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API Caravan Overview
Category: Caravan Commands: 8 commands API Version: v1.3.13.3 Status: STABLE
Caravan management commands provide comprehensive control over the caravan system in Mount & Blade II: Bannerlord. These commands allow you to create, count, and disband caravans for different owner types including the player, notables, and NPC lords.
Caravans are essential to Bannerlord's economy, generating trade income for their owners while traveling between settlements. The caravan management command set enables you to customize the economic landscape, rebalance trade networks, and manage caravan populations for different factions and owner types.
All caravan management commands require campaign mode to be active. Many operations permanently modify game state, so it's recommended to understand the economic impact before disbanding large numbers of caravans, as this can significantly affect kingdom wealth and notable prosperity.
| Command | Description | Category | Status |
|---|---|---|---|
| gm.caravan.count | Count caravans by owner type | Information | STABLE |
| gm.caravan.create_player_caravan | Create caravan owned by player | Creation | STABLE |
| gm.caravan.create_notable_caravan | Create caravan owned by notable | Creation | STABLE |
| gm.caravan.disband_caravans | Disband all caravans | Disbandment | STABLE |
| gm.caravan.disband_player_caravans | Disband player-owned caravans | Disbandment | STABLE |
| gm.caravan.disband_notable_caravans | Disband notable-owned caravans | Disbandment | STABLE |
| gm.caravan.disband_npc_lord_caravans | Disband NPC lord-owned caravans | Disbandment | STABLE |
| gm.caravan.force_destroy_disbanding_caravans | Destroys all caravans currently disbanding | Cleanup | STABLE |
Commands for gathering information about existing caravans.
gm.caravan.count - Display count of caravans by owner type (player, notables, NPC lords). Provides overview of the caravan economy and ownership distribution.
Commands for creating new caravans for different owner types.
gm.caravan.create_player_caravan - Create a new caravan owned by the player's clan. The caravan will generate trade income for the player and can be managed through the clan interface.
gm.caravan.create_notable_caravan - Create a new caravan owned by a specified notable. Notables use caravans to generate income and improve settlement prosperity. Requires a valid notable hero identifier.
Commands for removing caravans from the game world.
gm.caravan.disband_caravans - Disband all caravans in the game world regardless of owner. Useful for resetting the trade economy or testing scenarios. Can specify exact count or use "all".
gm.caravan.disband_player_caravans - Disband caravans owned by the player's clan. Allows selective removal of player-owned trade assets. Can specify exact count or use "all".
gm.caravan.disband_notable_caravans - Disband caravans owned by notables. Affects settlement prosperity and notable wealth. Can specify exact count or use "all".
gm.caravan.disband_npc_lord_caravans - Disband caravans owned by NPC lords. Impacts lord income and kingdom economy. Can specify exact count or use "all".
Disbandment commands accept a flexible count parameter:
-
Integer Value - Exact number of caravans to disband (e.g.,
5,10,20) - "all" Keyword - Disband all caravans of the specified type
The count parameter allows precise control over caravan populations. When specifying an integer, the system will disband up to that many caravans. If fewer caravans exist than requested, all available caravans will be disbanded.
Commands distinguish between three owner types:
- Player - Caravans owned by the player's clan
- Notables - Caravans owned by settlement notables (merchants, artisans)
- NPC Lords - Caravans owned by lords from all kingdoms
This distinction allows targeted management of different economic segments within the game.
Get overview of current caravan economy:
gm.caravan.count
Result: Displays count of caravans by owner type, showing economic distribution.
Establish multiple player-owned caravans:
gm.caravan.create_player_caravan
gm.caravan.create_player_caravan
gm.caravan.create_player_caravan
Result: Three new player-owned caravans begin operating, generating trade income.
Create notable caravans to improve settlement prosperity:
gm.caravan.create_notable_caravan notable_merchant_1
gm.caravan.create_notable_caravan notable_merchant_2
Result: Specified notables now own caravans, increasing their income and settlement economic activity.
Reduce player caravan count without complete removal:
gm.caravan.disband_player_caravans 2
Result: Two player-owned caravans are disbanded, reducing overhead while maintaining some trade income.
