Leadership guide
This guide explains what the Leadership skill and every Leadership perk really do: how your troops train and level, how big your party, garrison and clan can get, how battle morale is set and shaken, how fast prisoners become recruitable, and which perks behave differently from their tooltips. It is for game version v1.5.7. The battle morale rules live in the SandBox module. NavalDLC extends the army management, battle morale, hit experience, party morale, troop training, troop upgrade cost, prisoner recruitment, militia and security models, and extends and replaces parts of the battle reward and party size limit models. Many Leadership halves show the tooltip line "Land only" or "Reduced effect at sea"; each is marked below. StoryMode extends the hit experience, party size limit and prisoner recruitment models, and extends and replaces parts of the battle reward models in the story campaign.
For exact formulas, edge cases and links to the game code, see the deep dives: Battles (initial battle morale, morale when a troop falls, panic, combat XP, garrison XP, renown, victory morale), Party and map (daily troop XP, shared and battle XP, party and garrison size, bandit upgrades, army call cost, party morale), Characters and politics (prisoner conformity and recruitment, clan party and companion limits, recruit XP) and Settlements (governor rules, loyalty, security, veteran militia, volunteer slots).
Each perk has two halves. The primary half and the secondary half each work through a role: party leader (your whole party), captain (troops in the formation you lead in battle), governor (the settlement you govern, usually only while you are in it), clan leader, army commander, or personal (you yourself). The verdict after each half says how the code compares with the tooltip:
works: does what the tooltip says, or more; broader effects are noted.differs: narrower, different or extra conditions or values compared with the tooltip.unused: never read by the game.ui_only: only shown in the interface.
No Leadership perk is unused or ui_only. Where the perk tooltip shows the restriction ("Land only" or "Reduced effect at sea") and the game follows it, the half counts as works. Four halves and one skill effect are differs for other reasons: Presence (own culture, not faction), Citizen Militia (+0.2 on a 0-to-1 chance while the tooltip shows +0.2%), Inspiring Leader (heroes only), We Pledge Our Swords (fixed 1 per tier 6 troop, not halved at sea) and the Party morale skill effect (does not reach the other parties of your army).
What unlocks what
You pick one perk of each pair. Tier 11 has a single perk.
| Leadership | Perk A | Perk B |
|---|---|---|
| 25 | Combat Tips: +2 experience per day to all troops in your party | Raise The Meek: +4 experience per day to tier 1 and 2 troops |
| 50 | Fervent Attacker: +4 starting battle morale when attacking | Stout Defender: +8 starting battle morale when defending |
| 75 | Authority: +20% security from the garrison of the settlement you govern | Heroic Leader: +1 daily loyalty in the settlement you govern |
| 100 | Famous Commander: +50% renown from battles | Loyalty and Honor: tier 3+ troops in your party no longer flee from low morale |
| 125 | Leader of the Masses: +5 party size for each town you control | Presence: +5 security per day in a town you are in |
| 150 | Citizen Militia: +20% chance that new militia are veterans | Veteran's Respect: +20 garrison size in the settlement you govern |
| 175 | Inspiring Leader: −20% influence cost to call parties to your army | Uplifting Spirit: +10 battle morale in siege battles |
| 200 | Lead by Example: +50% recruitment rate for infantry prisoners | Trusted Commander: +50% recruitment rate for ranged prisoners |
| 225 | Great Leader: +5 starting battle morale to your army's troops | Make a Difference: +100% morale boost to your troops when you kill an enemy |
| 250 | Talent Magnet: +10 party size | We Pledge our Swords: +1 companion limit |
| 275 | Ultimate Leader: +1 party size for each Leadership point above 250 | — |
The second half of each perk is described in its section below.
Leadership 25: Combat Tips or Raise The Meek
Daily training XP is worked out per troop type in your party and then given to every troop of that type.
