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API Clan create_clan
Endpoint: gm.clan.create_clan
gm.clan.create_clan <clan_name> [leaderHero] [kingdom] [createParty] [companionCount] [culture]
| Parameter | Type | Required | Description |
|---|---|---|---|
clanName |
string | Yes | Name for the new clan. Use single quotes for multi-word names |
leaderHero |
string | No | Hero identifier (StringId or partial name) to become the clan leader. If not specified or 'null', a new hero will be auto-generated |
kingdom |
string | No | Kingdom identifier (StringId or partial name) for the clan to join. If not specified or 'null', the clan is independent |
createParty |
boolean | No | Whether to create a party for the clan leader (default: true) |
companionCount |
integer | No | Number of companions to add to the leader's party (0-10, default: 2) |
culture |
string | No | Culture pool for auto-generated leader. Use comma-separated list (e.g., vlandia,battania) or culture groups (main_cultures, bandit_cultures, all_cultures). Default: main_cultures |
This command supports named argument notation, allowing you to specify optional parameters in any order using the format argName:value (with a colon and no spaces).
Benefits:
- Specify optional parameters without providing all preceding parameters
- Arguments can be in any order when using named notation
- Mix positional and named arguments
Examples:
# Using named arguments
gm.clan.create_clan name:'The Highland Clan' kingdom:empire_s companions:5 culture:vlandia
# Specify only what you need
gm.clan.create_clan 'House Stark' kingdom:sturgia party:true culture:sturgia
# Mix positional and named arguments
gm.clan.create_clan NewClan myHero kingdom:empire_s companions:3 culture:empireCreates a new clan with the specified name. If no leader is specified, a new hero will be automatically generated as the clan leader from the specified culture pool. The clan can optionally be assigned to a kingdom and configured with various initial settings.
The newly created clan:
- Has the specified hero as its leader (or an auto-generated leader)
- Starts at tier 3 with initial renown and gold
- Can optionally join a kingdom (independent if not specified)
- Leader can have a party with companions
- Fully functional and ready for recruitment and expansion
- Persists through save/load cycles
Generated Clans Behavior: When a leader is auto-generated, the clan acts like a normal clan and can be recruited by NPC kingdoms or by the player kingdom. The clan leader starts with a decent party and optional companions. The leader's culture is randomly selected from the specified culture pool (defaults to main cultures).
IMPORTANT: Use SINGLE QUOTES for multi-word clan names, as the TaleWorlds console removes double quotes from arguments.
# Create clan with auto-generated leader
gm.clan.create_clan HighlandersOutput:
Created clan 'Highlanders' with auto-generated leader as independent (with party) and 2 companions.
# Use an existing hero as leader
gm.clan.create_clan 'The Highland Clan' derthertOutput:
Created clan 'The Highland Clan' with Derthert as leader as independent (with party) and 2 companions.
# Create clan and join a kingdom
gm.clan.create_clan 'House Redmont' null vlandia
# With existing hero as leader
gm.clan.create_clan NewClan lord_v_1 vlandiaOutput:
Created clan 'NewClan' with {Lord Name} as leader and joined Vlandia (with party) and 2 companions.
