not gotten involved with the gritty details that it takes to win thousands without risking thousands. Most about as much about horse racing as a three or four year handicapper knows but most do not risk their money betting what they believe you should bet. They are simply offering their analysis of the race.
To learn about the "Sport Of Kings", I read through many books including Blood Horse and even several different states stallion register, newspaper articles, etc. A lot of what I learn actually came from a state's stallion register magazines where there would often be articles highlighting trainers and their methods for preparing to get a horse race ready. Blood Horse magazines often offers analysis of a horse's pedigree but is usually after the fact.
I even used to get to the track early enough to listen to the track's free betting seminar which was hosted by a sportswriter for the local newspaper. At first, like most of the handicappers attending these seminars, I found myself betting horses that I did not particularly like but apparently thought his pick was better than mind. At the same time, he was writing a daily article in the local paper of every race and comments beside every horse. I often noticed when he make the statements "No chance today" or "Not with these" they were winning the race almost 50% of the time and hitting the board upwards of 70% of the time. The horses winning were paying off between the odds of 40-80 to 1. I never saw one win or even hit the board when he put "looks overmatched" or "facing better than last". Even in his seminars, when I heard him say "Not Today" or "Not with these", I would mark that horse and take another look at in the racing form before I placed my bets. Often with success, I would use these horses that he totally dismissed. After 4-5 years, he was involved in a scandal at the track when he steered thousands of patrons to betting on favorites throughout a racing program on a day the P6 paid almost $700,000 and there was one winning ticket. He happened to be the ticket holder and the racing commission open an investigation into the matter. Both the track and newspaper fired him the next day, pending the results of the investigation. After a year long investigation, he agreed to forfeit the winnings and never to seek employment in a betting related field to avoid going to prison.
To this day, I have not found another angle that was as good to me as that angle turned out to be. But by that time, I also had read many books and pull several angles that I started using in the mid 80's and continue to do so today. I have mentioned a few of them in other posts but there are a few I use that I have not mentioned because of the difficulty in applying these angles. But you can be assured that every angle I mentioned, I have checked out previously for months and even years and know they can work for anyone who tries them.
I, myself, have always been one that likes to bet late runners more so than speed type horses. Everybody sees each race differently based on what they are looking for. There are actually no set wrongs or rights in betting horses, but there are angles and beliefs that pays better and more often than other angles.
And much has been said about pace and a speed horse closing speed. I used to believe this was the most effective way to determine winners and losers. While I still believe it is a factor, it is only part of the equation. Another problem handicappers often runs into is how to equate dirt form with turf form or vice versa. I can tell you without a doubt, these surfaces switches have little to none to do with the other. Why do you think tracks like to card a mixture of races on most days? It is because by mixing it up, they can keep the majority guessing and helps them to cover a bias that could be easily identified if all races were run over the same surfaces at the same distances race after race. Tracks wants you to have fun and a good time but not at their expense. If tracks were paying win and place pools with a negative result race after race, they would be closed in a matter of months. The percentage they take out for each bet is the way they raise money to pay for the purses, employees, etc.
The way I try to bet every race that I bet, is I try to identify the speed that will win the pace battle, then identify if there is a horse or two that will sit behind the speed and move after the speed has finished battling. And last, I will try to identify a late runner who will try to pick up the pieces.
If I see an only speed in the race, I will usually bypass betting an off the pace horse and put a late runner with him. If I see two or more speed that runs roughly the same fractions or a 1/5 difference(maybe because of different days of last race), I will try to bet an off the pace type horse with a late runner. If I see a bias at a track that gives only one or two horses a chance to win, I will normally pass betting at that track. These types normally offers low paying exactas and tris and I need reasonable payoffs if I want to make a good profit. I will normally hit about 30% of the horses I bet to win and roughly 15-20% of the exotics I bet. And my percentages rarely increases by including more favorites, so the best way to profit is trying to identify horses whose odds is out of wrack compared to the competition he is facing! Just the opposite of what the smart money thinks!!!
submitted by edit: thanks for the awards. I'd be a dick to take credit. Go check out the one-man-band who actually wrote it---I've been reading for a couple months, good stuff https://bestinterest.blog/explain-the-big-short/ (Best Interest) This post will
explain the Big Short and the 2008 subprime mortgage collapse in simple terms. This post is a little longer than usual–maybe give yourself 20 minutes to sift through it. But I promise you’ll leave feeling like you can tranche (that’s a verb, right?!) the whole financial system!
Key Players First, I want to introduce the players in the financial crisis, as they might not make sense at first blush. One of the worst parts about the financial industry is how they use deliberately obtuse language to explain relatively simple ideas. Their financial acronyms are hard to keep track of. In order to explain the Big Short, these players–and their roles–are key.
Individuals, a.k.a. regular people who take out mortgages to buy houses; for example, you and me!
Mortgage lenders, like a local bank or a mortgage lending specialty shop, who give out mortgages to individuals. Either way, they’re probably local people that the individual home-buyer would meet in person.
Big banks, such as Goldman Sachs and Morgan Stanley, who buy lots of mortgages from lenders. After this transaction, the homeowner would owe money to the big bank instead of the lender.
Collateralized debt obligations (CDOs)—deep breath!—who take mortgages from big banks and bundle them all together into a bond (see below). And just like before, this step means that the home-buyer now owes money to the CDO. Why is this done?! I’ll explain, I promise.
Ratings agencies, whose job is to determine the risk of a CDO—is it filled with safe mortgages, or risky mortgages?
Investors, who buy part of a CDO and get repaid as the individual homeowners start paying back their mortgage.
Feel lost already? I’m going to be a good jungle guide and get you through this. Stick with me.
Quick definition: Bonds A
bond can be thought of as a loan. When you buy a bond, you are
loaning your money. The issuer of the bond is
borrowing your money. In exchange for borrowing your money, the issuer promises to pay you back, plus interest, in a certain amount of time. Sometimes, the borrower cannot pay the investor back, and the bond
defaults, or fails. Defaults are not good for the investor.
The CDO—which is a bond—could hold thousands of mortgages in it. It’s a mortgage-backed bond, and therefore a type of mortgage-backed security. If you bought 1% of a CDO, you were
loaning money equivalent to 1% of all the mortgage principal, with the hope of collecting 1% of the principal
plus interest as the mortgages got repaid.
