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the biggest advantage in combat they have is to buff units as captain and once again due to thier level beining more limited then a player and getting later into the stats that actually matter if you dont train them in it. (however if you get your brother you could use him to buff units like hell cause of the stats he starts with.
but if you have death enabled a companion in your party usually has only one use and that is a support role like scout engineer and so on. you really dont want to lose them so you usually keep them on the ranged units in cover or even on extra cav that retreats when the combat starts.
so their use in your party is limited but outside of your party they can be huge.
a great governor can make the worst town into a thriving city all by himself.
anyone in a caravan gives you great extra passive money income that in my case pays my entire troops for the entire early to early-midgame without problems.
you can use them to lead extra parties for you that you can call into your army without influence cost for easy sieges
you can use one to do the entire smithing so you get the upside of smithing without the downside of investing points in it.
even tho their XP gain is way lower then a players, choosed wisely (and with luck they arent always all spawning in a playthrough) you can get someone relatively easy to 10 attr. in one skill
https://mountandblade.fandom.com/wiki/Companions_(Bannerlord)
https://www.reddit.com/r/Bannerlord/comments/gill8j/bannerlord_skill_cap_formula_tested_verified/?utm_medium=android_app&utm_source=share
Three are in my party -- scout, engineer and surgeon. They are progressing slowly but surely in their respective fields. No problems here.
Two are leading parties. When a couple of my family members get old enough, they will take over these parties, and the companions will either lead a couple more caravans or join my party. No problems here, either.
And three are leading caravans, bringing in an average of 1000 d. a day each. Definitely nothing wrong with those numbers.
They are all functioning in their respective roles just fine.
As for governors -- I never make companions governors. Governorships are reserved for family members.
So I'm having a hard time figuring out just what your point is.
2) What children? I can't imagine playing the game long enough to even see them grow up, let alone train & use them.
They are (that's what I said), but they're hardly better than 3 fian champs (and their upkeep does cost you as much as that of 3 fian champs).
The usefulness of siblings in undisputable. They are what any companion should have been (but unfortunately isn't).
Good luck spending en eternity building that governor from a companion.
Because even bigbro can't collect all major governor bonuses, and companions are not even remotely as good as he is.
Unless that caravan gets destroyed.
Besides, who needs money when smithing exists?
Smithing has no downsides. It's one of the most useful skills because it grants extra attribute points.
All of my companions do smithing to a certain extent. Some smelt, some forge, expert smiths complete orders.
Companions being walking pools of stamina is one of their best uses. Sadly.
No you can't.
First, grinding a ton of levels throughout the course of the entire game is not "easy".
Second, best case scenario for a companion is 4 points in an attribute at level 11 or less. Then they'll reach 5 points at level 12 and will need 5 more points (20 levels, for a total of 32 levels) to reach 10 points in an attribute.
But there is only a handful of companions with such potential. A very common case (e.g. spicevendor, engineer, swift) is a companion starting with 3 points AND level 12+ so he/she will only reach 10 points in an attribute by level 40.
Level 12+ and 4 points in an attribute is a moderately common case which means 10 points by level 36.
And Vigor is in general the highest attribute (the easiest ot max out) but it's also one of the least useful ones.
Thanks for the link to the wiki page I spent the last couple of evenings filling with up-to-date info.
I'm well aware of most companion-related and build-related numbers.
That's why I came here after I did the math and noticed how atrocious the companions are.
My point is that BL companions are trash.
What you said about governor (family members only) only proves that point because in sandbox you don't even have siblings in the first place.
Oh wow, so useful.
When i can just craft a 2h sword only using cheap steel and sell it for 20k.
And each unprofessional-smith companion can craft 3-4 such swords per stamina pool. 100k per companion per day.
Yeah, smithing is where companions shine. But it's lame af.
1:
As you pointed out, as fighter on the field they dont make much of an impect once you field 300+ Troops, but they can be assigned as captains, giving the regiment buffs, depending on how you build them. Nothing game changing, but better then nothing.
2:
You are right, they arnt the best gov's, but if you capture a wrong culture fief, you can negate the -3 at least a bit. Look for guids from Strat Gaming on YT to see how usefull companions are as governers depending on what the fief needs atm.
3:
Quests..........i know i know, nobody does any quests in the later game, but that is the point. You get debuffs in villages and fiefs if you dont deal with the quests. Nobody wants to play the errant boy at that point in the game, so sent your companions out. Nobody does the quest for money, we all do them to get rid of the prosperity malus unfinished quests provide.
Companions are great for that, yes it takes a few days, but in these days you can do what ever you want to do.
4:
This is something most ppl forget, companions can fight in tournaments. Yes, you dont get the influence if your companion wins, but you get the price. Sounds like somthing minor, and it is, but in the early game, you increase your chance of the prize, and thats actually not so bad.
Yes, overall companions are not as powerfull as your MC or your family, but they dont have to. They are just normal dudes with a special talent, thats all, they are not the hero of the story, and honestly, i would be pissed, if some randoms are the better suited for ruling over the world then me. Why would i strife in a world, where everyone that stands around in a tavern is better then me, why should they follow me if i am the side character?
E.g. an MC can be an excellent surgeon AND quartermaster AND engineer at the same time. While a companion can't reach the same heights even in 1 out of 3 jobs and thanks to game limitations can never do all 3 (unless he/she is a party leader too).
Or governor - an immensely hard and time-consuming build because of how many different perks from all sorts of skills it requires. And what do you get in the end? Just 1 fief. All this effort for just 1 fief. I mean, "crisis governor" still works as a short-term fixer for recently capturted fiefs, but a prosperity/taxes/wages governor is kind of a waste unless you focus all your efforts on a single city. They could have at least allowed us to assign a governor to 2-3 fiefs at the same time (maybe not by default, but tied to a perk or if fiefs are close enough to each other or smth like that).
well, that part is more related to how absurdly OP smithing is than how useless companions are.
The "point of companions" and why there are so many RNG companions is in order to fill the very greatly expanded roles TW has written for them...
That. Is. It. They're there for little other reason than that.
It is assumed that such important roles in one's "family" would be filled by children/relatives. However, the progression cycle there is "off." IOW, one gains access to these mechanics long before one gains grown children and family to fill all of these potential roles. Thus, companions are actually very much in demand, even in the late-early to mid-game in some playthroughs.
Other than role-fillers, they serve no other game purpose that I can detect. They are plug-in sets of variables. Enjoy...
If you keep hiring & firing them every time you visit a town, new companions will keep spawning.
They spawn at some point at night and they spawn with unspent attributes (1/1/1/1/1/1) and skill focuses. Then half a day later, at midday, another trigger wastes their points (which makes me wonder if it's even supposed to happen) and ruins their builds.
So if you stumble upon such a wanderer during this 1/2 of a day, you can get a bro-tier companion.
It happens quite rarely but it does happen, especially if you're not very damanding in terms of traits and origins (in 90 in-game days, although with a bit of savescumming, I've stumbled upon 1 good companion, 1 average one and 2 with bad traits that I didn't hire).
Just keep travelling around the world trading & participating in tournaments, hire & fire all companions you see. Move during the day & rest at towns at night and there is a chance that a new wanderer will spawn in the same town as you are (just make sure to keep checking tavern destrict before leaving in the morning).
The game revolves a lot around travelling anyway so it's not even particulary time-consuming or "distracting".
However extreme this example is, it does show how powerful they can become if they start at low level and you tailor build them for their role. Perhaps this was a conscious decision by the devs to give them suboptimal builds.
To sum up, use the Respec mod and reset your companions.