Combat Tips
- Primary, party leader (
works): +2 experience per day to every troop in your party. Land only, as the tooltip shows. - Secondary, party leader (
works): +1 to the highest volunteer slot you can recruit from a notable who shares your culture. The tooltip calls it "troop tiers"; it is the slot in the notable's volunteer list, and you can never reach past the sixth slot.
Raise The Meek
- Primary, party leader (
works): +4 experience per day to tier 1 and tier 2 troops in your party. Land only, as the tooltip shows. - Secondary, governor (
works): +3 experience per day to every troop in the garrison of the settlement you govern, while you are in it. It adds to the Training Fields and Drills bonuses, and Projectile Deflection (Two Handed) multiplies the total.
Leadership 50: Fervent Attacker or Stout Defender
Fervent Attacker
- Primary, party leader (
works): +4 starting battle morale for your troops when your party is on the attacking side. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, party leader (
works): +50% prisoner conformity gained per hour for tier 1, 2 and 3 prisoners. Land only, as the tooltip shows.
Stout Defender
- Primary, party leader (
works): +8 starting battle morale for your troops when your party is on the defending side. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, party leader (
works): +50% prisoner conformity gained per hour for prisoners of tier 4 and up. Land only, as the tooltip shows.
Like every party-leader morale perk, the starting morale bonus goes to your troops but not to your own agent, and it only counts for a party that has a hero leader.
Starting battle morale = (base morale + all flat bonuses) × (1 + all percentage bonuses)
- Base morale: what the battle hands each troop when it spawns.
- Flat bonuses: Fervent Attacker or Stout Defender, Great Leader, Uplifting Spirit, We Pledge our Swords and perks of other skills, all added together.
- Percentage bonuses: perks such as Renowned Archer (Bow), and −20% when your party is disorganized (not for a siege attacker).
Prisoner conformity
A prisoner gains conformity every hour; once it has enough, you can recruit it. The prisoner perks of this skill all speed that up.
Conformity per hour = (10 + 0.05 × your Leadership) × (1 + all prisoner perk bonuses)
- 10: every prisoner's base.
- Your Leadership: the Leadership of your party's leader. This part is built into the formula, not a perk.
- Prisoner perk bonuses: Fervent Attacker or Stout Defender (by tier), Loyalty and Honor (not bandits), Lead by Example (infantry), Trusted Commander (ranged), and Promises (Roguery, bandits). They are added together and applied once.
Worked example. A party on land whose leader has Leadership 100, Fervent Attacker and Loyalty and Honor, holding a tier 2 prisoner who is not a bandit. Leadership adds 5 to the base 10, then the two perks add 50% and 30% of that:
A land party whose leader has Leadership 100, Fervent Attacker and Loyalty and Honor, holding a tier 2 prisoner who is not a bandit.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Prisoner conformity gained per hour | base | 10.0000 | |
| 1 | Party leader Leadership (conformity) | add | +5.0000 | 15.0000 |
| 2 | Fervent Attacker | factor +50% | +7.5000 | 22.5000 |
| 3 | Loyalty and Honor | factor +30% | +4.5000 | 27.0000 |
| Result | Prisoner conformity gained per hour | 27.0000 |
With these inputs, prisoner conformity gained per hour is 27.0000.
Leadership 75: Authority or Heroic Leader
Authority
- Primary, governor (
works): +20% to the security your garrison provides in the town or castle you govern, while you are in it. It needs a garrison with healthy troops. - Secondary, party leader (
works): +5 party size. Like every party size perk here, it counts for a party led by a clan hero that is not a caravan, so you, your companions and lords all get it.
Security from Authority = garrison security × 20%
- Garrison security: the daily security your garrison gives, which grows with the strength of its healthy troops.
Heroic Leader
- Primary, governor (
works): +1 daily loyalty in the settlement you govern, while you are in it. - Secondary, captain (
works): +10% to the morale the enemy loses when a troop of your formation kills one of theirs. Any weapon counts. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). Your own kills count too when you lead the formation (broader than the tooltip). Only AI-controlled troops lose morale. It adds to Terror (Two Handed), Annoying Buzz and Thunderous Charge (Riding).