There’s one more key player, but I’ll wait to introduce it. First…
The Whys, Explained
Why does an individual take out a mortgage? Because they want a home. Can you blame them?! A healthy housing market involves people buying and selling houses.
How about the lender; why do they lend? It
used to be so they would slowly make interest money as the mortgage got repaid. But nowadays, the lender takes a fee (from the homeowner) for creating (or
originating) the mortgage, and then immediately sells to mortgage to…
A big bank. Why do they buy mortgages from lenders? Starting in the 1970s, Wall St. started buying up groups of loans, tying them all together into one bond—the CDO—and selling slices of that collection to investors. When people buy and sell those slices, the big banks get a cut of the action—a commission.
Why would an investor want a slice of a mortgage CDO? Because, like any other investment, the big banks promised that the investor would make their money back
plus interest once the homeowners began repaying their mortgages.
You can almost trace the flow of money and risk from player to player.
At the end of the day, the investor needs to get repaid, and that money comes from homeowners.
CDOs are empty buckets Homeowners and mortgage lenders are easy to understand. But a big question mark swirls around Wall Street’s CDOs.
I like to think of the CDO as a football field full of empty buckets—one bucket per mortgage. As an investor, you don’t purchase one single bucket, or one mortgage. Instead, you purchase a thin horizontal slice across all the buckets—say, a half-inch slice right around the 1-gallon mark.
As the mortgages are repaid, it starts raining. The repayments—or rain—from
Mortgage A doesn’t go solely into
Bucket A, but rather is distributed across all the buckets, and all the buckets slowly get re-filled.
As long as your horizontal slice of the bucket is eventually surpassed, you get your money back plus interest. You don’t need
every mortgage to be repaid. You just need
enough mortgages to get to your slice.
It makes sense, then, that the tippy top of the bucket—which gets filled up last—is the highest risk. If too many of the mortgages in the CDO fail and aren’t repaid, then the tippy top of the bucket will never get filled up, and those investors won’t get their money back.
These horizontal slices are called
tranches, which might sound familiar if you’ve read the book or watched the movie.
So far, there’s nothing too wrong about this practice. It’s simply moving the risk from the mortgage lender to other investors. Sure, the middle-men (banks, lenders, CDOs) are all taking a cut out of all the buy and sell transactions. But that’s no different than buying lettuce at grocery store prices vs. buying straight from the farmer. Middle-men take a cut. It happens.
But now, our final player enters the stage…
Credit Default Swaps: The Lynchpin of the Big Short Screw you, Wall Street nomenclature! A
credit default swap sounds complicated, but it’s just
insurance. Very simple, but they have a key role to explain the Big Short.
Investors thought, “Well, since I’m buying this
risky tranche of a CDO, I might want to hedge my bets a bit and buy
insurance in case it fails.” That’s what a credit default swap did. It’s insurance against something failing. But, there is a
vital difference between a credit default swap and normal insurance.
I can’t buy an insurance policy on
your house, on
your car, or on
your life. Only
you can buy those policies. But, I could buy insurance on a CDO mortgage bond,
even if I didn’t own that bond! Not only that, but I could buy
billions of dollars of insurance on a CDO that only contained
millions of dollars of mortgages.
It’s like taking out a $1 million auto policy on a Honda Civic. No insurance company would allow you to do this, but it was happening all over Wall Street before 2008. This scenario essentially
is “the big short” (see below)—making huge insurance bets that CDOs will fail—and many of the big banks were on the wrong side of this bet!
Credit default swaps involved the largest amounts of money in the subprime mortgage crisis. This is where the big Wall Street bets were taking place.
Quick definition: Short
A short is a bet that something will fail, get worse, or go down. When most people invest, they buy
long (“I want this stock price to go up!”). A
short is the opposite of that.
Certain individuals—like main characters Steve Eisman (aka Mark Baum in the movie, played by Steve Carrell) and Michael Burry (played by Christian Bale) in the 2015 Oscar-nominated film
The Big Short—realized that tons of mortgages were being made to people who would never be able to pay them back.
If enough mortgages failed, then tranches of CDOs start to fail—no mortgage repayment means no rain, and no rain means the buckets stay empty. If CDOs fail, then the credit default swap insurance gets paid out. So what to do?
Buy credit default swaps! That’s the quick and dirty way to explain the Big Short.
Why buy Dog Shit? Wait a second. Why did people originally invest in these CDO bonds if they were full of “dog shit mortgages” (direct quote from the book) in the first place? Since
The Big Short protagonists knew what was happening, shouldn’t the investors also have realized that the buckets would never get refilled?
For one, the
prospectus—a fancy word for “owner’s manual”—of a CDO was very difficult to parse through. It was hard to understand exactly which mortgages were in the CDO.
This is a skeevy big bank/CDO practice. And even if you knew which mortgages were in a CDO, it was nearly impossible to realize that many of those mortgages were made
fraudulently.
The mortgage lenders were knowingly creating bad mortgages*.* They were giving loans to people with no hopes of repaying them. Why? Because the lenders knew they could immediately sell that mortgage—that
risk—to a big bank, which would then
securitize the mortgage into a CDO, and then sell that CDO to investors. Any risk that the lender took by creating a bad mortgage was quickly transferred to the investor.
So…because you can’t decipher the prospectus to tell which mortgages are in a CDO, it was easier to rely on the CDO’s
rating than to evaluate each of the underlying mortgages. It’s the same reason why you don’t have to understand how engines work when you buy a car; you just look at Car & Driver or Consumer Reports for their opinions, their ratings.
The Ratings Agencies Investors often relied on ratings to determine which bonds to buy. The two most well-known ratings agencies from 2008 were Moody’s and Standard & Poor’s (heard of the
S&P 500?). The ratings agency’s job was to look at a CDO that a big bank created, understand the underlying assets (in this case, the mortgages), and give the CDO a rating to determine how safe it was. A good rating is “AAA”—so nice, it got ‘A’ thrice.
So, were the ratings agencies doing their jobs?