Remove all caravans for testing or scenario setup:
gm.caravan.disband_caravans all
Result: All caravans removed from game world, allowing clean slate for economic configuration.
Remove notable caravans to rebalance settlement economies:
gm.caravan.disband_notable_caravans 5
Result: Five notable-owned caravans disbanded, reducing notable wealth and settlement trade activity.
Disband NPC lord caravans to impact enemy economy:
gm.caravan.disband_npc_lord_caravans 10
Result: Ten NPC lord caravans removed, reducing enemy kingdom economic power.
Always use gm.caravan.count before executing disbandment commands to understand current caravan distribution:
gm.caravan.count
gm.caravan.disband_player_caravans 3
This prevents accidentally disbanding more caravans than intended.
When rebalancing the economy, disband caravans incrementally rather than all at once. This allows you to observe economic impacts:
gm.caravan.disband_caravans 5
// Wait and observe
gm.caravan.disband_caravans 5
When creating notable caravans, consider settlement prosperity levels. Adding caravans to struggling settlements can help boost their economy:
gm.query.settlement poor_town
gm.caravan.create_notable_caravan notable_from_poor_town
Balance player caravan count with party wages and other expenses. Too many caravans can make the game too easy economically:
gm.caravan.create_player_caravan // Add income
// or
gm.caravan.disband_player_caravans 1 // Reduce for challenge
Use query commands to find notable identifiers before creating notable caravans:
gm.query.hero merchant
gm.caravan.create_notable_caravan found_notable_id
Target enemy kingdom caravans to weaken their economic strength in wars:
gm.caravan.disband_npc_lord_caravans 15 // Economic pressure on enemies
Disbanding large numbers of caravans significantly impacts game economy:
- Reduced Trade - Fewer goods moving between settlements
- Lower Prosperity - Settlement prosperity decreases without trade caravans
- Notable Wealth - Notables lose income sources
- Lord Income - NPC lords have reduced passive income
Consider the broader economic consequences before mass caravan removal.
Caravan disbandment is permanent. Disbanded caravans do not automatically respawn. You must manually create new caravans using creation commands if you want to restore caravan populations.
Bannerlord has a default limit on player-owned caravans (typically based on clan tier). Creating caravans through commands may bypass some restrictions, but game balance considerations still apply.
Creating notable caravans requires:
- Valid notable hero (merchants, artisans, gang leaders)
- Notable must be alive and active
- Notable must have sufficient resources (game may auto-assign)
Not all heroes can own caravans. Ensure the specified notable is appropriate for caravan ownership.
Disbanded caravans immediately remove the caravan party from the world. Any troops, equipment, or goods in the caravan are lost. This cannot be undone.
Removing caravans affects:
- Settlement trade power
- Goods availability in markets
- Price fluctuations (fewer caravans = less trade = higher prices)
- Prosperity growth rates
Monitor these effects after caravan management operations.
