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Also, you can throw away earlier recruits because catching them at higher levels has more base stats.
Best use for prisoners is to man the camp production.
It doesnt have to be adjacent, up to 1 tile away is fine & 1 unit can "detain" more than 1 prisoner.
Unless if you want to catch them all like pokemon. I need more bench slots...
I see
So, after managing to recruit them they will develop like a normal companion or do they differ somehow?
Recruiting non-Wrongdoers prisoners is pointless for the reason that normal mercs can simply always be better (and even recruiting Wrongdoers is definitely not something that is worthwhile for everyone).
If it is worth having prisoners, I say unequivocally yes (for work in the camp and later as carriers). The recruit itself is not difficult at all, and if you understand the principle and have the right conditions, it can be done in a few sleeps.
I would say there are a handful, such as tacticians, renegades, and arrows. Some factions also have good traits that you can use.
They are also cheaper to upkeep. The true downside to recruiting prisoners is they don't have access to a valor-generating trait, which is very useful in making a ruthless mercenary,
Maintenance is a problem (if at all) in the early stages of the game. Getting money in the mid/late game is relatively easy. I wouldn't really consider that a significant advantage.
You can generate VP on the weapon (so it's not necessarily a disadvantage).
The main difference is the number of skills that you can get with a normal merc, you have 5 levels for this and some of them have upgradable skills (you basically get 2-in-1 abilities)...you choose these skills according to your needs and play style. With prisoners, you only have two and and clearly predetermined. Yes, the skills are good for some, and overall you will always build a better build with a normal character.
However, NEVER chain a prisoner to the stock if you want to recruit him, they do not like it at all. To recruit one he needs to like your band. So, after capturing him, heal his wound, give him a haircut, put him to work guarded and hope for the "best".
Lastly, you can "sell" CRIMINAL prisoners to the jail, getting some renown(or how its called)with a skill and also with a skill, loose 20 suspicion per prisoner sold.
As mentioned above, if you do not want a certain prisoner skill, even chained to the stock, they raise your weight/carry limit.
Others then that, as far your mercs go, it does not matter at all if thery work or sit at the camp fire etc. Only effect next to, 4 example the cook who reduces food intake if he/she mans the cooking pot, you can place your men/women next to each other helping them either getting a good relation ship or a bonus on happiness if they are best friends/couple when they spend the rest next to each other.