No! There are a few explanations for this:
- Even they—the experts in charge of grading the bonds—didn’t understand what was going on inside a CDO. The owner’s manual descriptions (prospectuses) were too complicated. In fact, ratings agencies often relied on big banks to teach seminars about how to rate CDOs, which is like a teacher learning how to grade tests from Timmy, who still pees his pants. Timmy just wants an A.
- Ratings agencies are profit-driven companies. When they give a rating, they charge a fee. But if the agency hands out too many bad grades, then their customers—the big banks—will take their requests elsewhere in hopes of higher grades. The ratings agencies weren’t objective, but instead were biased by their need for profits.
- Remember those fraudulent mortgages that the lenders were making? Unless you did some boots-on-the-ground research, it was tough to uncover this fact. It’s hard to blame the ratings agencies for not catching this.
Who’s to blame? Everyone? Let’s play devil’s advocate…
- Individuals: some people point the finger at homeowners, saying, “You should know better than to buy a $1 million house on a teacher’s salary.” I find this hard to swallow. These people, surrounded by the American home-ownership dream, were sold the idea that they would be fine. The mortgage lender had no incentive to sell a good mortgage, they only had an incentive to sell a mortgage. So, it’s hard for me to put too much blame on the homeowners.
- Mortgage lenders: someone knew. I’m not saying that all the mortgage lenders were fully aware of the implications of their actions, but some people knew that fraudulent loans were being made, and chose to ignore that fact. For example, check out whistleblower Eileen Foster.
- Big banks: Yes sir! There’s certainly blame here. Rather than get into all of the various money-grubbing, I want to call out one specific anecdote. Back in 2010, Goldman Sachs CEO Lloyd Blankfein testified in front of Congress. Here it is:
To explain further, there are two things going on here.
First, Goldman Sachs bankers were selling CDOs to investors. They wanted to make a commission on the sale.
At the same time, other bankers
ALSO AT GOLDMAN SACHS were buying credit default swaps, a.k.a. betting
against the same CDOs that the first Goldman Sachs bankers were selling.
This is like selling someone a racehorse with cancer, and then immediately going to the track to bet against that horse. Blankfein’s defense in this video is, “But the horse seller and the bettor weren’t the same people!” And the Congressmen responds, “But they worked for the same stable, and collected the same paychecks!”
So do the big banks deserve blame? You tell me.
Inspecting Goldman Sachs One reason Goldman Sachs survived 2008 is that they began buying credit default swaps (insurance)
just in time before the housing market crashed. They were still on the bad side of some bets, but mostly on the good side. They were net profitable.
Unfortunately for them, the banks that owed Goldman money were going bankrupt from their
own debt, and then Goldman never would have been able to collect on their insurance. Goldman would’ve had to payout on their “bad” bets, while not collecting on their “good” bets. In their own words, they were
“toast.” This is significant. Even banks in “good” positions would’ve gone bankrupt, because the people who owed the most money weren’t able to repay all their debts. Imagine a chain; Bank A owes money to Bank B, and B owes money to Bank C. If Bank A fails, then B can’t collect their debt, and B can’t pay C. Bank C made “good” bets, but aren’t able to collect on them, and then they go out of business.
These failures would’ve rippled throughout the world. This explains why the US government felt it necessary to bail-out the banks. That federal money allowed banks in “good” positions to collect their profits and “stop the ripple” from tearing apart the world economy. While CDOs and credit default swap explain the Big Short starting, this ripple of failure is the mechanism that affected the entire world.
Betting more than you have
But if someone made a bad bet—sold bad insurance—why didn’t they have money to cover that bet? It all depends on
risk. If you sell a $100 million insurance policy, and you think there’s a 1% chance of paying out that policy, what’s your exposure? It’s the potential loss multiplied by the probability = 1% times $100 million, or $1 million.
These banks sold billions of dollars of insurance under the assumption that there was a 5%, or 3%, or 1% chance of the housing market failing. So they had 20x, or 30x, or 100x
less money on hand then they needed to cover these bets.
Turns out, there was a 100% chance that the market would fail…
oops! Blame, expounded
Ratings agencies—they should be unbiased. But they sold themselves off for profit. They invited the wolves—big banks—into their homes to teach them how to grade CDOs. Maybe they should read a blog to explain the Big Short to them. Of course they deserve blame. Here’s another anecdote of terrible judgment from the ratings agencies:
Think back to my analogy of the buckets and the rain. Sometimes, a ratings agency would look at a CDO and say, “You’re never going to fill up these buckets all the way. Those final tranches—the ones that won’t get filled—they’re
really risky. So we’re going to give them a bad grade.” There were “Dog Shit” tranches, and Dog Shit gets a bad grade.
But then the CDO managers would go back to their offices and cut off the top of the buckets. And they’d do this for all their CDOs—cutting off all the bucket-top rings from all the different CDO buckets. And then they’d super-glue the bucket-top rings together to create a field full of Frankenstein buckets, officially called a
CDO squared. Because the Frankenstein buckets were originally part of other CDOs, the Frankenstein buckets could only start filling up once the original buckets (which now had the tops cut off) were filled. In other words, the CDO managers decided to concentrate all their Dog Shit in one place, and super glue it together.
A reasonable person would look at the Frankenstein Dog Shit field of buckets and say, “That’s turrible, Kenny.”
BUT THE RATINGS AGENCIES GAVE CDO-SQUAREDs HIGH GRADES!!! Oh I’m sorry,
was I yelling?! “It’s
diversified,” they would claim, as if Poodle shit mixed with Labrador shit is better than pure Poodle shit.
Again, you tell me. Do the ratings agencies deserve blame?!
Does the government deserve blame?
Yes and no.
For example, part of the
Housing and Community Development Act of 1992 mandated that the government mortgage finance firms (Freddie Mac and Fannie Mae) purchase a certain number of sub-prime mortgages.
On its surface, this seems like a good thing: it’s giving money to potential home-buyers who wouldn’t otherwise qualify for a mortgage. It’s providing the American Dream.
But as we’ve already covered today, it does nobody any good to provide a bad mortgage to someone who can’t repay it. That’s what caused this whole calamity. Freddie and Fannie and HUD were pumping money into the machine, helping to enable it. Good intentions, but they weren’t paying attention to the unintended outcomes.