# Create clan without party
gm.clan.create_clan TradingFamily null null false 0
# Create clan with many companions
gm.clan.create_clan 'War Band' myHero sturgia true 8
# Create clan with specific culture
gm.clan.create_clan name:'House Stark' kingdom:sturgia culture:sturgia companions:5
# Create clan with multiple culture options
gm.clan.create_clan TradingFamily null null false 0 vlandia,battania
# Using named arguments for clarity
gm.clan.create_clan name:'Elite Guards' kingdom:empire_s party:true companions:5 culture:empireMulti-word Names: Always use SINGLE QUOTES for clan names with spaces:
gm.clan.create_clan 'The Iron Brotherhood'
gm.clan.create_clan 'Noble House of Vlandia' null empireAuto-Generated Leaders: Omit or use 'null' for the leader parameter:
# Both create a clan with auto-generated leader
gm.clan.create_clan NewClan
gm.clan.create_clan NewClan nullKingdom Assignment: Specify a kingdom or use 'null' for independent:
# Join a kingdom
gm.clan.create_clan NewClan myHero vlandia
# Stay independent
gm.clan.create_clan NewClan myHero null
gm.clan.create_clan NewClan myHero # Omitting also makes it independentParty and Companions Configuration:
# Default: party with 2 companions
gm.clan.create_clan NewClan
# No party, no companions (trading/civilian clan)
gm.clan.create_clan Traders null null false 0
# Party with many companions (war-focused clan)
gm.clan.create_clan Warriors null null true 10
# Using named arguments
gm.clan.create_clan MyClan party:false companions:0 culture:main_culturesCulture Selection: Control the culture of auto-generated clan leaders:
# Default: main_cultures (vlandia, battania, empire, aserai, khuzait, sturgia)
gm.clan.create_clan NewClan
# Specific culture
gm.clan.create_clan 'House Vlandia' null null true 3 vlandia
# Multiple culture options
gm.clan.create_clan Mercenaries null null true 5 vlandia,battania,sturgia
# Using named arguments
gm.clan.create_clan name:'Northern Clan' culture:sturgia,nord companions:4After Creation: Customize the new clan with additional commands:
# Create the clan
gm.clan.create_clan 'House Redmont'
# Add gold to the clan
gm.clan.add_gold Redmont 50000
# Set renown and tier
gm.clan.set_renown Redmont 200
gm.clan.set_tier Redmont 4
# Add more heroes
gm.hero.generate_lords 3 vlandia male RedmontFinding Heroes for Leaders: Use query commands to find suitable heroes:
gm.query.hero --occupation wanderer
gm.query.hero --clan noneNamed Arguments for Complex Setups:
# Skip positional parameters
gm.clan.create_clan name:'My Clan' kingdom:vlandia companions:5
# Specify only what matters
gm.clan.create_clan 'Trading Co' leader:merchant_hero party:false- API-Clan-Overview - All clan commands
- gm.clan.generate_clans - Generate multiple clans at once
- gm.clan.add_hero - Add heroes to clan
- gm.clan.set_leader - Change clan leader
- gm.clan.rename - Rename a clan
- gm.clan.set_culture - Change clan culture
- gm.clan.set_tier - Set clan tier
- gm.clan.add_gold - Add gold to clan
- gm.clan.set_renown - Set clan renown
- gm.kingdom.add_clan - Add clan to kingdom
- gm.hero.generate_lords - Generate lords for the clan
- gm.query.hero - Find heroes
- gm.query.clan - Find clans
Clan Creation: The new clan is created with default properties suitable for a tier 3 noble house. It can be customized immediately after creation using other clan management commands.
Auto-Generated Leaders: When no leader is specified, the system creates a new lord with appropriate stats, equipment, and culture from the specified culture pool. The leader will have a random name from their culture's name pool.
Culture Pool: The culture parameter accepts:
-
Single culture:
vlandia,battania,empire,aserai,khuzait,sturgia,nord -
Multiple cultures:
vlandia,battania,empire(comma-separated, no spaces) -
Culture groups:
main_cultures,all_cultures,bandit_cultures -
Default:
main_culturesif not specified
Party Creation: By default, the clan leader gets a party with 10 basic troops and 20000 trade gold, plus the specified number of companions. This makes the clan immediately operational.
Companions: Companions are generated with culture-appropriate templates and are added directly to the leader's party. They come with good equipment and stats.
Hero Transfer: If the specified hero already belongs to another clan, they will automatically leave that clan and join the new one as its leader.
Kingdom Affiliation: New clans start as independent unless a kingdom is specified. Once created, they can be recruited by any kingdom (including the player's). Use kingdom management commands to control clan-kingdom relationships.
Generated Clan Behavior: Clans with auto-generated leaders behave like normal NPC clans. They can be recruited by kingdoms, expand their forces, and participate in wars. This makes them ideal for populating the world with new factions.
Culture Matching: When creating a clan for a specific kingdom, it's recommended to match the culture to the kingdom's culture for better immersion and gameplay balance.
Last Updated: 2026-02-10
BLGM Version: 1.3.14.3 Bannerlord Version: e1.3.1
🏠 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_owner
- gm.settlement.set_owner_clan
- 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