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enlisted (military service mod)

serve as a soldier in any lord's warband. follow orders, earn wages, climb ranks, and leave service when you're done.

index

requirements

  • mount & blade ii: bannerlord (supported versions depend on the release you installed)
  • bannerlord.harmony (required)

install

  1. download the mod release (zip).
  2. extract the Enlisted folder into:
    • <bannerlord>\Modules\
  3. in the launcher, enable:
    • bannerlord.harmony
    • enlisted
  4. recommended load order:
    • harmony -> native -> sandboxcore -> sandbox -> storymode -> custombattle -> enlisted

update

  • overwrite your existing Modules\Enlisted\ folder with the new one.
  • if you use other mods that patch menus/encounters/party state, re-check load order after updating.

quick start (first time)

  1. talk to a lord -> choose the enlistment dialog option.
  2. after you enlist, use the enlisted status menu as your hub:
    • quartermaster, camp, duty selection, leave, etc.
    • to leave service properly: camp -> request discharge (resolves at next pay muster: final muster)
  3. at the t1->t2 proving event, choose your formation (infantry/archer/cavalry/horse archer when available).

features overview

enlisted transforms bannerlord into a deep soldier career simulator with 245 narrative content pieces across 9 military ranks spanning your entire career from fresh recruit to senior commander.

core military career

enlistment & service

  • enlist with any lord and live inside their campaign loop (movement, battles, camp)
  • safe encounter handling for battles, captivity, and sieges prevents stuck states
  • temporary leave system (visit family, conduct trade, rest and recover)
  • discharge process with final pay settlement, equipment reclamation, and retirement options
  • 90-day re-enlistment cooldown after discharge

rank progression (t1-t9)

  • 9 tiers spanning recruit to senior commander with culture-specific rank titles
  • multi-factor promotion requirements: xp, service time, battles fought, reputation, discipline
  • narrative "proving events" at key ranks (including formation choice at t1→t2)
  • equipment tier unlocks and officer privileges at higher ranks
  • promotion recap display during muster ceremonies

pay system (muster ledger)

  • 12-day muster cycle with ceremonial pay day events
  • wages accrue daily in a ledger, paid out at muster
  • rank-based pay scales with performance modifiers
  • pay tension system: when pay is late, tension rises and unlocks special choices
  • deductions for fines, missing gear, or disciplinary actions
  • iou/promissory options when treasury is disrupted

muster ceremonies (pay day events)

  • 8-stage immersive ceremony replacing simple pay popups
  • stages: intro → pay line → baggage check → inspection → recruit → promotion recap → retinue → complete
  • 12-day period summary with combat/training/orders/xp breakdown
  • integrated baggage checks, equipment inspections, recruitment
  • direct quartermaster access and ration distribution
  • configurable time pause behavior

orders system (chain of command)

  • 16 military orders from sergeants, lieutenants, and your lord
  • basic duties (t1-t3): auto-assigned mandatory tasks (guard duty, camp patrol, firewood detail, equipment checks, muster, sentry)
  • advancement orders (t4+): optional missions you can accept or decline (lead patrol, scout route, train recruits, escort duty)
  • multi-day execution: orders progress through forecast → scheduled → pending → active → complete
  • 85 order events that can fire during execution based on world state (15-35% chance per duty period)
  • 4 phases per day: dawn, midday, dusk, night
  • success/failure impacts reputation, company needs, and grants skill/trait xp
  • repeatedly declining optional orders (5+) risks dishonorable discharge

commander's retinue (t7+ officers)

  • personal military force at officer ranks (t7-t9)
  • player-chosen formation determines retinue troop types
  • context-aware trickle reinforcements (1-3 troops per battle)
  • relation-based reinforcement system
  • loyalty tracking with consequences for poor treatment
  • 11 narrative events for character development
  • 6 post-battle incidents (heroism, casualties, desertion)
  • 4 camp decisions (discipline, rewards, training)
  • named veterans as persistent characters

companions

  • companions stay with you during service
  • toggle who fights vs who stays back (safer option)
  • special companion interactions and events
  • companion role assignments

equipment & logistics

quartermaster system (10+ subsystems)