Leadership 100: Famous Commander or Loyalty and Honor
Famous Commander
- Primary, personal (
works): +50% renown when your party wins a battle. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). It adds to Public Speaker (Charm) and Long Reach (Throwing). - Secondary, personal (
works): +200 experience for each troop you recruit. For you it covers volunteers, tavern mercenaries and recruited prisoners. AI lords with the perk also get it when they recruit (broader than the tooltip). Each recruitment grants it once.
Loyalty and Honor
- Primary, party leader (
works): troops of tier 3 and up in your party can no longer panic and flee when their morale runs out. Land only, as the tooltip shows. - Secondary, party leader (
works): +30% prisoner conformity gained per hour for every prisoner who is not a bandit. Land only, as the tooltip shows.
Leadership 125: Leader of the Masses or Presence
Leader of the Masses
- Primary, clan leader (
works): +5 party size for each town your clan owns (castles do not count). It is read from your clan leader and goes to every party of your clan. - Secondary, party leader (
works): +5% of each troop's battle experience is shared with the rest of your party. It counts for every troop, heroes included. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip).
Shared experience is extra XP on top of what the troop earned: the game takes it from the troop's surplus XP first, then from its own gain, and pools it for the party.
Presence
- Primary, party leader (
works): +5 security per day to a town for every party inside it whose leader has the perk and whose clan is not at war with the town. It counts whenever the party is in the town, not only while waiting (broader than the tooltip). - Secondary, party leader (
differs): no morale loss when you recruit prisoners, but only for prisoners of your own culture; the tooltip says "of your faction". Normally each recruit costs 1 morale, 2 for bandits. It also lets AI parties keep recruiting prisoners when their morale is 30 or lower.
Leadership 150: Citizen Militia or Veteran's Respect
Citizen Militia
- Primary, governor (
differs): the tooltip says +0.2%, but the game adds 0.2 to a chance that runs from 0 to 1: +20 percentage points to the chance that each new militia troop spawns as a veteran in the settlement you govern. You have to be in the settlement. For a village, the governor of the town it trades with counts. - Secondary, party leader (
works): +10% party morale gained from a victory. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). It adds to Long Reach (Throwing).
Veteran's Respect
- Primary, governor (
works): +20 garrison size in the town or castle you govern, while you are in it. - Secondary, party leader (
works): your party can upgrade bandit troops into regular, non-bandit troops. Without it, that upgrade path is blocked.
Worked example. A town whose owner clan leader has Leadership 200 and whose governor, in the town, has Veteran's Respect. Towns get +200 on top of the base 200, and the Leadership skill effect adds 0.2 per point:
A town whose owner clan leader has Leadership 200 and whose governor, in the town, has Veteran's Respect.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Garrison size limit | base | 200.0000 | |
| 1 | Veteran's Respect | add | +20.0000 | 220.0000 |
| 2 | Increase garrison size | add | +40.0000 | 260.0000 |
| 3 | Town garrison bonus | add | +200.0000 | 460.0000 |
| Result | Garrison size limit | 460.0000 |
With these inputs, garrison size limit is 460.0000.
Leadership 175: Inspiring Leader or Uplifting Spirit
Inspiring Leader
- Primary, army commander (
works): −20% influence cost for calling a party to your army. Parties of your own clan cost nothing anyway. Call To Arms (Tactics) is a separate multiplier, so the two multiply rather than add. - Secondary, captain (
differs): the tooltip promises +5% experience to troops in your formation, but regular troops never get it. Only heroes (your companions and other lords) fighting in your formation within 10 m of you gain +5% skill XP from their hits. Land only, as the tooltip shows.
Uplifting Spirit
- Primary, party leader (
works): +10 starting battle morale for your troops in a siege assault, and also in battles fought outside the walls of a besieged settlement (broader than the tooltip). Land only, as the tooltip shows. - Secondary, party leader (
works): +10 party size.
