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Companions limit should raised

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murtega

Knight at Arms
In my opinion, limit better be higher if death is on so player can recruit all the useful ones when come by and stack them somewhere for the late game. No one has time to search for replacement of a dead medic, especially when they all reside in towns that belong to other 4 different factions that we constantly fight against or the one on the other side of the map. Governors not counting as companion is a solid idea.
 

Aurex

Veteran
WB
I think governors should not count in companion limit. I know we should not horde towns but sometimes you want a Town in a new front to use as an HQ and its hard to give up a town you have spent years developing. Once you are king you can ignore governors because policies will cover any loyalty issue but still, it feels good to assign governors and level them up. They could be used as your eyes in the cities (Give trade price info, maybe quests for food/prosperity rewards). Something to think about :razz:
A "ask for local constables to fill the governor position" kind of option would work well in this case. You could still level them up as they gain experience by taking care of the fief while not counting as companions until you ask them to join you in the field. The bonuses they offer to the fief they govern should also not disappear the moment they leave, but slowly reach zero over the course of one, two months.
 

Lazregamesh

Sergeant
WB
A "ask for local constables to fill the governor position" kind of option would work well in this case. You could still level them up as they gain experience by taking care of the fief while not counting as companions until you ask them to join you in the field. The bonuses they offer to the fief they govern should also not disappear the moment they leave, but slowly reach zero over the course of one, two months.
That's a good idea!
 

Ser Jon

Squire
M&BWBWF&SNWVC
A "ask for local constables to fill the governor position" kind of option would work well in this case. You could still level them up as they gain experience by taking care of the fief while not counting as companions until you ask them to join you in the field. The bonuses they offer to the fief they govern should also not disappear the moment they leave, but slowly reach zero over the course of one, two months.

Exactly, they don't have to count as companions when you promote them to state positions. It would only count when they get taken back as companions. A limit can still be had, all it does is free up current space by allowing to move others more suitable to state positions outside of companions.

Also, good idea with the dwindling bonus effects!
 

Grank

Sergeant Knight at Arms
WBNWVC
What's the reasoning behind the limit in the first place? In Warband the only limits were the amount of companions exisiting in the whole module and your party size, and if we're thinking in Warband logic it makes sense to limit companions so that the player doesn't just make an army of overpowered immortals...

But that's no longer the case in Bannerlord. Companions can die rather easily, and only a few archetypes are useful in combat. Gearing them up is also infinitely more expensive than in Warband. Since Bannerlord has all these amazing functions companions can do for you like governing, I think it's completely fine to increase the limit significantly so players can actually use those functions. We already have caravan limit and clan party limit anyway, so the abuse of spamming caravans and clan parties won't happen.
 

Vekar

Recruit
It might be interesting to be able to HIRE a governor from a pool, your king now, so people who are educated and capable would come forward. Some who are... Disreputable and others who are not, some who will remain loyal and good, others who will become corrupt and need to be "dealt" with as just saying "your fired" will have repercussions.
 

Ser Jon

Squire
M&BWBWF&SNWVC
What's the reasoning behind the limit in the first place? In Warband the only limits were the amount of companions exisiting in the whole module and your party size, and if we're thinking in Warband logic it makes sense to limit companions so that the player doesn't just make an army of overpowered immortals...

But that's no longer the case in Bannerlord. Companions can die rather easily, and only a few archetypes are useful in combat. Gearing them up is also infinitely more expensive than in Warband. Since Bannerlord has all these amazing functions companions can do for you like governing, I think it's completely fine to increase the limit significantly so players can actually use those functions. We already have caravan limit and clan party limit anyway, so the abuse of spamming caravans and clan parties won't happen.

You bring up valid points. If the worry is spam abusing caravans and whatnot though, they could easily figure out better ways of handling those things anyway. One feature shouldn't be stifled because another one isn't exactly thought out well at all.
 
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