  • equipment purchasing: browse by category, reputation-based discounts (0-30%)
  • 6 quality tiers affecting stats and prices: shoddy, standard, serviceable, fine, masterwork, legendary
  • upgrade system: sequential quality improvements with real stat bonuses using native itemmodifier
  • gauntlet grid ui for equipment browsing and upgrades
  • buyback service: sell qm-issued gear back at 30-65% value
  • tier gates: rank-based access control to better equipment
  • supply integration: equipment blocked when company supply <30%
  • officers armory (t7+): elite gear catalog for commanders
  • first-meeting introduction with your quartermaster
  • contextual dialogue: 150+ dynamic responses based on supply, reputation, and context

provisions & rations

  • t1-t6: issued rations every 12 days (reclaimed at muster)
  • ration quality scales with soldier reputation
  • t7+ officers: premium provisions shop with gauntlet grid ui
  • premium pricing (2.0-3.2x town markets)
  • stock levels affected by company supply
  • provision bundles with morale/fatigue boosts
  • rank-based button gating in shop interface

baggage train & logistics

  • world-state-aware simulation: baggage delays/raids occur more during intense combat, rarely during peaceful garrison
  • dynamic decision system: "access baggage train" appears in decisions only when wagons are accessible
  • accessibility responds to campaign situation (march state, battles, sieges, settlements)
  • 5 baggage events: wagons arrive, delays (weather/terrain), raids, theft
  • rank-based access: higher ranks can request emergency access or halt column
  • baggage checks during muster ceremonies
  • early enlistment inventory handling (prevents "walk in with endgame kit")
  • reclamation of personal gear upon discharge

company supply tracking

  • 0-100% supply scale tracking rations, ammo, repairs, camp supplies
  • supply effects gate quartermaster access and ration availability
  • supply-based messaging affects qm greeting tone
  • stock levels reflect current supply status

combat & training

training & skill progression

  • formation training: daily skill xp baseline for your chosen formation (infantry/archer/cavalry/horse archer)
  • camp training actions: weapon drills, fitness training, sparring
  • skill progression with xp rates and skill caps by rank
  • training events with success/injury/fatigue outcomes
  • cooldown system prevents training spam

battle participation

  • formation assignment (t1-t6): auto-assigned based on equipped weapons
    • bow → ranged formation
    • horse → cavalry formation
    • bow + horse → horse archer formation
    • melee → infantry formation
    • teleported to formation position at battle start
  • t7+ commanders control their own party, no auto-assignment
  • kill tracking and post-battle reports
  • encounter safety systems prevent stuck states

battle ai (optional submodule)

  • can be disabled via bannerlord launcher checkbox (no performance cost when disabled)
  • enlisted-only activation: only runs when player is enlisted
  • field battles only (siege and naval use native ai)
  • ai improvements through better decision-making, not stat cheating
  • performance-conscious design with appropriate update intervals

camp life & activities

camp simulation (two-layer system)

  • background simulation: autonomous company life runs automatically
    • soldiers get sick, injured, or desert
    • equipment breaks, gets stolen, or wears out
    • morale shifts based on conditions
    • small incidents occur constantly
  • camp opportunities: 29 contextual player activities
    • training, social, recovery, economic, information gathering
    • fitness scoring based on context and player needs
    • learning system adapts to your preferences and history

camp activities & decisions

  • 33 player-initiated camp hub decisions organized by category:
    • training (8): weapon drills, sparring, formation practice, archery, veteran lessons
    • social (11): join the men, write letters, socialize, war stories, card games, dice
    • economic (6): gambling, side work, loans, foraging, repairs, merchant caravans
    • recovery (8): rest options, sleep, meditation, prayer, help wounded
    • medical care (4): surgeon treatment, herbal remedies, rest recovery, emergency care
    • career (5): request audience, volunteer for duty, mentor recruits, extra duty, night patrol
    • information (3): listen to rumors, scout area
    • equipment (3): maintain gear, visit quartermaster
    • risk-taking (4): dangerous wagers, prove courage, high-stakes gambling
    • special (12): personal time, officer audiences, baggage access, retinue management
  • fatigue system: actions accumulate fatigue, rest recovers it
  • fatigue effects on performance and event outcomes
  • dynamic skill checks: success chances modified by relevant skills (Medicine, Scouting, Athletics, etc.)
  • illness restrictions: severe conditions block strenuous activities until treated

camp routine schedule

  • baseline daily routine: dawn formations, midday work, dusk social, night rest
  • world state deviations (march, battle, siege, rest, etc.)
  • schedule forecast ui shows what's happening
  • routine flavor text for immersion

company needs (4 metrics)

