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Generates extra tools when you destroy armor. Recovers a small portion of ammo that you spend.
The armor recovery works like this: If you destroy a piece of armor (body armor or helmet, but not shields), the game calculates how many tools it would have taken to repair that armor. Fifteen percent of that number is added to a pool of "potential tools." At the end of the battle, you gain a random number of extra tools somewhere between half the pool value and the total pool value.
It takes 0.067 tools to repair one point of armor (15 points per tool). Taking 15% of that means that you potentially recover 1% of the armor value in tools.
For example, if you smash 600 points of armor, you will get somewhere between 3-6 bonus tools at the end of the fight.
The bonus tools show up as a separate stack from the normal loot tools, and always as the second stack. If you smashed any armor, you will get a minimum of one tool. You can never get more than 60 tools in one fight.
You only get tools for armor that was reduced to zero in combat. If it had any points left, it doesn't count. It doesn't count even if you fail the loot roll and the piece doesn't drop. I've tested this extensively and have confirmed that this is how it works.
Orc and goblin armor counts for the Scavenger, but the natural armor of monsters does not. I don't know about Armored Unholds, I haven't tested them.
Ammo recovery is a random number between 10 and 20 percent of the ammo spent by the player, with a floor of 1 if you spent any ammo at all. (Technically, its Rand(ammospent*.2/2, ammospent*.2), which is the same thing).
I'm reasonably certain that enemy ammo doesn't contribute.
Takeaway: Scavenger is badly placed in the game. He's the first follower that unlocks, but he is basically useless in the beginning of the game. He shines when going on long trips against orcs or noble armies.
In a long game, the Scavenger will eventually recover most/all of his cost, but the real reason you hire him is because he lets you stay out in the wilderness longer before running out of supplies.
Scout - D
Grants a 15% movement bonus. Technically, he multiplies the terrain modifier by 1.15, but this number is then multiplied against your base speed, so it's all the same. He also blocks a few rare and inconsequential events.
You can't really "feel" the movement speed bonus, but it's there if you try to measure it. It's a solid, universally useful effect.
The bonus becomes more important during chase scenarios. The player party has a base speed of 105. Most enemies have a base speed of 100. If you're chasing brigands, that's a closing speed of 5. The Scout makes this a 120v100 chase, for a closing speed of 20, a four-fold increase!
Takeaway: He's always good. Probably one of the best. I think some people underrate him because it's harder to measure his impact.
Surgeon - D/U
Shaves a day off of wound recovery times. Also lets brothers survive with a permanent injury instead of dying, kind of like a super Survivor perk for every one. Doesn't work if the brother already has a permanent injury.
Not much to say here. The mechanics are straightforward and clearly presented.
Takeaway: Fantastic if you're playing an "honest" game. The chance of keeping a bro with a inconsequential injury is very strong. Wound recovery reduces downtime for players of all stripes.
Trader - E
Causes buildings that produce trade goods to create one extra good. If a settlement has multiple production buildings, then the Trader affects all of them, even if the buildings are of the same type.
An economy-only follower with a buy-in of 3500, and requires you to invest in trade goods on top of that? I was deeply skeptical of this guy, but he ended up being all right.
He earns that 3500 back faster than you think. I did a test run where I visited all three city states, bought their goods, and sold them to a northern town. I had Friendly relations with the all (about four contracts' worth of good will). The Trader alone earned me an extra 1083 net gold. That's not bad. Getting better relations and/or exploiting town situations could almost double that.
Takeaway: Much better than I thought. A good midgame pickup when you've gotten good relations with several towns and can exploit price differences. His usefulness depends a little bit on the map, but all maps get the city states, and the city states are always good (their unique items sell at a +15% rate in northern towns). Crazy powerful with the Merchant origin. With merely Friendly towns, I was netting 3000 coins from the Trader's bonus goods alone. But the power of the merchant origin has never been a secret.
You can't hire him from start and going to mid lvls are very fast. You need 2k exp for lvl 5, 15k for lvl 11. Do you really need him to reach 2k exp?
