Best companions to lead caravans

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In Bannerlord, you need to pick one of your companions to lead a caravan. It's a pretty expensive investment and getting it wrong can result in even more financial drain. I've composed a list of the 10 best caravan leaders among companions under the assumption that the Trade score is the best thing to look for, but oddly there weren't even ten with more than zero in it.

So, second best is probably tactics and leadership to make a decently sized army and win more battles. I'd think a destroyed caravan would be the worst case scenario, especially if the leader gets captured by an enemy lord. What do you think of this approach? Are there any better ways to figure out who's going to be best for leading a caravan?
 
My standard practice for quite a while has been to use all companions (and some family/clan members) for caravans; a nice way of keeping a steady income if you're not constantly warring or seeking out the best bandit parties/quests. (Though I'm now early in a v1 game where I want to avoid it, to keep more companions for banner/formation/new clan purposes - i.e. them being more part of my kingdom rather than just money makers).

Good guide - the only points I'd add is that I think scouting becomes an decent attribute with early speed perks for a caravan evading bandit parties - and that ultimately, absolutely any companion will be profitable (at least before you're in a kingdom and subject to more attacks). The first couple of levelling-ups for a less-suited companion are a bit of an impatient wait, but once you can add focus to trade (and then scouting/athletics/riding as needed) and an attribute point or two, trade skill increases fairly rapidly for any companion leading a caravan.

In my last game, in the 148 days between clan tier 2 and clan tier 3, I'd got 5 companions working caravans - a spicevendor, an 'ill-starred', an Empire wanderer, a willowbark and a smith. The four non-spice vendors all had reached a trade skill in the range 44-55 at the end of that period and as a snapshot on the day I reached T3 were bringing in 318, 498, 502 and 520 gold. At that stage (pre-kingdom, no wars), none of them had ever been captured. If that daily figure gradually increased from a base of about 150 average to 450 or so, those caravans have paid for themselves about two and a half times over, despite their initial unsuitability.

In the next 350 days to reach T4, those same four non-spice vendors had reached trade skills of 64 (the smith), 95, 101 and 104. Again as a snaphot on that day, they earned 408, 480, 955 (the smith!) and 1251. I think one had been captured in that time - even if it were two, those four non-specialist traders had each raked in perhaps a couple of hundred thousand profit in total.

(By T4, their scouting skills - including the spicevendor - were 55, 56, 64, 64 and 85. If I'm right that the first few perks of scouting are useful for evading capture, all good. If I'm not, I could have focused more on trade alone, increasing those skills still higher, for even greater profits).

On the point about leadership and tactics - they'll never build a party of more than 30, and will only recruit mercenaries/caravan guards (and maybe the odd converted, or released, prisoner). A stronger party can help them with bandits, but they'll basically always lose to a lord's party unless they can evade it. It's for this reason I'd prioritise speed (and, coincidentally, why the 'stronger troops' more expensive caravan isn't particularly useful).
 
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Tactics should be a useful skill as it is used in auto-calculated AI vs AI battles. Which are all your caravan will take part in.
 
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