  • readiness: combat effectiveness and preparation
  • morale: the unit's will to fight
  • supplies: food, ammunition, maintenance materials, and logistics
  • rest: recovery from fatigue
  • all metrics (0-100%) affect available options and event outcomes
  • transparent system with clear cause and effect

medical care & injuries

  • percentage-based hp loss (15-55%) for narrative injuries
  • 15 injury types with contextual descriptions
  • severity levels: minor, moderate, significant, serious, critical
  • 4 medical care decisions accessible through the decisions menu:
    • surgeon treatment (skill check, 100 gold): professional care with better success rates
    • herbal remedies (skill check, 30 gold): traditional medicine with moderate effectiveness
    • rest recovery (free): natural healing through camp rest
    • emergency care (200 gold): immediate treatment for severe/critical conditions
  • illness severity blocks strenuous activities (training, labor) until partially recovered
  • hp reduction based on illness severity with protective 30% hp floor
  • daily condition status messages in combat log
  • rp-appropriate medieval military medical flavor

story & narrative

245 narrative content pieces

  • 16 military orders across all tiers
  • 85 order events that fire during order execution
  • 33 player-initiated camp decisions (Phase 6G: deleted 35 old, kept 3, added 30 new)
  • 68 context-triggered events
  • 51 map incidents (battle, siege, settlement-triggered)
  • 23 retinue-specific content pieces (t7+ commanders)

world-state-driven content

  • content orchestrator analyzes world state and generates contextual opportunities
  • activity level system responds to march state, battles, supplies, morale
  • simulation pressure tracking influences event frequency
  • player behavior tracking adapts content to your choices
  • baggage train simulation responds to campaign conditions (intense siege vs peaceful garrison)
  • event probabilities adapt dynamically to lord situation, war stance, and terrain

event types

  • escalation events: reputation/discipline consequences (14 events)
  • crisis events: major turning points (5 events)
  • role-based events: tied to your emerging specialization
  • universal events: available to all soldiers
  • proving events: rank-up challenges at key promotions

emergent storytelling

  • your choices shape your reputation and identity
  • multiple branching paths and consequences
  • faction relationship effects
  • long-term career narrative arcs

progression & identity

emergent identity (traits + reputation)

  • role determination from native bannerlord traits, developed through choices:
    • officer (commander 10+): leadership, tactical command
    • scout (scoutskills 10+): reconnaissance, intelligence gathering
    • medic (surgery 10+): medical treatment, triage
    • engineer (siegecraft 10+): fortifications, siege operations
    • operative (rogueskills 10+): covert operations, black market
    • nco (sergeantcommandskills 8+): squad leadership, training
    • soldier (default): general combat duties
  • role-specific content filtering for orders and events
  • trait xp from choices gradually develops specializations
  • multiple roles can develop simultaneously

reputation (three distinct tracks)

  • lord reputation (-50 to +100): standing with your commanding lord
  • officer reputation (-50 to +100): respect from ncos and officers
  • soldier reputation (-50 to +100): popularity among rank-and-file troops
  • each reputation affects different event outcomes and available options
  • reputation-based quartermaster discounts (0-30%)
  • promotion eligibility gated by reputation thresholds

discipline & escalation

  • discipline score affects officer trust and consequences
  • escalation tracks for serious infractions
  • pressure-valve events at reputation thresholds
  • scrutiny system for officer attention

ui & interface

native game menu integration

  • all interactions through native bannerlord game menus
  • fast, keyboard-friendly, seamlessly integrated
  • enlisted status hub: rank, orders, reports, decisions
  • camp submenu: activities and rest
  • reports submenu: daily brief, service record, company status
  • decisions submenu: pending choices and opportunities

