Actually, they did evolve into Bannerlord some key elements from POP. The most notable is the separation of regular unit troop lines with noble troop lines. The other was advancing and evolving the base concepts of Ravenstern around the Welsh/Gaelic/Scottish culture that became Battania in Bannerlord. Kilts and Longbows...
@Haphrilagos - Good analysis there. I was thinking along the same lines but giving certain NPC's and/or clans the ability to train specific troop types.
For the player, if an NPC could train say "Vlandian Sappers" then the player could promote troops into that form. This is allowed primarily because we are no longer limited by a 2 path upgrade system in Bannerlord. I have experimented and tested with up to 5 possible upgrade paths per unit and with different levels.
For NPC's either use location or clan based conditionals in order to train specific Specialty troops.
@five bucks - Good post. The current approach to companion generation, while nicely executed, does not reach the full potential for this game element. I feel if we keep an eye on what a "companion" means to the player, then we will start to see ways to more meaningfully implement systems around them that will give the player what they desire: context and meaning. For example we want companions to have personalities, goals, likes and dislikes, and during play have them act on those goals and behaviors.
I feel the ultimate goal is to create a living, breathing dynamic environment that players can interact with.. or not. A world filled with characters, events, and different influences that shape the game space uniquely every time we play. Bannerlord has the foundation for that.. like the base of a pyramid. I feel the frustration is we can "see" where and what it can evolve into, but for whatever reason, it does not reach fully into those lofty heights.