Castle/Town governors

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Are governors important to have in every castle and town? I noticed loyalty and prosperity is going down after I freshly take a castle. Is it temporary?
Loyalty doesn't really matter for castles since they can't rebel. Prosperity is marginal and usually not worth fussing about.

Governors can be a big deal for towns though, especially if they have the correct culture to offset any culture penalty. They also habitually raise relations with the notables over time, even faster with one perk (Meaningful Favors).
 
Loyalty doesn't really matter for castles since they can't rebel. Prosperity is marginal and usually not worth fussing about.

Governors can be a big deal for towns though, especially if they have the correct culture to offset any culture penalty. They also habitually raise relations with the notables over time, even faster with one perk (Meaningful Favors).
If loyalty doesn't matter for castles why is it in game?
 
If loyalty doesn't matter for castles why is it in game?
A mechanic almost no one gives a **** about where low Loyalty castles won't have militia available to defend. In practice it doesn't matter because the AI won't besiege settlements unless they are fairly sure they'll win and only outside intervention (enemy army jumping in or the besieging army suddenly losing troops due to clan defection) will prevent it from falling.

Also you get paid less from the castle but it is a pittance compared to what a player makes selling like 10 decent looted swords.
 
What's worse is where and how all the governor related perks are spread out on your character skill page so some perks can only really be achievable or applicable for the player (without focus grinding hours solely for a companion to get said perk). Or some are only applicable still for you as the clan leader and apparently only when there is no governor assigned.
Most governor perks are helpful, but it should've been more like an A or B governor perk choice - not what it is currently where most perk choices is a governor one vs a personal perk.
You set someone as a governor, they should be able to develop a governor/stewardship (whatever you call it), specific skill path - with clear perk choices/consequences. Something akin to how 'feats' work like in Darktide (most recent game to recall/refer).
 
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