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Unless you know what you're doing, chances are most people have levelled up at least once or twice without Career Plans unlocked, and have spent AP on sub-optimal stats (which you cannot respec). So new recruits serve to fix that, and they can also have 2 Positive traits (without a 3rd negative one). They also apparently can have higher Constitution and Willpower than your starting 4, but honestly, min-maxing and save scumming to get optimal recruit stats is a waste of time (believe me, I've done it). Also, if your starting 4 get riddled with negative traits (and you don't want to save scum to avoid them), it can be quite a challenge to get rid of them. You'll need a 2 Knowledge Point Perk called "Drinking Buddies", 2 Alcohols & 300 Influence, +3 Adores relationship and 2 Best Friends who both have Negative traits, which is a challenge by itself. And this is only possible mid to late-game.
Recruit till you have 10 mercs in your party (which is the ideal size imo), over time, as and when you're able to sustain paying and feeding them; 1 for each profession. The earlier you recruit, the lower their level disparity becomes. The XP training "Training Dummy" Camp Item can only be acquired by beating the Arena in Ludern, which is the 4th region in Region-Locked, and not recommended early game in Adaptive. BUT, don't recruit until you have "Career Plans" and "Fast Training" Knowledge Perks unlocked.
Ideally you should have 2 of most classes (with diff specs) to round out your party comp. You can make do with only 1 Ranger, 1 Archer and 1 Spearman, also get at least 1 Pugilist (the new class), or you can run whatever party comp you want.
Don't listen to bad advice. Both the bard and the scientist are extremely important from an early start. The scientist generates knowledge very well, the bard generates both money and experience. Gaining experience as a bard is much easier than as a woodcutter or fisherman.
This isn't exactly answering my question, so I'll use a few examples to make what I mean more clear. :)
I am currently level 3. I've had career plans since level 1, so all of my 4 characters have gotten a total of 4 aptitude points since I used career plans to get +2 per level.
There is a level 2 recruit at the inn, whom have no aptitude points to distribute. Meaning he has already "leveled" outside of my control.
At level 2 this is not an issue, but let's say i play until level 8. My characters will have 16 aptitude points from levels, but a level 7 tavern character sounds like he might have at most 6 aptitude points. This is a -drastic- drop in power, so my question is if this is how it works? If so recruiting early would be the only way to avoid having a horrendously weak party...
The advantages of hiring new mercs are the same as I have stated in my original comment.
The only reason you wouldn't want more mercs in your party is, if you deliberately want to run a smaller party. Most players run with ~10 or more mercs, and some crazy people even run with 30+ mercs. Gaining and losing members is all part of managing and improving your mercenary warband. Just make sure you're capable of feeding and paying your new mercs, you don't want to be in a position where you starve them or skip their wages.
Recruiting more mercs (than the starting 4) and growing your warband (in size and power) is one of the main objectives of the game. You can capture prisoners and even recruit them, you can hire prisoners, you can find 6 unique mercs in the various regions, and you can hire mercs from inns (which is the safest and best option). No matter where or how you get them, though they may have different skill and starting stats, they all level the same way. That's just how the game works.