custom combat log

  • native-styled scrollable feed (right side of screen)
  • 5-minute persistence with 50-message history
  • smart auto-scroll (pauses on manual scroll)
  • inactivity fade (35% opacity after 10 seconds)
  • clickable encyclopedia links with faction-specific colors
  • suppresses native log while enlisted
  • color-coded messages with shadows for readability

news & reporting

  • daily brief: immersive narrative summary of company status
    • company situation, casualties, supply status
    • recent events, player condition, kingdom news
    • flowing paragraph format for immersion
  • company status report: detailed breakdown of 5 company needs
  • period recaps during muster ceremonies (12-day summaries)
  • combat summaries and battle reports

gauntlet interfaces

  • equipment browsing grid with category filtering
  • upgrade system interface with stat comparison
  • provisions shop (t7+) with rank-based gating
  • professional color scheme across all ui elements

optional systems

battle ai submodule

  • completely optional: disable via launcher checkbox
  • zero performance cost when disabled
  • enhanced ai for field battles when enlisted
  • modular architecture allows easy toggle

dlc integration

  • warsails/naval dlc feature detection
  • naval-only features gracefully gated if dlc not present
  • no errors or warnings for missing dlc

configuration & modding

  • extensive json configuration for pacing, balance, features
  • 11 config files in ModuleData/Enlisted/Config/
  • event content easily moddable via json
  • full localization support with template system
  • 1,822 localizable strings

what to expect (important rules)

you serve; you don't command

  • you manage your own small scope: your duty, your reputation, camp activities
  • you don't control the lord's strategic decisions or army movements
  • at t7+ you lead a retinue, but still follow the lord's campaign

orders & duties

  • t1-t3: basic duties are auto-assigned (mandatory, no choice)
  • t4+: advancement orders are optional (can accept or decline)
  • repeatedly declining optional orders (5+) risks dishonorable discharge
  • orders progress over multiple days with event chances during execution
  • success/failure affects reputation, company needs, and xp

loot & rewards

  • low tiers (t1-t6): limited loot access, compensation via pay
  • higher tiers (t7+): regain native loot access as officers
  • wages accrue daily in muster ledger, paid every 12 days
  • performance bonuses, reputation modifiers, and deductions apply

pay & muster

  • muster ceremonies occur every 12 days (8-stage immersive event)
  • wages paid at muster along with ration distribution
  • when pay is late, pay tension rises and unlocks special options
  • can leave without penalty at high pay tension

leave & discharge

  • temporary leave: time-limited, must return or go awol
    • rank-based approval requirements
    • leave activities: visit family, trade, rest
    • awol consequences if you don't return
  • discharge: permanent separation from service
    • request at camp hub → resolves at next muster (final muster stage)
    • final pay settlement and equipment reclamation
    • 90-day re-enlistment cooldown with same faction

reputation matters

  • three separate tracks: lord, officer, soldier
  • affects event options, promotion eligibility, and outcomes
  • help comrades → better options, they cover for you, promotion paths open
  • betray or ignore them → isolation, blocked promotions, sabotage
  • officer rep affects discipline consequences
  • soldier rep affects quartermaster discounts (0-30%)

your identity emerges from choices

  • no "pick your class" menus
  • your role develops through native bannerlord traits
  • event choices grant trait xp toward specializations
  • roles: officer, scout, medic, engineer, operative, nco, soldier
  • role affects which orders and events you see
  • multiple specializations can develop simultaneously

company life is autonomous

  • background simulation runs automatically
  • soldiers get sick, equipment breaks, morale shifts
  • you observe through news feed and company reports
  • camp opportunities appear contextually based on situation
  • things happen whether you engage or not

fatigue & medical

  • actions accumulate fatigue (marching, fighting, training)
  • fatigue affects performance and event outcomes
  • rest actions in camp recover fatigue
  • injuries are percentage-based hp loss (15-55%)
  • medical treatment through 4 decision options (surgeon, herbal, rest, emergency)
  • skill checks affect treatment success (Medicine skill improves outcomes)
  • illness severity restricts activities until partially recovered
  • severe conditions require treatment before resuming strenuous duties

settings / config

configs live in:

  • Modules\Enlisted\ModuleData\Enlisted\

common files:

  • enlisted_config.json (main toggles and pacing)
  • progression_config.json (tiers/ranks)
  • Events\*.json (event content packs)
  • Orders\*.json (military orders by tier)

translations

the mod is fully translatable and supports multiple languages. to add a translation:

  • see Translation Guide for complete instructions
  • copy the _TEMPLATE folder in ModuleData/Languages/
  • translate 1,822 strings to your language
  • submit via pull request or share with the community

current languages: english (default)

logs + troubleshooting

where logs are

PRIMARY LOCATION (ENLISTED MOD LOGS):

<bannerlord>\Modules\Enlisted\Debugging\

Example full path:

C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\Enlisted\Debugging\

IMPORTANT: The mod writes all logs directly to the Debugging subfolder inside the Enlisted module directory. This is NOT the game's crash logs and NOT your Documents folder.

installation locations

Where the mod is installed depends on how you got it:

Steam Workshop:

  • C:\Program Files (x86)\Steam\steamapps\workshop\content\261550\3621116083\

Manual/Nexus Install:

  • C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\Enlisted\

NOTE: If you have both installed, you'll see duplicates in the Bannerlord launcher. Unsubscribe from the Workshop version if you're installing manually to avoid conflicts.

automatic mod conflict detection

The mod automatically detects conflicts with other mods at startup. Check Conflicts-A_{timestamp}.log in the Debugging folder for:

  • Harmony patch conflicts with other mods
  • Module health check (missing/corrupt JSON/XML files)
  • Runtime catalog status (content loading verification)
  • Patch application status (total methods patched)
  • Installation path information (manual vs Steam Workshop)

This comprehensive diagnostic log helps quickly identify whether issues are due to mod conflicts, corrupted installations, or genuine bugs.

  • Session-A_{timestamp}.log (latest session)
  • Conflicts-A_{timestamp}.log (latest conflicts report)
  • Current_Session_README.txt (points to the current files and explains what to share)

fallback location (only if the mod can't write to the module folder):

  • %userprofile%\Documents\Mount and Blade II Bannerlord\Logs\Enlisted\

bannerlord crash dumps (separate - when the game itself hard-crashes):

  • C:\ProgramData\Mount and Blade II Bannerlord\crashes\

error codes (important)

when something breaks, enlisted will often log a stable error code like:

  • [E-CAMPUI-a3f2] Failed to display Camp Area screen

these codes are meant to be searchable and consistent across versions. when reporting an issue, please include:

  • the error code(s) you see (copy/paste the lines)
  • Session-A_*.log

note: exceptions include full stack traces, but they’re de-duplicated (the first occurrence per unique exception in a session) to avoid log spam.

also note: some issues are intentionally logged once per session (look for codes beginning with E- in a single line), especially for:

  • dlc missing / feature gating (previously emitted as W-DLC-* in pre-redesign logs; current builds emit DLC fallbacks as throttled INFO entries)
  • reflection / api drift where a patch can’t apply (previously emitted as W-REFLECT-* in pre-redesign logs; current builds use throttled INFO entries)
  • ui fallback paths (example: E-QM-<4hex>)
  • save/load wrappers + migrations (example: E-SAVELOAD-<4hex>)

Code format: E-<CATEGORY>-<4hex>. The 4-hex suffix is a deterministic SHA-256 hash of the error summary string, so the same error produces the same code across runs and builds. Codes shown in the log and on-screen toast match the entries in docs/error-codes.md, which is auto-generated from the source and may have been updated after your installed build — when in doubt, match on the summary text, not the exact suffix.

common issues

  • mod menu options don’t show
    • confirm bannerlord.harmony is enabled and loaded before enlisted.
  • war sails / naval features don’t work
    • if you don’t have the War Sails (NavalDLC) expansion enabled, naval-only features will be gated.
    • check the session log for a W-DLC-* warning.
  • events don’t fire
    • confirm the event systems are enabled in enlisted_config.json.
  • something feels “stuck” after leaving a menu/encounter
    • send Session-A_*.log + your mod list/load order.
  • save won’t load / loads into broken state
    • check for E-SAVELOAD-* in Session-A_*.log, then share the session log + conflicts log (and the save file if possible).

more docs

full documentation entry point:

  • docs/index.md

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