And what about the Securities & Exchange Commission (SEC), the watchdogs of Wall Street. Do they have a role to explain the Big Short? Shouldn’t they have been aware of the Big Banks, the CDOs, the ratings agencies?
Yes, they deserve blame too. They’re supposed to do things like ensure that Big Banks have enough money on hand to cover their risky bets. This is called proper “risk management,” and it was
severely lacking. The SEC also had the power to dig into the CDOs and ferret out the fraudulent mortgages that were creating them. Why didn’t they do that?
Perhaps the issue is that the SEC was/is simply too close to Wall Street, similar to the ratings agencies getting advice from the big banks. Watchdogs shouldn’t get treats from those they’re watching. Or maybe it’s that the CDOs and credit default swaps were too hard for the SEC to understand.
Either way, the SEC doesn’t have a good excuse. If you’re in bed with the people you’re regulating, then you’re doing a bad job. If you’re rubber stamping things you don’t understand, then you’re doing a bad job.
Explain the Big Short, shortly
You’re about 2500 words into my “short summary.” But the important things to remember:
- Financial acronyms suck.
- Money flowed from the investors down to the mortgage lenders, and the risk flowed from the mortgage lenders up to the investors. In between, the big banks and CDOs acted as middle men and intermediaries.
- When someone feels like their actions have no risk, or no consequences, they’ll behave poorly (big banks, mortgage lenders)When someone is given what seems like an amazing deal, they’ll take it (individual home owners).
- CDOs are like empty buckets. Mortgage payments are like rain, filling the buckets. Investors buy tranches, or slices, across all the buckets. If mortgages fail, then the buckets might not fill up, and the investors won’t get their money back.
- CDOs are intentionally complex. So complex, that not even the people grading them understood what was going on (ratings agencies).
- Buying insurance on something your do not own is a behavior with potential for abuse (big banks)
- Buying insurance on something for more than it’s worth is a behavior with potential for abuse (big banks). This is where most of the money in the financial crisis switched hands.
And with that, I’d like to announce the opening of the Best Interest CDO. Rather than invest in mortgages, I’ll be investing in race horses. Don’t ask my why, but the current top stallion is named ‘Dog Shit.’ He’ll take Wall Street by storm.
If you don’t mind my cussing but you do like this content, consider
subscribing to the email list to get these articles (and nothing more) sent to your inbox every week.
I hope this post helped if you were looking for someone to explain the Big Short. Thanks for reading the
Best Interest.
Source:
https://bestinterest.blog/explain-the-big-short/ submitted by Bannerlord is a great game that is currently plagued by some serious issues, from glitches and bugs to simply not bothering to explain its own mechanics. Without any mitigation or forewarning, these little problems can really snowball and ruin your experience. I've compiled this list of tips and tricks to help other players get around some of these problems and also to maximise your fun while the game remains in early access.
I've separated everything up into categories so that you don't have to dig through too much to get to the stuff you're interested in. Also, stuff that's relevant to new players only is marked with a
[NP] in front of it, so you can skip that if you already know the basics.
Edit: Wow, I hit the 40000 character limit so now I have to add more tips as comments instead!
How Stats, Skills and Perks work
[NP] Your character's progression consists of increasing stats, skills, focus, perks and levels.
Stats govern your base aptitude in a set of three skills. For example, the Vigor stat affects your aptitude with one-handed, two-handed and polearm skills.
Skills represent your ability with that particular skill. For example, the Bow skill affects your aim with the bow and the Steward skill directly affects how many members you can have in your party.
Perks are essentially special abilities that are awarded at specific skill levels, e.g. 25, 50, 75 and 100. Sometimes you will get to choose between two perk options. Make sure you check whether a perk is implemented before you choose that perk! (See paragraph below) Lastly,
focus points allow you to increase your max skill level with a skill and also provide an exp multiplier, making you gain skill points faster. Note that if you try to train a skill that's reached its limit, it will grow very slowly and eventually stop growing altogether. Thus, you need a constant investment of both stats and focus points to max out a skill. Since your stat and focus points are limited, I suggest you prioritize only a few skills to max out, and accept that the rest will never be fully completed.
[NP] In the character creation screen, the various skills are grouped by stats (in bold, above the individual skills) and each specific skill can have up to 5 focus points assigned (the vertical bars). Each skill you can learn is limited to a max number which is determined by the combination of stat and focus points you have for that skill. With full focus (5 bars), you will need about 6-8 stat points in a skill to allow you to completely max it out. Furthermore,
the perks available for each skill are only partially implemented. This means that investing points into some skills is currently useless. To see which perks are implemented, I recommend using a site like
https://www.bannerlordperks.com. At the time of writing this post,
the entire "Cunning" stat has zero perks implemented, making it virtually useless to you. If you're new, I highly recommend getting points in Social, Vigor and Endurance. Social (specifically the charm skill) allows you to convince nobles to marry/join you more easily and improves your troops' morale (leadership skill). Vigor is your basic melee combat stat, which you will use a lot in the early game and especially in the arena. Lastly, endurance allows you to improve your movement speed (riding/athletics) and is necessary for smithing (skill), which is a really useful mechanic that I highly recommend you try. Another good choice is Control, if you wish to be a ranged character.
So how does leveling work in Bannerlord?
Well here's what the Skills screen looks like using the character (C) menu Using skills with slowly increase your ability with them.
The more focus points you have in a skill, the faster it's skill points will go up. Furthermore, your character will gain "exp" every time he/she gains skill points. Or more accurately,
exp in this game IS skill points. That is to say, training the various skills is the only way to level up. NOT killing enemies, as you might have first thought. This means you can level up just by trading, smithing, running around, or leading armies. You don't even need to fight simulated battles mostly, though doing so will award you with tactics points and some combat skill points. Every level you gain will award you with either a stat point, a focus point, or both. You can spend these points to increase the relevant stat or skill focus bar.
