Best Governors¶
Best Governor Skills & Perks¶
The usefulness of skills for a governor will vary depending on how you intend to have your settlements governed by a companion, and what you want them to prioritise. There are a lot of perks to choose from which can be useful for governing a settlement, and they are distributed between the following skills at various levels: Scouting, Tactics, Roguery, Charm, Leadership, Trade, Steward, Medicine, and Engineering. The number of perks associated with these skills can be overwhelming, so we’ve provided a table below which breaks down all the useful perks that you might choose to invest in a companion, specifically for the purpose of governing a settlement.
Skill | Perk | Effect | Level |
---|---|---|---|
Scouting | Desert Born | Towns you govern give 2.5% more tax | 75 |
Scouting | Forest Kin | Villages you govern give 10% more tax | 75 |
Scouting | Village Network | Villagers parties are 10% larger | 200 |
Scouting | Vanguard | 10% more damage in simulated battles when sallying out | 250 |
Tactics | On the March | Increase fortification bonus in simulations by 20% | 150 |
Tactics | Pick Them Off the Walls | 25% chance of double damage to besieging personnel | 175 |
Tactics | Make Them Pay | 20% more damage to besieger siege engines | 175 |
Tactics | Gens d’armes | Increase governed town security by +1 per day | 250 |
Roguery | Sweet Talker | Prisoners are 20% less likely to escape from towns | 25 |
Roguery | Know-How | Increase security of the settlement you govern by +1 per day | 75 |
Roguery | In Best Light | Villages of your clan recover 20% faster | 75 |
Roguery | Scarface | 5% daily chance to improve relations by 1 with random gang leaders in governed settlement | 125 |
Roguery | White Lies | 2% daily chance to improve relations by 1 with random notable in governed settlement | 125 |
Roguery | One of the Family | Gang leaders in settlement offer you 1 more recruitment slot | 175 |
Roguery | Salt the Earth | Increase tariff revenue by 5% | 175 |
Roguery | Arms Dealer | Increase daily militia by +2 per day while under siege | 225 |
Roguery | Dirty Fighting | Town can smuggle in 2 random foot items per day while under siege | 225 |
Charm | Effort for the People | 10% chance to get 1 relation with random notable per day while continuous projects are active | 150 |
Charm | Promoter | Increase relation with random notable by 1 for every project completed | 150 |
Charm | Natural Leader | +10 Loyalty bonus to town | 200 |
Charm | Moral Leader | +10 Security bonus to town | 200 |
Leadership | Raise the Meek | Each troop in the garrison gains +3 XP per day | 25 |
Leadership | Authority | Increase the party size limit by +5 | 75 |
Leadership | Heroic Leader | +1 town loyalty per day | 75 |
Leadership | Veteran’s Respect | Increase garrison size by 20 | 150 |
Leadership | Citizen Militia | Militia has 20% chance to spawn with more experienced troops | 150 |
Trade | Villager Connections | Workshop productions are increased by 25% | 150 |
Trade | Content Trades | Increase tariff income by 10% | 150 |
Trade | Granary Accountant | 20% production increase for grain, olives, fish, and dates for villages bound to town | 200 |
Trade | Tradeyard Foreman | 20% production increase for clay, iron, cotton, and silver for villages bound to town | 200 |
Trade | Self Made Man | Marketplace, kiln, and aqueduct projects are built 30% faster | 225 |
Trade | Spring of Gold | Gold boosts for town projects are 20% more effective | 250 |
Trade | Trickle Down | Governed town gains 1 prosperity per day while building a project | 275 |
Steward | Seven Veterans | +1 town militia per day | 50 |
Steward | Drill Sergeant | Garrison wages are 5% less | 50 |
Steward | Stiff Upper Lip | Garrison wages are decreased by 20% for castles | 75 |
Steward | Foreseeable Future | Tariff income is 10% higher | 125 |
Steward | Logistician | Tax income is 10% higher | 125 |
Steward | Aid Corps | Increase village hearth growth rate by 20% | 150 |
Steward | Relocation | Project boosting is 20% more effective | 150 |
Steward | Gourmet | Reduce food consumption of garrisons during siege by 10% | 175 |
Steward | Forced Labor | Construction speed is increased by 10% | 200 |