Leadership 200: Lead by Example or Trusted Commander
Lead by Example
- Primary, party leader (
works): +50% prisoner conformity gained per hour for infantry prisoners. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, party leader (
works): +10% of the battle experience of your mounted regular troops is shared with your party. Land only, as the tooltip shows.
Trusted Commander
- Primary, party leader (
works): +50% prisoner conformity gained per hour for ranged prisoners. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, party leader (
works): +20% experience for your troops from simulated battles: when you send your troops in without you, and in any battle where no player party takes part (broader than the tooltip). Land only, as the tooltip shows.
Leadership 225: Great Leader or Make a Difference
Great Leader
- Primary, army commander (
works): +5 starting battle morale to every troop of your army, except your own agent. Unlike the party-leader perks, it does not need the troop's party to have a hero leader. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). - Secondary, party leader (
works): +5 starting battle morale to troops in your party who share your culture. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip).
Make a Difference
- Primary, personal (
works): +100% to the morale your side gains when you kill an enemy, with any weapon. Only AI-controlled troops gain morale. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip). It adds to Hope (Two Handed). - Secondary, party leader (
works): +10% of the battle experience of your ranged regular troops is shared with your party. Only half the bonus counts while your party is at sea ("Reduced effect at sea" in the tooltip).
Leadership 250: Talent Magnet or We Pledge our Swords
Talent Magnet
- Primary, party leader (
works): +10 party size. - Secondary, clan leader (
works): +1 to the number of parties your clan can field.
We Pledge our Swords
- Primary, clan leader (
works): +1 to your clan's companion limit, added before Camaraderie (Charm). - Secondary, party leader (
differs): +1 starting battle morale for each healthy tier 6 troop in your party, up to +10. The game uses a fixed 1 per troop instead of reading the perk's value; today the two match, so on land it does what the tooltip says. As with the other party-leader morale perks, your own agent does not get it. The tooltip says "Reduced effect at sea", but the fixed value is not halved: naval battles get the full bonus.
Leadership 275: Ultimate Leader
- Primary, party leader (
works): +1 party size for every point of Leadership above 250.
Party size = 20 + clan tier bonus + party size perks + other bonuses
- 20: every party's base.
- Clan tier bonus: 25 per clan tier for the clan leader's party, 15 per tier for other clan members.
- Party size perks: Authority, Uplifting Spirit, Talent Magnet, Ultimate Leader, Leader of the Masses and the size perks of other skills, all added.
- Other bonuses: kingdom ruler, policies, and your quartermaster's Steward skill.
Worked example. A party led by a clan member who is not the clan leader, in a tier 3 clan, at Leadership 275 with Authority, Uplifting Spirit, Talent Magnet and Ultimate Leader. Ultimate Leader gives 25 for the 25 points above 250:
A party led by a clan member who is not the clan leader, in a tier 3 clan, the leader at Leadership 275 with Authority, Uplifting Spirit, Talent Magnet and Ultimate Leader.
| Step | Source | Stage | Change | Running value |
|---|---|---|---|---|
| Base | Party member size limit | base | 20.0000 | |
| 1 | Authority | add | +5.0000 | 25.0000 |
| 2 | Talent Magnet | add | +10.0000 | 35.0000 |
| 3 | Ultimate Leader | add | +25.0000 | 60.0000 |
| 4 | Uplifting Spirit | add | +10.0000 | 70.0000 |
| 5 | Clan tier party size | add | +45.0000 | 115.0000 |
| Result | Party member size limit | 115.0000 |
With these inputs, party member size limit is 115.0000.
Skill effects
Your Leadership skill itself also does a few things, whether or not you have perks.
