Xratter
Recruit
The best use for companions at the moment are as caravan leaders.
I have not "beaten" the game, but in my most recent playthrough I'm over 400 days in and have 6 caravans going. They're making me anywhere from 2000 gold (**** day) to 5000 gold (awesome day) a day. I have 2 cities, and have 5 castles in my kingdom. I have a party limit of approximately 170 right now. If I did not have my caravans then I wouldn't be making money every day.
That was all to say that caravans seem to be really strong, and the best use for companions is as their leaders. The problem is that this is not a clan. Instead, this is a trading company. I want my companions to meaningfully interact with the world and with my journey, not passively generate money. I want to have them be part of my clan and lead parties, and take part in my kingdom, but instead they are glorified merchants. Right now companions are not meaningful. In this game, I want to interact with each part of the game that was developed, but for this, it feels as if I have to choose: do I want companions or do I want financial security in my playthrough?
The way things are, it breaks the intention of the game design to lose you "clansmen" to caravans. It also breaks from how M&B1 had companions be your ultimate traveling goon squad. I don't know if this was intended, but currently this system makes me feel bad, but it's the most efficient way to use them.
To alter the format, you could: a) make caravans more expensive and remove the requirement for companions, b) make caravans upgrade-able (where one of the upgrades allows you to remove the requirement of a companion), c) include a perk in the trade/stewardship tree to remove companions as a requirement for caravans, d) create a something new
Taleworlds, you guys have been great with this game since launch. Keep up the great work!
What does the community think? Do you guys agree, disagree? Let me know!
I have not "beaten" the game, but in my most recent playthrough I'm over 400 days in and have 6 caravans going. They're making me anywhere from 2000 gold (**** day) to 5000 gold (awesome day) a day. I have 2 cities, and have 5 castles in my kingdom. I have a party limit of approximately 170 right now. If I did not have my caravans then I wouldn't be making money every day.
That was all to say that caravans seem to be really strong, and the best use for companions is as their leaders. The problem is that this is not a clan. Instead, this is a trading company. I want my companions to meaningfully interact with the world and with my journey, not passively generate money. I want to have them be part of my clan and lead parties, and take part in my kingdom, but instead they are glorified merchants. Right now companions are not meaningful. In this game, I want to interact with each part of the game that was developed, but for this, it feels as if I have to choose: do I want companions or do I want financial security in my playthrough?
The way things are, it breaks the intention of the game design to lose you "clansmen" to caravans. It also breaks from how M&B1 had companions be your ultimate traveling goon squad. I don't know if this was intended, but currently this system makes me feel bad, but it's the most efficient way to use them.
To alter the format, you could: a) make caravans more expensive and remove the requirement for companions, b) make caravans upgrade-able (where one of the upgrades allows you to remove the requirement of a companion), c) include a perk in the trade/stewardship tree to remove companions as a requirement for caravans, d) create a something new
Taleworlds, you guys have been great with this game since launch. Keep up the great work!
What does the community think? Do you guys agree, disagree? Let me know!