Edit: autocorrect fail.The battle spawn zones for villages really need sorted out. I've lost count of the amount of times I've lost my elite troops because they are in groups 5 or 6 and thus seem to spawn in the middle of the village rather than with the rest of my army

oh dearTry used to have no spawn, which caused them to die instantly! Progress?
Sarcasm aside, yes, that would be nice if it were fixed.
I ran a 2 day test for profits, and a caravan master with 0 skill and up to 200 skill and only increased profits by about 20%, investing 4 or 5 focus points into a companion for trade skill for 20% more is not worth it since you don't make much with caravans in 1.5.7It doesn't seem to matter to profits much (disappointingly) what a companion's trade skill is; and even if it does, most non-trade companions set to lead a caravan can level it up enough for the first 2-3 perks fairly quickly. They'll also improve scouting, a bit of medicine and roguery - enough to level them once every year or two, to add focus points to trade and an attribute point to social if you get lucky early on the right level. The only companions who really struggle to improve their skill are those who start with social 1 and no trade focus; and yet - quickly checking the current day at random, that particular companion has got trade 41 (1 social, 1 focus point) over quite a long period - but more importantly, has the 2nd highest caravan profit today (+604). She might never get quite the profits of the best traders on the best days, or on average, but is certainly profitable.
How do we give away a second stupid castle I don't want?

Go to Fief tab in kingdom screen and you should be able to give it backHow do we give away a second stupid castle I don't want?

I've not run the tests, so can't comment on % reductions in profits per caravan, but running more caravans (9 as I am at the moment) with even reduced profit per unit (and yes, with that many they're bound to be running the same routes at times) is much better for total income.I ran a 2 day test for profits, and a caravan master with 0 skill and up to 200 skill and only increased profits by about 20%, investing 4 or 5 focus points into a companion for trade skill for 20% more is not worth it since you don't make much with caravans in 1.5.7
. I have a video showing profits of companions with those skills and not worth it to run more than 1 caravan since running more caravans for some reason can cut your profits by 20%-40% if you run 5 compared to 1 but TW thinks that is normal.
right on, have made the suggestion that trade skill should give better profits but as most of my ideas to get traders, caravans and workshops, they are dismissedI've not run the tests, so can't comment on % reductions in profits per caravan, but running more caravans (9 as I am at the moment) with even reduced profit per unit (and yes, with that many they're bound to be running the same routes at times) is much better for total income.
The ~20% difference makes sense (I think it should be higher), given the passive benefit of increasing trade - a trade penalty reduction % (of 20% of trade skill). Enough skill for the first two perks should make sense for traders, as they offer further trade penalty reduction and increased carry weight.
But ultimately we're making the same point - you don't need to find a 'perfect' spice vendor companion for running a caravan, because it doesn't actually make that[/] much difference to income.

Where's your suggestion, and I'll go and support itright on, have made the suggestion that trade skill should give better profits but as most of my ideas to get traders, caravans and workshops, they are dismissed
I think that one was made in a private conversation with mexxico, I made about 4 suggestions and none were accepted at this point, I think he passed them on to the development teamWhere's your suggestion, and I'll go and support it. The trade penalty reduction could easily be doubled without significantly unbalancing anything.
The work on this issue is in progress. We are aware of this but it turns out the issue is just bigger than user-defined soldier groups.The battle spawn zones for villages really need sorted out. I've lost count of the amount of times I've lost my elite troops because they are in groups 5 or 6 and thus seem to spawn in the middle of the village rather than with the rest of my army

Ok cool. Thanks for the info.The work on this issue is in progress. We are aware of this but it turns out the issue is just bigger than user-defined soldier groups.
The battle spawn zones for villages really need sorted out. I've lost count of the amount of times I've lost my elite troops because they are in groups 5 or 6 and thus seem to spawn in the middle of the village rather than with the rest of my army

Agreed it makes me avoid any conflict near a village currently as the deployment is just so random.Yeah, that is a mess.
How are you even getting them trade skill? I know you use console for testing, but in real game is there even a way to raise trade on a clan member? I don't mean allotting FP (which does nothing) I mean actually raising the trade skill.ng 4 or 5 focus points into a companion for trade skill for 20% more is not worth it since you don't make much with caravans in 1.5.7

Wouldnt' pre-battle placement fix this ? I mean having the ability to place troops like Total War should be able to fix unit placement all together.The work on this issue is in progress. We are aware of this but it turns out the issue is just bigger than user-defined soldier groups.