- Garrison size (
works): +0.2 garrison size per point of Leadership, in every town and castle your clan owns. It reads the Leadership of your clan leader, not of the governor. - Party morale (
differs): the tooltip says parties under your command, but each party only uses its own leader's Leadership (or its first member if no hero leads it), so an army leader's skill does not reach the other parties. The bonus is +0.1 party morale per point of Leadership. - Prisoner conformity (no tooltip line): +0.05 conformity per hour per point of your party leader's Leadership, added to the base 10 before the perk percentages. See the prisoner conformity worked example above.
What the skill level itself does
The game also reads your Leadership level directly, without any perk. Effects that depend on any skill level are listed once in the skills guide.
| What it affects | What the level does | Level needed | Conditions | Verdict |
|---|---|---|---|---|
| AI clan hero score for leading a new lord party | AI clans pick who leads a new lord party by the score 3 × Tactics + 2 × Leadership + Scouting + Steward + One Handed + Two Handed + Polearm + Riding (raw levels of the candidate). | — | — | works |
| AI governor choice score of a hero | AI clans pick a governor by the score 0.3 × Tactics + 0.9 × Charm + 0.8 × Engineering + 2 × Steward + 1.2 × Trade + Leadership (raw levels). | — | — | works |
| AI clan strength value of a hero as a commander | A hero's value as a commander (AI clan strength and marriage barter value) adds Tactics + Steward + Trade + Leadership. | — | — | works |
| Prisoner conformity gained per hour | Prisoner conformity gained per hour rises by 0.05 × the party leader's Leadership. | — | Role: party leader | works |
| Tavern keeper companion recommendation score | For this recommendation type the score is the candidate wanderer's Leadership + Tactics. | — | — | works |
Who the perks work for
Who counts as you, a relative or a wanderer, and why some halves skip one of them, is explained in the Skills guide.
Every other Leadership perk half and skill effect works for every hero: you, relatives and wanderers.
| Perk | Half | Works for | Where the hero has to be |
|---|---|---|---|
| Raise The Meek | secondary | relatives and wanderers, not you | governor |
| Authority | primary | relatives and wanderers, not you | governor |
| Heroic Leader | primary | relatives and wanderers, not you | governor |
| Leader of the Masses | primary | only you | clan leader |
| Citizen Militia | primary | relatives and wanderers, not you | governor |
| Veteran's Respect | primary | relatives and wanderers, not you | governor |
| Talent Magnet | secondary | only you | clan leader |
| We Pledge our Swords | primary | only you | clan leader |
| Increase garrison size | — | only you | clan leader |
All effects at a glance
Every effect site of the Leadership perks, skill effects and skill level. Values are what each site applies; a value that grows with skill is shown at the perk's required skill (skill effects and skill levels: per skill point). ×N marks N identical sites.
| Perk | Half | Game number | Stage | Value | Conditions | Verdict |
|---|---|---|---|---|---|---|
| Combat Tips | primary | Daily troop experience | add | +2 | Role: party leader | works |
| Combat Tips | secondary | Highest volunteer slot index a hero can recruit from a notable | add | +1 | Culture: notable matches recruiter; role: party leader | works |
| Raise The Meek | primary | Daily troop experience | add | +4 | Role: party leader; troop tier: at most 2 | works |
| Raise The Meek | secondary | Daily XP for garrison troops | add | +3 | Party: garrison; role: governor | works |
| Fervent Attacker | primary | Agent initial battle morale | add | +4 | Party: attacker; role: party leader | works |
| Fervent Attacker | secondary | Prisoner conformity gained per hour | factor | +50% | Role: party leader; troop tier: at most 3 | works |
| Stout Defender | primary | Agent initial battle morale | add | +8 | Party: defender; role: party leader | works |
| Stout Defender | secondary | Prisoner conformity gained per hour | factor | +50% | Role: party leader; troop tier: at least 4 | works |