Newly created caravans spawn at logical locations based on owner:
- Player caravans typically spawn near player location or clan settlements
- Notable caravans spawn at notable's home settlement
- System automatically assigns appropriate starting equipment and goods
- Settlement Management Commands - Manage settlements that benefit from caravans
- Hero Management Commands - Manage notable heroes who can own caravans
- Clan Management Commands - Manage player clan and caravan economics
- Query Commands - Search for notables and settlements
- Economy Reference - Understanding Bannerlord's economic systems
- Trade Reference - How caravans affect trade networks
- Settlements Reference - Settlement prosperity and economy
- Quick Start Guide - Getting started with GameMaster commands
- Best Practices - Recommended usage patterns
- Troubleshooting - Common issues and solutions
Last Updated: 2025-01-07 API Version: v1.3.13.3
🏠 Home | Quick Reference | Syntax Guide
Hero Commands
- gm.hero.abort_pregnancy
- gm.hero.add_gold
- gm.hero.add_hero_to_party
- gm.hero.create_companions
- gm.hero.create_lord
- gm.hero.create_party
- gm.hero.divorce
- gm.hero.edit_appearance
- gm.hero.edit_party
- gm.hero.equip_hero
- gm.hero.export_character
- gm.hero.generate_lords
- gm.hero.give_birth
- gm.hero.heal
- gm.hero.import_character
- gm.hero.impregnate
- gm.hero.imprison
- gm.hero.kill
- gm.hero.list_appearances
- gm.hero.list_characters
- gm.hero.list_developments
- gm.hero.list_traits
- gm.hero.load_appearance
- gm.hero.load_character
- gm.hero.load_development
- gm.hero.load_traits
- gm.hero.marry
- gm.hero.open_inventory
- gm.hero.release
- gm.hero.remove_clan
- gm.hero.rename
- gm.hero.save_appearance
- gm.hero.save_development
- gm.hero.save_traits
- gm.hero.set_age
- gm.hero.set_clan
- gm.hero.set_culture
- gm.hero.set_gold
- gm.hero.set_relation
- gm.hero.start_convrsation
Clan Commands
- gm.clan.add_gold
- gm.clan.add_gold_leader
- gm.clan.add_hero
- gm.clan.add_renown
- gm.clan.create_clan
- gm.clan.create_minor_clan
- gm.clan.destroy
- gm.clan.edit_banner
- gm.clan.equip_heroes
- gm.clan.generate_clans
- gm.clan.give_gold
- gm.clan.rename
- gm.clan.set_culture
- gm.clan.set_gold
- gm.clan.set_leader
- gm.clan.set_renown
- gm.clan.set_tier
- gm.clan.sync_kingdom_colors
Kingdom Commands
- gm.kingdom.add_clan
- gm.kingdom.call_ally_to_war
- gm.kingdom.create_kingdom
- gm.kingdom.declare_alliance
- gm.kingdom.declare_war
- gm.kingdom.destroy
- gm.kingdom.edit_banner
- gm.kingdom.equip_heroes
- gm.kingdom.generate_kingdoms
- gm.kingdom.get_tribute_info
- gm.kingdom.make_peace
- gm.kingdom.pay_tribute
- gm.kingdom.remove_clan
- gm.kingdom.rename
- gm.kingdom.set_ruler
- gm.kingdom.sync_vassal_banners
- gm.kingdom.trade_agreement
Settlement Commands
- gm.settlement.add_militia
- gm.settlement.fill_garrison
- gm.settlement.give_food
- gm.settlement.give_gold
- gm.settlement.rename
- gm.settlement.reset_names
- gm.settlement.set_culture
- gm.settlement.set_hearths
- gm.settlement.set_loyalty
- gm.settlement.set_prosperity
- gm.settlement.set_security
- gm.settlement.set_village_bound_settlement
- gm.settlement.set_village_trade_bound_settlement
- gm.settlement.spawn_wanderer
- gm.settlement.upgrade_buildings
Item Commands
- gm.item.add
- gm.item.equip
- gm.item.equip_slot
- gm.item.list_equipped
- gm.item.list_inventory
- gm.item.load_equipment
- gm.item.load_equipment_both
- gm.item.load_equipment_civilian
- gm.item.remove
- gm.item.remove_all
- gm.item.remove_equipped
- gm.item.remove_equipped_modifier
- gm.item.save_equipment
- gm.item.save_equipment_both
- gm.item.save_equipment_civilian
- gm.item.set_equipped_modifier
- gm.item.set_inventory_modifier
- gm.item.transfer
- gm.item.unequip
- gm.item.unequip_all
- gm.item.unequip_slot
Query Commands
- gm.query.character_objects
- gm.query.character_objects_any
- gm.query.character_objects_info
- gm.query.clan
- gm.query.clan_any
- gm.query.clan_info
- gm.query.culture
- gm.query.culture_info
- gm.query.hero
- gm.query.hero_any
- gm.query.hero_info
- gm.query.item
- gm.query.item_any
- gm.query.item_info
- gm.query.kingdom
- gm.query.kingdom_any
- gm.query.kingdom_info
- gm.query.modifier_info
- gm.query.modifiers
- gm.query.settlement
- gm.query.settlement_any
- gm.query.settlement_info
- gm.query.troop
- gm.query.troop_any
- gm.query.troop_info