When you have points to assign, they will show up on your character screen. In the
earlier screenshot is your NPC brother who you always start with, though his name and appearance is randomized. Because I chose the "assign perks myself" option, I can choose his perks right away (represented by little numbered shield icons next to his skills that tell you how many perks are available to choose). You'll note that to the left and right of the "Skills" table there are weird icons with the number 0 next to them. The left number represents stat points to assign, and the right number is focus points. Your new character will start with 1 free focus point to assign. To assign a focus point, select the desired skill and click the "+" sign. REMEMBER: No choices will be saved unless you click "Done", and you can revert all changes made so far by clicking the curved arrow between "Done" and "Cancel". To assign perks,
click on the shield icons in the banner in the middle of the skill page and a popup will appear. Click on the perk you wish to choose - again making sure it's actually implemented first - and then when finished click "Done" to finalize your choices.
Don't forget that you can use the left/right arrows to assign skills and perks for your NPCs too! One more thing about perks.
The "Governor" perks DO NOT APPLY to your character, because you can't be the governor of any of your cities/castles. Thus, don't pick governor perks for your main hero unless they also come with side-abilities that you want.
Starting the Game and the Main Storyline
[NP] The
various factions each come with a special ability. You can use all troops from all factions, so don't worry about being shoehorned into any particular troop type by your choices. Instead, focus on the ability you'll get. Not all abilities are made equal and not all factions are equal either.
Currently, the Khuzait faction is kind of OP due to the AI being too dumb to figure out how to handle horse archers, so select them for an easier early-game. Vlandia gets bonus troop exp, which means you can promote veteran troops faster than others. Empire skills are building-focused, which means you need to own fiefs to really gain any benefit from using them. Sturgia are... faster in snow. Also their troops are supposedly weaker than normal (this will eventually change), so pick Sturgia if you're a masochist. Battania are kind of situational with their forest boost (so maybe don't pick them either), and Aserai get trading bonuses, so pick them if you want to be a merchant or just like money.
[NP] Clicking the various family options will show you the potential change in stat points and focus points that you will gain for that choice. You will have about 7 different choices to make before your character is ready to play. Try to pick choices which focus on your ideal stats and skills while minimizing the other ones.
Here's a sample character I generated using the stats I recommended earlier. Don't worry too much about making perfect choices here, since you will gain many more stat and focus points throughout your game too. Plus, you'll use
most of the stats/skills at one point or another. After this, your brother will ask if you want to do the tutorial. The tutorial
only teaches you how to fight, so if you already know that you can skip it.
If you follow the story you will play through a storyline quest for a while until you've rescued your siblings and experienced the execution mechanic in action. Then you will have to chase down a bunch of clan leaders and lie to two special characters who will never interact with you again once you've made your final choice. However, and this is something I want to emphasize heavily:
You do NOT need to make a choice about what to do with the dragon banner immediately. In fact,
I strongly recommend you do NOT make a decision until you're very well situated in the game. Why? Because it starts a doomsday timer that you cannot slow down or affect in any way, and when it runs out 3 factions will declare war on you all at once and try to grind your entire faction into the dust. Instead, forget about the story quest and just enjoy the game at that point until you are extra powerful and ready to take on the world. Once you succeed at that quest I'm pretty sure you win the game, and if you start it before you're ready you'll be in for a world of hurt.
The Campaign Map
The game has a really useful feature called the "Encyclopedia". Press 'N' to open it when in the campaign screen. If you want to track down a notable figure, you can search their name or clan in the search bar and it will tell you where they were last seen. Anytime you speak to another noble or visit a settlement, town or castle, it will update the rumours of where that noble was seen most recently. This will allow you to track down anyone with ease. You can also see if they were taken prisoner, got pregnant, or switched allegiances recently. Furthermore, you can use the Encyclopedia to check nobles' relations with you or each other, allowing you to single out the nobles who hate their liege and are ripe for conversion to your kingdom. You can also use the encyclopedia to check troop upgrade paths, details about cities/settlements, and info on minor factions, who are like secret clans that you can recruit if you choose to be your own kingdom. All in all, it's incredibly useful for planning your next move.
There's a circle next to city/settlement names in the overworld and the encyclopedia. Clicking that circle "bookmarks" the city/settlement, which means you can easily find it on the map. Clicking it again removes the bookmark.
[NP] If you hover over any of the
symbols at the bottom right-hand corner of the screen, you can get detailed info on how the values are calculated. The symbols are, from left to right, money, influence, HP, troops, food and morale. The money icon will show you your daily income vs daily expenses. Influence will show your influence gain/loss over time. HP is your own health and recovery rate. Troops shows what troops you have in your army. Food shows how much food you have and morale shows what's affecting the mood of your soldiers. Using these icons helps you figure out what you need to do to make their values go up instead of down.
Fighting Battles
Against minor enemies like looters, it's usually relatively safe to use "Send Troops" instead of going in there yourself. You won't gain tactics skill from this, but your troops will gain all the exp instantly instead of spending 5 minutes fighting first.
[NP] You can issue commands to your troops by using the F
keys. F1 is the movement menu, F2 is the direction menu, F3 is the formation menu, F4 is whether or not to use ranged weapons, F5 is mount/dismount for cavalry, F6 enables AI control, and F7 allows you to split your groups up and assign the split members to other groups. (e.g. split infantry and assign half to "heavy infantry"). You can also use the number keys (i.e. 1,2,3 etc) to select specific groups of troops to give orders to. 1 is infantry, 2 is archers, 3 is melee cavalry etc. Any non-mapped number selects all troops. This allows you to have fine-grained control during combat. HOWEVER for the most part the numbers and relative experience of the two armies is the deciding factor in how a battle goes. Sometimes you can use the terrain to your advantage, but mostly your tactics will do very little to actually affect the battle's outcome, especially in sieges where taking control of the AI will completely break their ability to use siege equipment and attack or defend properly.
Some basic strategies for manually commanding troops during simulated battles are as follows:
- The lazy way: Immediately press 0 and then F6 at the start of a battle. Your troops will do their own thing and you can just run/ride around increasing your combat skills without having to worry about managing battles.
- The terrain way: Place infantry in front of your archers and put your archers on high ground. The archers will pick off lots of enemy troops before their infantry get close enough to do any damage, and your infantry will protect the archers when the troops finally do arrive.
