Dev Blog 13/06/19

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[parsehtml]<p><img class="frame" src="https://www.taleworlds.com/Images/News/blog_post_94_taleworldswebsite.jpg" alt="" width="575" height="290" /></p> <p>During battles, hierarchies are of key importance: keeping the chain of command intact and knowing exactly who is in charge is vital… especially if that someone is you! That rang especially true in medieval times when the chain of command was also a reflection of how society was ordered as a whole.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/114
 
Well, many times mercenaries were under the command of their contractor. You paid good money for those men and you better damn well get your moneys worth, thus you should be allowed to have jurisdiction over them.
 
Yes, but they also acted independently, even if they were just part of an army. During battle of Grunwald captain of one of the Bohemian mercenary cavalry banners was particularly stubborn, as he had to be called to charge multiple times and his own soldiers eventually ended up voting him out and electing new commander on spot. There's a difference between hiring dozen of mercenaries here and there and just bundling them together into a unit and hiring a whole company that is a small army on its own.

They have the diplomacy mana, so I think it could be used here. Commander could pay influence to take over soldiers from mercenary company which would act independently on default, different army members should be allowed to pay influence in order to remain in charge of their own troops if they'd wish so.
 
[SOTR] Roy said:
Well, many times mercenaries were under the command of their contractor. You paid good money for those men and you better damn well get your moneys worth, thus you should be allowed to have jurisdiction over them.

Sounds like this still applies in 2019 oof!
 
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