It's full spaghetti code. None of the captains perks are described or coded in a consistent way. Some of the melee damage perks even apply to ranged damage by archers
I hate the perks with how they've intended it to be, worst implementation I've seen among a lot of different games; even
if they manage to get them to actually work consistently and as described/coded. What with the one-sentence 'encyclopedia' info about it too.
A majority don't 'work' since they don't apply among a plethora of situations, some
only affect the player (yet part of the 'global' system), some
only affect the governor, which, can the player be? Some
only apply to party roles that don't apply for companions you send off anyways. The trade skills your caravans gain allow for perk options that don't even affect them anyways; and so on.
It's all so stupid, jamming every little stat modifier option into one overarching perk system. When they should've made them all separate, gained separately, and rewarded separately. Instead, when you deposit someone as a governor or a captain, it's this laundry list of stupid stats garnered from all the random categories of their skills/perks gained; to the point you don't even care about their effects anyways or how you want to build them.
You assign a governor, they gain governor skill/tier over time, reward with an A or B perk specifically applicable for governing. That simple, do that with captains, caravans, etc...Nope, in order to get castle garrison wages down, I have to have some companion level 100 in one-handed or something stupid.
Better off if it never existed in the first place, does more harm existing in the sorry state it's been designed.