| Authority | primary | Daily security change of a town or castle | add | +0.2 × garrison security | Role: governor; settlement: fortification | works |
| Authority | secondary | Party member size limit | add | +5 | Role: party leader | works |
| Heroic Leader | primary | Daily loyalty change of a town or castle | add | +1 | Role: governor | works |
| Heroic Leader | secondary | Morale loss of the casualty's side when an agent falls | factor | +10% | Role: captain | works |
| Famous Commander | primary | Renown gained by a winning party | factor | +50% | Role: personal | works |
| Famous Commander | secondary | XP given to newly recruited troops | add | +200 × recruits | Role: personal | works |
| Famous Commander | secondary | XP given to newly recruited troops | add | +200 × recruits | Hero: main hero; party: main party; role: personal | works |
| Loyalty and Honor | primary | Agent can panic when morale runs out | override | off | Role: party leader; troop tier: at least 3 | works |
| Loyalty and Honor | secondary | Prisoner conformity gained per hour | factor | +30% | Role: party leader | works |
| Leader of the Masses | primary | Party member size limit | add | +5 × towns | Role: clan leader | works |
| Leader of the Masses | secondary | Shared battle experience bonus | factor | +5% | Role: party leader | works |
| Presence | primary | Daily security change of a town or castle | add | +5 × parties | Map state: in settlement; role: party leader | works |
| Presence | secondary | AI party recruits prisoners | override | on | Role: party leader | works |
| Presence | secondary | Morale change from recruiting prisoners | override | set to 0 | Culture: prisoner matches leader; role: party leader | differs |
| Citizen Militia | primary | Chance that a spawned militia troop is a veteran | add | +0.2 | Role: governor | differs |
| Citizen Militia | secondary | Party morale gained after a victory | factor | +10% | Role: party leader | works |
| Veteran's Respect | primary | Garrison size limit | add | +20 | Role: governor; settlement: fortification | works |
| Veteran's Respect | secondary | Bandit troop may upgrade into a non-bandit troop | override | on | Role: party leader | works |
| Inspiring Leader | primary | Influence cost to call a party to an army | factor | -20% | Role: army commander | works |
| Inspiring Leader | secondary | Combat XP from one hit | factor | +5% | Party: not at sea; role: captain | differs |
| Uplifting Spirit | primary | Agent initial battle morale | add | +10 | Mission: siege; role: party leader | works |
| Uplifting Spirit | secondary | Party member size limit | add | +10 | Role: party leader | works |
| Lead by Example | primary | Prisoner conformity gained per hour | factor | +50% | Role: party leader; troops: infantry | works |
| Lead by Example | secondary | Shared battle experience bonus | factor | +10% | Role: party leader; troops: mounted | works |
| Trusted Commander | primary | Prisoner conformity gained per hour | factor | +50% | Role: party leader; troops: ranged | works |
| Trusted Commander | secondary | Troop experience gained from a battle | factor | +20% | Mission: simulation; role: party leader | works |
| Great Leader | primary | Agent initial battle morale | add | +5 | Party: in army; role: army commander | works |
| Great Leader | secondary | Agent initial battle morale | add | +5 | Culture: troop matches leader; role: party leader | works |
| Make a Difference | primary | Morale gain of the killer's side when an enemy agent falls | factor | +100% | Role: personal | works |
| Make a Difference | secondary | Shared battle experience bonus | factor | +10% | Role: party leader; troops: ranged | works |
| Talent Magnet | primary | Party member size limit | add | +10 | Role: party leader | works |
| Talent Magnet | secondary | Clan party limit | add | +1 | Role: clan leader | works |
| We Pledge our Swords | primary | Clan companion limit | add | +1 | Role: clan leader | works |
| We Pledge our Swords | secondary | Agent initial battle morale | add | +min(tier6 troops, 10) | Role: party leader | differs |
| Ultimate Leader | primary | Party member size limit | add | +25 at skill 275, +1 per point | Role: party leader | works |
| Increase garrison size | — | Garrison size limit | add | +0.2 per point | Party: garrison; role: clan leader | works |