- The big brain way: Research your opponents' army composition and culture by riding close (but not too close!) to their army to scout them. For example, Sturgians generally will have lots of shield infantry while Battania will have a lot of ranged folks. Figure out the counter infantry type (e.g. for shielded infantry it's heavy 2-handed weapon infantry. For heavy 2-handed infantry it's archers. For cavalry it's spear-throwers. For archers it's cavalry, etc) and fill your army with those units. Engage in wholesale slaughter. Note: This works best when you have a fief garrison you can switch veteran troops in and out of, because rookies get rekt even with a "type" advantage.
- The OP way: Get just zillions of horse archers, select them at the start of the battle and press F6. The horse archers will run up to the enemy, fill them with arrows, then run away again and repeat. Currently there's no really effective AI counter to this and they will just bleed troops while you sit there wondering why you're even there.
- The "No 'I' in team" way: If you're helping another noble in combat, their troops will automatically be on F6 mode. And you can't do anything about it, either. If you don't want their troops to get completely wiped out, it's best to set yours to AI mode (0 then F6) too. Otherwise they WILL charge the enemy archer wall with their 15 sturgian recruits...
- The "Actually, my troops are more valuable" way: Conversely, if you are helping a noble but don't actually need their troops to win (i.e. you have a huge numbers advantage), don't auto send your troops and use whatever your usual strat is. They'll get wiped out but at least you won't lose your precious troops!
You can cheese simulated battles by abusing the "Retreat" command. Hold "Tab" to bring up the stats menu, and press middle mouse button to get your cursor back. Then you can click "Retreat" to teleport your entire army safely out of the battle. Then you can restart the battle with the number of troops remaining from before, but both armies are placed far away from each other again. Combine this with a lot of archers, and you can whittle the enemy numbers down before they reach your army and then simply retreat and start over again until the odds are solidly in your favour. This lets you overcome basically any odds so long as you ensure your opponent takes more losses than you do each time.
Levelling up your troops can be tricky as the experience system isn't very clear as to what gives the best troop exp. However, the following things seem to work fairly well: * Some of the Leadership perks grant lots of free exp over time. In particular, Raise the Meek will rapidly turn all of your lowest-level troops into higher-level ones over time, and the level 225 one, Companions, basically gives you the Vlandian empire troop exp bonus, which stacks with actually being Vlandian * Steamrolling fat groups of looters using "Send Troops" is relatively safe and usually awards a handful of troop upgrades each time * Beating nobles' armies when you have about a 2:1 ratio of your troops to theirs is also usually pretty safe and the higher-level troops they have with them yield much more exp * Winning a siege will be extremely costly in terms of deaths, but the troops who survive will gain tons of experience. Defending a siege will be less costly due to having the home turf advantage, but it's harder to engineer those to occur * Doing hideout raids and taking along a group of only archers is a great way to level up those 9 archers, so long as you don't aggro the entire hideout at once. Just make sure you use F4 frequently to enable/disable "Fire at will" or they WILL try to shoot bandits at the other end of the map and summon the wrath of god down on you * Keep your troop morale high by buying lots of different varieties of food. I'm not sure if morale is fully implemented yet, but you won't have the awkward issue of your troops all running from a difficult battle at least
Building your Clan
[NP] Your clan has a ranking in the clan screen (press L), shown at the top right. Earning renown increases this ranking, and every new level adds more soldiers to your armies and other useful clan perks to your arsenal. Max clan rank is 6, but you won't get there for a very long time. The easiest way to gain renown is through winning large battles, so battling lots will quickly raise that renown score.
The game doesn't tell you this anywhere, but you can have your family join your party by visiting them in whatever city they are hiding in and talking to them (or left-clicking their portrait in that city). Your brother in particular is basically a veteran soldier right from the start of the game, so adding him to your party will give you a huge early-game boost. His high steward score also increases your party size by a lot, so having him around lets you field more soldiers until your own steward score catches up. Later on, set him up as governor of your best city/settlement to give it a huge boost.
You can recruit companions at taverns in major cities. Not all companions are created equally, so I recommend using a companion guide to figure out which ones have skills that you want. You can also manually check their skills by right clicking the character's portrait from the city screen or searching them in the encyclopedia. That way you'll know what they are good and bad at before you go through the long dialogue with them. I personally find the tacticians/stewards most valuable as you can make them lead armies for you (more on that in a bit), and the ones with high trade are helpful because you can create caravans with them for bonus income during peacetime. You can only recruit your clan level +1 companions at a time, (e.g. 2 at clan level 1). This means you should be very picky about who you hire.
If you have joined a kingdom (or started your own), you can persuade other factions' nobles to betray their current faction and join yours. For this you need three things: High charm, luck and money. Save your game. Speak to the noble and say you have something to discuss. Ask about their liege. This will lead to a skill challenge where you have to get 4 successes in 4 attempts (either 100% successes or at least 1 critical success). This is entirely RNG, so choose the highest % options and pray. Or load back a lot. If they hate their monarch you'll have a very high chance of succeeding in at least 1 of the 4 challenges. Once you've successfully convinced them, you then need to bribe them. The bribe usually is about 100k denars, but can go all the way to more than a million denars if they own lots of land (because your team gets the fiefs too when they convert). Unless you're insanely rich, use the encyclopedia to find the poorest, most disenfranchised nobles and you'll discover that you might be able to pay them even a single denar and they'll happily convert. Beware, others can convert YOUR allies too, so try to make sure you give every noble at least one castle to keep them happy and on your side. Also if you save a lot and see the message that a noble has left your kingdom, you can load back and often they won't leave the second time.
If you release a noble whom you beat in combat instead of taking them prisoner, you will get a 6-7 point relationship increase with everyone in that noble's clan. Doing this is an excellent way to butter them up for future conversion to your kingdom.
Convert the head of a clan to your kingdom and their entire clan will also convert along with them!
You can use your influence points to put policies in place that suit you before adding others to the clan. In the Kingdom menu (K), you can go to the policy tab and scroll through the various policies there. Basically, most policies either benefit only the ruler, benefit only the vassals, or adjust your kingdom's rates (e.g. tax rate and growth rate). If you're going to start your own kingdom, take this chance to vote in all the royalty-favouring policies before you add people who disagree with you. Conversely, if you're a vassal, you want to add more vassals to the clan and THEN vote in all the vassal-favouring policies. Both of these strategies will not only increase your influence gain rate, but also make it much harder for a rogue AI to steal powecities from you later on in the game. It will also prevent you from getting disliked by other nobles from voting against their wishes since they won't even be in your kingdom yet.
