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I don't have a companion for siege/engineering - it just doesn't make any difference at the moment. This will change once TW get around implementing this skill.
But, if you don't care about not getting some of those bonuses and don't mind using Companions for certain Roles, then there isn't much of a downside unless they get killed.
The RNG Companions in-game right now don't seem to be as powerful as Companions on Warband on the field. It'll take some time to build up a truly powerful Companion that can, for instance, act as a "siege breaker" and clear out the wall defenders single-handedly. I would not recommend taking on Companions for their fighting skills, alone. (Maybe if one comes across a low-cost one very early in-game.)
IMO, the best use for Companions, and the only one that should really be a default consideration for players, are as Governors. Caravans are a bit wonky, atm, and often a waste of resources. Roles are basically a player-preference sort of consideration. And there's not much call for their combat abilities until one can really beef them up with gear/perks.
PS: Later, when we get pregenerated Companions, there will likely be some very strongly reinforced preferences regarding how to use them.
I don't really know how "useful" they are right now, to be honest. It's that the Player Character can't be a "Governor" that's the issue. So, if you don't assign that to a Companion and you can only have one spouse... Well, the implication is that a Companion can or should fill those roles else there is no application of a "Governor Bonus" available for fiefs. (Making the Perks involved meaningless.)
As to my own experience with Companion Governors - Anyone can do it and they don't appear to screw it up, no matter how useless they are, and there appears to be some kind of effect... I've assigned useless troglodytes as Governors and the fiefs did fine. :)
The Perks should be obvious - Anything with Governor bonuses "should" apply. Does it right now? /shrug All I do know is that fiefs seem to be more stable with an assigned Governor.
I've assigned trade specialist RNG Companions as governors and haven't necessarily always seen any marked increase in profits/taxes/trade-related incomes or the like. But, it's difficult to really know when some Perks are only partially implemented, some not at all, some fully functional. I would say that the "obvious" ones should be obvious - +Trade-related perks should be good to maximize an economy, Perks related to squashing crime, etc, should help with unrest.
One thing I do know appears to work are the Culture bonuses/penalties for Companion Governors. Well, inasmuch as the bonus/penalty is displayed. Whether or not that's meaningful right now is anyone's guess. :)
I used to hire companions for most of the jobs, but i'm experimenting with doing more of them myself. I think part of it depends on how high you want a particular skill to be, how long you're willing to wait to raise it to that level yourself, and whether you want to use the smithing mechanics to get your companions some extra levels so they can put more focus points into whichever skill they are focused on.