| Increase morale of the parties under your command | — | Party morale | add | +0.1 per point | Role: party leader | differs |
| Skill level (any skill) | — | Agent effective skill in battle | base | skill value | — | works |
| Skill level | — | AI clan hero score for leading a new lord party | add | +3 × tactics skill + 2 × leadership skill + scouting skill + steward skill + onehanded skill + twohanded skill + polearm skill + riding skill | — | works |
| Skill level | — | AI governor choice score of a hero | add | +0.3 × tactics skill + 0.9 × charm skill + 0.8 × engineering skill + 2 × steward skill + 1.2 × trade skill + leadership skill | — | works |
| Skill level (any skill) | — | Skill a hero inherits on coming of age | base | +1 per point | — | works |
| Skill level | — | AI clan strength value of a hero as a commander | add | +tactics skill + steward skill + trade skill + leadership skill | — | works |
| Skill level (any skill) | — | Heir selection points of a clan member | add | +5 | — | works |
| Skill level (any skill) | — | Maximum troops lost on an issue's alternative solution | multiply | ×max(0.2, min(0.8, trunc(issue required skill / skill) × 0.1)) | Hero: player clan | works |
| Skill level (any skill) | — | Days an issue's alternative solution takes | add | +2 × min(10, trunc(issue required skill / skill)) | Hero: player clan | works |
| Skill level (any skill) | — | Failure risk of an issue's alternative solution | add | -0.005 per point | Hero: player clan | works |
| Skill level (any skill) | — | Troops required for an issue's alternative solution | multiply | ×max(0.2, min(1.2, issue required skill / skill)) | Hero: player clan | works |
| Skill level (any skill) | — | Skill is high enough for a perk reset | override | on | Hero: player clan | works |
| Skill level (any skill) | — | Gold cost to reset the perks of a skill | add | +40 per point | Hero: player clan | works |
| Skill level | — | Prisoner conformity gained per hour | add | +0.05 per point | Role: party leader | works |
| Skill level (any skill) | — | Persuasion success multiplier | factor | min(0.2, floor(skill / 250) × 0.2) | Hero: main hero | works |
| Skill level | — | Tavern keeper companion recommendation score | base | +1 per point | — | works |
Practical tips
- Sailing a lot? The tooltip marks these halves "Land only", so they stop working at sea: Combat Tips and Raise The Meek (primary halves), the prisoner halves of Fervent Attacker, Stout Defender and Loyalty and Honor, Loyalty and Honor's no-panic half, Uplifting Spirit (siege morale), Lead by Example (shared XP), Trusted Commander (battle XP) and Inspiring Leader (captain half). These show "Reduced effect at sea" and count at half: Fervent Attacker and Stout Defender (morale), Heroic Leader (captain half), Famous Commander, Leader of the Masses (shared XP), Citizen Militia (victory morale), Lead by Example and Trusted Commander (prisoner halves), Great Leader and Make a Difference; We Pledge our Swords (morale half) shows the line too, but its bonus stays full at sea. Train troops and convert prisoners on land.
- Training troops: Raise The Meek gives +4 to tier 1 and 2 recruits, Combat Tips +2 to everyone. Raise The Meek affects only tier 1 and 2 recruits; Combat Tips affects everyone.
- Converting prisoners: take Fervent Attacker or Stout Defender for the tiers you hold, add Loyalty and Honor and Lead by Example or Trusted Commander to stack percentages, and keep raising Leadership for the flat part.
- Big party: Authority, Uplifting Spirit, Talent Magnet and Ultimate Leader are all flat adds that every clan party leader can stack; Leader of the Masses helps every party of your clan once you own towns.
- Inspiring Leader as captain only helps heroes in your formation, never regular troops. Pick Uplifting Spirit if you want the party size.
- Presence removes the recruiting morale loss only for prisoners of your own culture, not your faction's.
- Loyalty and Honor keeps tier 3+ troops from fleeing, which keeps them in long fights; Famous Commander raises renown.
- Governor picks: Authority, Heroic Leader, Raise The Meek, Veteran's Respect and Citizen Militia need you to be in the settlement.