As a male character, you can marry a noble to have her join your clan. I'm not sure if it's the reverse situation for female heroes or not (i.e. you join their clan). This provides two main benefits. One, you gain another party member to bring along in battle, and two, you can make babies (heirs) who will inherit your stuff if/when your character dies. If you end up playing for enough time you can also eventually add those heirs to your party once they've grown up enough. To woo a noble, simply profess your love to them then return and visit them a few times. You'll have to pass charm checks to woo them properly, so as always, save beforehand! Eventually they'll tell you to talk to the clan leader, and then you'll barter for their hand in marriage. Usually it's pretty cheap.
Kingdom/Clan Management
Did you know that war declarations can be avoided (by sort of cheating)? If you save often and then suddenly get war declared on you (or by your kingdom on someone else), just load back to that save. It's a (low) random chance for war to be declared so there's a strong likelihood that the next time you get to that point in time literally nothing will happen. This allows you to avoid all wars that you don't want! Since the game AI is so bad right now, sometimes this is the only way to save your kingdom from utter annihilation.
You can equip the companions in your party with awesome gear too! This took me 40 hours to realize, but on the Inventory (I) or trade screens, there are arrows at the top that let you select a different character to equip. This works with the Character (C) screen too, allowing you to assign perks or stats/skills to your companions.
In your clan management screen (L), under the parties tab, you can assign your companions to various roles within your party. Generally, this causes the game to act as if your own skill with that particular role is the same level as the assigned companion. For example, if you assign a companion with 80 medicine skill as surgeon, the game will cause you and your troops to heal as if you had 80 medicine skill. Keep in mind that if you don't assign a party member to a role then you will gain the exp for doing that role. In other words, it's a trade-off between gaining free experience and having your party be more effective on the campaign map. The one role in your party you definitely don't want to assign a companion to is Quartermaster, because that trains the Steward skill which you want to raise as high as possible.
You can create separate parties under your clan management screen's "Parties" tab. This allows you to send companions off to raise armies and gain exp all on their own without your intervention. You can also assign them to their own personal role within that party (even the Quartermaster role!) for bonus exp and it won't affect your own exp. Parties have three major benefits that make them very useful. Firstly, they will recruit their own troops for you! The max party size is dependent on the companion's steward skill and your clan rank. This means that with enough time you can create an allied party that's virtually equal in size to your own army. Secondly, those parties can be summoned to your army on a whim (click the flag icon down the bottom right of the screen - you must be in a kingdom to do this) and it costs 0 influence! Thirdly, the parties automatically will go around fighting battles for you and increasing your own influence and reputation. I highly recommend creating at least a few parties. There's a few downsides to be aware of, however. Firstly, you pay all the troop wages for the other parties. This can get VERY expensive if you're not at war and constantly defeating armies for money. Secondly, like any roaming entity, your companions can get attacked and captured by enemy armies. If that happens, you have to wait for them to escape or be ransomed and then track them down in whichever city they end up in to reclaim your companion. This can be very annoying. Lastly, if you're a vassal, your liege can actually summon your companions to their army, thereby using your hard-earned troops for their own personal gain! That's the price of being a vassal though.
Sometimes you cannot assign roles to party members through the clan screen. This tends to happen if you assign a companion to a role and they die in battle. If this happens, instead select them in the party screen (P) and talk to them. You can assign them roles from the conversation menu instead.
Making Money
[NP] In the early-game you will find the tournaments in city arenas to be almost impossible to win. However, with the power of save/load and determination, you can win big in tournaments by betting on yourself every round. If you win the tournament, not only will you get a sweet prize but you will also be several thousand denars richer. At least until your reputation catches up to you and they start offering less and less money for your bets.
The best way to make money in Bannerlord is smithing (once you've unlocked enough recipes and have about 140 smithing skill). Early on, the stuff you produce is worthless, but as you start making tier 4 and higher weapons you will discover combinations that create weapons work up to 100k denars in value! Make a handful of these and you can go around from city to city, buying up all the expensive armor while still walking away with 20k+ more denars each time. There are many guides to smithing that can be found elsewhere, but here's a few minor tips:
- Try not to sell anything you make that's worth less than 10k denars. Otherwise you will encounter these items as arena prizes which will generally make it harder to get the rare arena prizes (e.g. special horses and armour). Instead, smelt it down.
- 2h swords and javelins seem to be a great money maker once you hit T4+
- Smelt the weapons you loot from battles if you need the materials for smithing. Even worthless rusty iron spathas can be broken down into huge amounts of valuable materials.
- No matter how many days pass from traveling, none of that will allow you to be able to smelt again once you've hit the limit. This means that even if you come back 3 months later, if you haven't rested in any villages or settlements in that time, you will not be able to continue smelting. You MUST click "Wait here for a while" and just sit around for a day or so to get all of your smithing stamina back.
- Weapons worth 100k make decent bribes for bringing nobles over to your side, but expect about a 30% value loss when using them this way. If you just straight up give them money it's cheaper overall.
- Smithed weapons are not necessarily better than the ones you can buy. Sometimes they will be, but smithing mostly gives you the ability to trade off damage types and attack speed on weapons. For example, you can increase a sword's length and swing damage but it will reduce it's swing speed and thrust. In other words, smithing is useful for making very specialized weapons, but not for making some OP magical sword of head-lopping.
The second-best way to make money is by thrashing other nobles in combat. If you're at war, target every enemy noble you see whom you can easily beat and trounce them. Not only do you get money and items for beating them, you can also ransom them at taverns for even more money. You also get money when you capture cities in sieges. Naturally, when you're at peace, you'll find it much harder to make money this way.