Steward | Contractors | Town projects are 10% more effective | 200 |
Steward | Urban Developer | Continuous projects for settlements are 20% more effective | 250 |
Steward | Master of Warcraft | Town population consumes 5% less food | 250 |
Steward | Price of Loyalty | Governed cities tax increases by 0.5% per skill level above 200 | 275 |
Medicine | Triage Tent | Reduce settlement food consumption by 5% during sieges | 50 |
Medicine | Pristine Streets | Increase settlement prosperity by 1 per day | 150 |
Medicine | Bush Doctor | Increase village hearth growth rate by 20% | 150 |
Medicine | Perfect Health | Increase animal production in governed villages by 10% | 175 |
Medicine | Physician of People | Increase loyalty of settlement by 1 per day | 200 |
Medicine | Clean Infrastructure | Recover bound villages 30% faster, and gain prosperity bonus from projects related to sanitation & health | 200 |
Medicine | Helping Hands | 50% less prosperity loss from starvation | 250 |
Medicine | Battle Hardened | Wounded units gain +25 XP at the end of a battle | 250 |
Engineer | Siegeworks | Settlement provides 1 extra catapult at the beginning of a siege | 50 |
Engineer | Prison Architect | Prisoner escape chance from dungeons are decreased by 25% | 50 |
Engineer | Military Planner | 25% increased build speed for castle projects | 75 |
Engineer | Carpenters | 12% increased build speed for town projects | 75 |
Engineer | Dreadful Besieger | Increased hit chance to siege engines by 10% during campaign siege | 100 |
Engineer | Salvager | Each militia increase build speed of siege engines by 0.1% | 125 |
Engineer | Foreman | Increase prosperity by 100 for each completed project | 125 |
Engineer | Stonecutters | 30% faster build rate for fortification, aqueduct and barracks projects | 150 |
Engineer | Siege Engineer | Defensive siege engines have 30% more hit points | 150 |
Engineer | Battlements | Increase max granary food storage capacity by 100 | 175 |
Engineer | Engineering Guilds | Wall hit points are increased by 25% | 200 |
Engineer | Apprenticeship | Each unique project in settlement provides 1% bonus to prosperity gain | 200 |
Engineer | Clockwork | Gold boosts for town projects are 20% more effective | 250 |
Engineer | Architectural Commissions | Continuous projects provide 20 gold per day | 250 |
Best Governor Companions¶
There aren’t as many companions which start off with high levels in a wide range of governance skills, as many do with combat skills. Instead, you’ll find that specific companions narrowly specialize in different skills by default. Below you’ll find a list of companions with their default values of governance skills at the beginning of a campaign. We’ve included each companion based on whether they achieve at least level 40 in a specific skill by default. This provides a good basis for expanding that skill without the initial grind from much lower values, so long as you know that the skill you’re looking for is associated with specific perks that you want to invest in, as with those shown in the table above.
Companion Epithet | Skill Specializations & Level |
---|---|
Bitterdraught | Charm (80), Trade (42), Steward (40), Medicine (62) |
Blacktooth | Scouting (60), Roguery (40), Charm (10) |
Horsethief | Scouting (100) |
The Golden | Tactics (100), Leadership (100) |
The Healer | Medicine (80) |
The Huntress | Scouting (100) |
The Hyena | Roguery (101) |
The Knowing | Engineering (80) |
The Prince | Roguery (140) |
The Silent | Tactics (60), Leadership (60) |
The Spicevendor | Trade (100), Steward (100) |
The Surgeon | Medicine (80) |
The Swift | Roguery (100), Trade (80), Steward (80) |
The Wainwright | Engineering (80) |
You will note from the above table that the best all-rounders are Bitterdraught and The Swift, based on the fact that they achieve at least level 40 in three different skills. However, you may want to consider a companion such as The Golden, who specializes in only two skills, but both at level 100. The companion you choose will depend entirely on your own governance preferences, having considered the future perks available from each skill.
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