Because TW have decided to include a rank of troops that are better than others; if there is a better tool you are going to use it.
Let's run with that tool analogy. Say you are buying tools for 10 mechanics to get a job done today. The local hardware store only has one ratchet spanner in stock, and nine normal spanners. You call other hardware stores and they are basically the same. Do you:
A) drive around the whole region going to ten hardware stores so you can get 10 ratchet spanners
B) just buy 1 ratchet spanner and 9 normal spanners from one shop, allowing your mechanics to get started much quicker at a minor cost of effectiveness?
Availability allows you to balance out "better tools" via recruitment time, as ultimately all effectiveness of things in Bannerlord is measured in time.
If the elites did not exist then we would all be using the T5 variant of the best common troops instead.
If T6 did not exist our rosters would be dominated by T5s instead.
The roster being dominated by normal troops is not an issue because there are 5 different types of T5 normal troop, with plenty of gameplay variety, while there is only 1 type of T6 elite troop (no variety). In addition, the roster being dominated by normal troops is more realistic and immersive and makes T6s feel special as they should.
And if the roster is dominated by T5 the player will still be using T6 where available too, so in other words player armies will be comprised of a full variety of troop types in the game. Sounds great!
it will be problematic to balance troops around availability because it will currently just push you toward the alternative recruitment paths
this has already been responded to about 4 times, I don't know why you're so terrified of "alternative recruitment paths", if one elite notable is removed, picking up elites from villages will still be quicker than any alternative recruitment path.
again, I personally suspect that the majority of players want T6 elites to stand above the rest; so just making them weak enough that you dont want to bother with them is hardly going to be a solution
I think a more accurate assessment would not be that players want T6 to be much better
than T5, but for both T5 and T6 to be much better than T1.
As in, "Ten T5 can beat fifty T1. Ten T6 can beat sixty T1." (As opposed to the current situation where ten T6 can barely beat thirty T1).
Listen, this is what you did in your calculation.
"That would be 2*3 which is 6. Omg, they have 6 apples, nerf apples!".
Nice strawman. You seem to have ignored the part about how multiple small journeys add up over the course of an entire playthrough. You can also just look below for my ingame examples of actually getting higher than 30% elite recruits during recruitment drives.
I'll be honest I've been fine with the amount of noble troops in 1.7. I personally run with a pretty balanced squad of pure Sturgians, the nobles are about 25% of my force.
I'm sure you endeavour to run a balanced party, but perhaps you are unconsciously passing up some recruits to do so. Here's my experience.
I travelled from Baltakhand to Odokh in a save where a small amount of time had passed and I hadn't built any relations with the Khuzait, so there was only 1 slot available. I only went a small way out of my way to visit fiefs during the journey.
Total: 4 elite and 11 normal recruits. 36% were elite.
Then loaded up a different save where I had about 2-3 slots in many places, and went from Car Banseth to Epicrotea.
Total: 9 elite and 28 normal. 32% were elite.
In the same save, Rhotae to Pravend.
Total: 12 elite, 35 normal, 34% of recruits were elite.
Finally a lategame save. Reyvl to Tyal.
Total: 18 elite, 43 normal, 41% of available recruits were elite!
The way I see it the game is pretty easy against normal troops and I want to the AI lords to actually use noble troops to give me a challenging battles, so I think its important the noble troops remain at this level so we don't go back to majority normal troop armies.
Reducing the elite notables per village by 1 (paired with a balance pass to make troops like Khan's Guard less effective and ranged troops better balanced by working armor) will not really change the level of challenge in the game higher or lower (unless you currently hoard KG/Fians), because it will be a reduction for both the player
and the AI.
On the other hand, players who currently hoard armies of just Khan's Guard or Fians will actually find it more challenging. Though not by a huge amount.
We shouldn't rely on weird quirks to balance the game, it should be designed to be challenging in a natural and immersive way.
Plus it is highly unlikely it will ever go back to the time of all-recruit armies like in 1.1, because now village troops level up passively, so you get a mix of different troop levels.
For example this khuzait army which had 75 noble troops out of 460 (~16%), which I think is a pretty good level.
So nobles tend to pick up mercenaries and bandits more often than I realized, and we all know how garbage mercenary troops are in real battles. If mercenary troops were buffed, which they should be, that would make their parties more effective in battle.