You can purchase workshops in cities and have them produce goods for a small profit (around 75-125 denars per day). It generally costs about 13k denars to buy a workshop, so it won't become profitable for approximately 140 days. Because of this, if you wish to use workshops you should select cities which you are unlikely to be at war with for a long time (e.g. your own faction's cities!). After all, if you end up at war with a faction, all of your workshops in that faction are stolen from you. To buy a workshop you must physically walk around town. If you hold alt you will see three semi-random workshops throughout the city (e.g. wine press, brewery, smithy). If you walk to one of these shops during the day you will find NPCs loitering around nearby called "Shop Worker". Talk to the shop worker and tell them you want to purchase the workshop.
To decide which workshops to build in which city, examine the fiefs which feed into that city. You can also use a workshop guide, but I find these aren't always correct due to frequent patches. The bottom line is this: Pick a city which has at least one source of workshop materials (e.g. grain, sheep, hardwood) in its settlements. More than one source is even better. Next, buy a workshop and select the type that uses that material. For example, grain is used by breweries, and wood is used by a wood workshop etc. Then, you wait. You can check the workshop's profitability from the clan tab (L), but remember, don't expect it to become super profitable anytime soon. These are long-term investments.
Another way to make money is caravans. Caravans are more profitable than workshops, but come with significant risk, especially if you're at war with anyone. Basically, you assign a companion to manage a caravan (which costs 15000-25000 denars to make depending on the troops you assign), and the caravan will travel from city to city buying and selling goods. Companions with high Trade skills are essential here. While travelling, the caravans can be attacked by looters, bandits, and worst, enemy armies. If the caravan is captured, you'll have to go rescue your companion or wait for them to be released. Then you'll have to spend another 15-25k to get the caravan going again. Basically, don't do this if you're a warmonger. Anyway, to form a caravan, talk to any merchant in a city and choose the "I want to form a caravan in this city" option. Caravans will net you varying amounts of money, and the income will not be every day, but in my experience they are more profitable than workshops and much more annoying to keep track of.
If you have a high trade skill, instead of making caravans you can be a caravan. Load up on sumpter horses which increase your max load, and then use trade rumours (talk to civilians hanging out in town markets) to determine the best places to buy and sell stuff. Buy low, travel, sell high. If you make 30 denars per sale and sell 100 trade items, that's 3k of profit. If you make 100 denars per sale, that's 30k profit! Again, keep in mind that cities generally only keep 20k-30k denars on them at a time, so if you take too many goods you will not be able to sell them all.
Siege Warfare
Holding the alt key highlights both important people and weapons that are lying around. You can use this during sieges to replenish ranged ammo and locate nearby interactible things.
You can use the siege weapons that your army/city has built. This will train your throwing skill and also open some neat opportunities. For example, you can use catapults to smash siege towers! It takes 4 hits to achieve but boy is it worth it!
Catapults and trebuchets can be aimed left and right but also have a red gauge on the side which affects the distance that your shots travel. You can change this bar using W/S to choose how close or far to shoot. Generally you want the distance to be less than half the red bar because your targets are a lot closer than the range on the siege engines.
When defending a city you will notice piles of rocks (called merlons) lying around upstairs in the gatehouse. You can take these rocks and drop them on enemy troops for massive damage (400+). You can also use them to smash the battering ram with a few good throws, thereby protecting your gates.
You can place your troops before a siege by pressing the numbers (e.g. 1 for infantry) and then clicking where you want them to go. However they just run back to where the AI would have put them anyway, so it's not worth it right now. But someday it might actually work as intended!
Is the castle you were staying in being beseiged by overwhelming numbers? You can sally forth to attack, use archers to pick some troops off, and then retreat from battle before their enormous army starts hacking your party apart. Repeat this about a dozen times and you'll have a much more manageable enemy to fight, with very few casualties on your side. For the love of god though save before you try this. Also note that, due to a bug, when you sally out of the castle you'll be plonked onto the overworld map when you retreat and won't be able to get back in without sacrificing troops.
Misc
- Save often. Make multiple save files so that you can jump back in time up to half a year if need be. Sometimes bad decisions (e.g. a war with a much stronger faction) take a long time to bite you in the ass.
- Buy lots of (non-sumpter) horses. As long as you have at least a 1:1 horse to troop ratio, your campaign movement speed will be hugely increased, allowing you to chase and catch foes must more easily.
- Although the tutorial teaches you to buy grain, don't just buy grain. Instead, buy even amounts of every food you can find. That means grain, dates, beer, cheese, butter, oil, meat, fish etc. This will do two things: Grant you huge amounts of Quartermaster exp every day, and also keep your troop morale maxed out, meaning they won't run like cowards from a difficult fight
- If you can get your leadership to 125, you can unlock the "Disciplinarian" perk. This allows you to promote bandits into regular military units, which at the minimum makes them as useful as recruits. Some bandits, however, can become very powerful military units, such as bushwhackers, freebooters and forest bandits turning into the much-beloved Battanian Fian Champions!
THINGS NOT TO DO
- Don't give anyone the dragon banner before you're ready to fight the whole world. That also applies to founding your own kingdom by completing the relevant quest.
- Don't put companions in the Quartermaster role of your party. Otherwise you deprive yourself of an easy way to gain Steward exp, which increases your troop size.
- Don't buy workshops in cities you plan on warring with anytime soon, because once war is declared you automatically lose those workshops.
- Don't make caravans if you want to go to war a lot. The enemy nobles will target your caravans mercilessly.
- Don't leave siege weapons you've built out in the open to get destroyed one by one. Instead, click on the weapon immediately once it's finished and choose "Send to reserve". Once you have 4 weapons built, place them all simultaneously and watch the mayhem unfold!
- Don't fight battles where your army strengths are similar (unless it's really important to do so e.g. you're defending your own fiefs against a siege). You will lose a lot of good troops this way, and if you instead fight easy battles you'll get way more rewards with way less casualties in the long run.
- Don't execute nobles unless you want to make the game harder on yourself. They breed like rabbits and everyone hates you when you execute someone. Plus there's a good chance they'll execute you too if they capture you in a fight after that. Releasing other nobles grants the most benefit to you by far, even if it's not as satisfying.
And... that's it for now! I'm sure I forgot some tips but I'll edit them in as I remember. At the very least it should open up some new gameplay avenues for some people, and maybe make things a little less stupid for others. If you made it to the end of this very long post: well done!
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