Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Can they make you money?
Not when you let them roam freely. If you keep them in an army (and you actively use it) then it is possible for them to at least cover their costs and possibly make enough to to generate a small surplus.
i play with mods though,
one i would recommend trying is the Agricultural estate mod, which makes it so you can buy small plots of land in villages and deposit slaves, in return for product the Village produces. that can be stockpiled or sold to village. great for early game cashflow, and realism, added bonus is towns you have land plots and slaves in produce more, so the town it is linked to will have cheaper products and more trade caravans coming in
I am also using Agricultural Estates and it is great to notice that even compagnion are giving their prisonners, such a cool mod yes =) . I am also using Improved Garrison but here is the point, with my garrisson when I order to patrol I can toggle the option to sell prisonners and once they do I am warned but not for the Compagnion, which is why I have a doubt about it, I also have fiefs but I think they only put them in dungeon instead of selling them because the prisons are always full.... Whould have been great if you could also toggle that instead of stockpiling prisonners ....
Yes that is very sad there is no much option concerning your compagnion, I do remember back in Warband you could order your compagnion's party to defend a settlements or to follow but it is no more the case and it is very sad.... They only add a toggle option where they can be Neutral, Defensive, or Aggressive but there is no subtibility .....
It gives you guards you arm out of castles and towns to patrol nearby villages, and has smart AI, One of the first mods i put on my list,
here is a guide with links to the list, it might inspire you to take on more mods
https://steamcommunity.com/sharedfiles/filedetails/?id=3038914580
As far as "Battle Loot", what happens is the loot collected is determined the same way it is when the player led party wins a battle (adjusted by the party leader's Roguery skill and perks), and then is immediately converted to coin (adjusted by the party leader's Trade skill and perks).
So if you want your clan parties to be as self sufficient as possible, it is important to ensure that the leaders have at least some Trade and Roguery skill, and the appropriate perks. It won't make them 100% self sufficient, unless they are doing a LOT of fighting, but it will significantly reduce how much of a drain on the clan treasury they are.
I have tested it and the result was perfectly clear. Whereas the Roguery skill does affect the amount of loot a companion party earns, the Tradeskill does nothing whatsoever.
If the companion party is lead by a family member, you can trade them a whole lot of stuff, Then just cash in when they offload it on the market, and the cash get funneled back to your wallet. They don't need the market to have any funds available either to make the transaction.
Anyway, that does not affect their income from battle. Its great for levelling their tradeskill...if that served a purpose...
I know it made life a lot easier for those that used to, or still? Smith weapons for income. Just offload it all on a family member and let them deal with the sales, rather than have to go around and offload here and there.