Most laughable retinue. I am better hire useless negotiator. At least he gives me ~10% money from contracts, rather than useless 7.5% exp bonus.
=)
He also said "potentially" very strong if you "leverage" the bonus; as in, if you stack it with other bonuses.
Thank you for taking the time to research and present this.
If it goes from .25 loss per day to 0.225, that's 0.025 less attrition. If a contract is worth 5, 5 divided by 0.025 is 200. So in 200 days it would have the impact of a contract on noble house, 400 days for civilian. But the impact is really being multiplied by the number of places you don't have completely neutral relations with.
Still not as important as the other utility, but better than your guide says.
The bounty hunter isn't a marginal chance at all, but you're right the chances are a lot higher for greenskins. Maybe it depends on the game day? At day 400 it was really noticeable. But your guide really doesn't give me any idea what the chance is. What is the formula, in math language not code language?
I'd never heard that one before. I just now tested it by altering her effect from 1.25 to 1000. The moment I hired her, the entire map was revealed, camps and everything.
I guess it's possible that the paint distance and the camp reveal distance are different and my test was too crude to detect the margin.
Whoops. Typed an extra zero there. Thanks for the heads up. The error has been fixed.
So the reason I revealed the code there is because it was the best that I could do :) I don't 100% understand it.
^This technically the odds to *not* be a champion, I should make that more clear.
To be a champion, a given enemy unit has to roll a D100 under ("unit.variant" +"Bounty Hunter Bonus" +"TimeBonus") where
Bounty Hunter is 3 if you have him, zero if you don't
Time Bonus is 1 if it's past Day 90, zero if it's not
unit.variant is something I couldn't figure out but is obviously important
unit.variant is probably what allows goblins to be champions and dire wolves not to be. But I can't find out where it is defined. So the very best I can say is that the Bounty Hunter adds 3 percentage points to your roll. Proportionately, that might actually be very high, but in absolute terms, it will still only make a difference three out of 100 times.
Thanks! I agree that a "real" guide is best. It's easier to get feedback on the forums and iron out any errors. I'll migrate it to the guides section sometime in the future.
Only with 1 eligible unit. I assume it's rolling for each one. Almost every unit is eligible in a goblin camp. If there's 20 goblins it's more like a 46% chance to get an extra champion (97% to the 20th power). Might require a more complicated calculation, maybe Poisson distribution, but it's something like that. But what we're really doing is adding 3% to a low number for each eligible unit it sounds like.
Oh, it's definitely rolled on a per unit basis. The all champion goblin camp proved that. But I don't 100% understand the eligibility requirements or what the base chance is without Bounty Hunter.
When I said "3 out if 100" I meant per roll, not per enemy group. More badguys means more rolls, whether you have the BH or not. But I get your point. A +3% bonus means a much higher chance of getting at least one champion versus none at all for large spawns.
Let's say one were to hire good backgrounds like militia or wildmen, and about level 11-14 they reach 40 daily wages, and let's say you had a full company that would be 120 per day that you save (earn). If you were to have squires at a high level of 11-14 you would see about 60 gold per squire, maybe only 12 of your troops were of this refined caliber, with the remaining 8 being 30 gold, that would be 156 per day. If you were to have 6 hedge knights similarly leveled at 90 gold per day, along with 7 squires and 7 wildmen/other, you would have 176 gold per day saved.
In order to get your 80 gold a day you would have to hire a full company of very low tier backgrounds that ask roughly for less than 9 gold a day as a starting pay, which leaves out a very large amount of premium backgrounds, middle cost backgrounds, and decent peasant tier hires. One of the best one could get with these sub 9 gold wages would be a caravan hand, which is okay, but get's severely outclassed by something better like a militia, brawler, lumberjack, or wildman in terms of peasant tier recruits. This is also hardly involving reaching day 1000, while this may be a more realistic day 100-200 (more or less) goal.
That said, money isn't much of an issue in the late-game, once one's decked out their troops. I just wanted to give some examples and help shed some light on some realistic, estimated savings that the paymaster provides.