Governors

Governors are a feature in Mount&Blade: Bannerlord. Governors are companions or family members assigned to a town or castle that the player owns. Doing so allows those companions use 'Governor' perks that they have to improve said town or castle's characteristics such as Prosperity gain, Loyalty, Security etc. Governor perks[] 25 50 75 100 125 150 175 200 225 250 275 One-Handed Swift Strike: +1 Militia/day Corps-a-corps: +30 Garrison limit To be Blunt: +0,5 Security/day Military Tradition: -5% Garrison wages Stand United: +30% Security from Garrison Two-Handed Berserker: -10% Garrison wages Projectile Deflection: +10% XP to Garrison troops Confidence: +30% build speed to military projects Polearm Guards: +20% XP to Garrison cavalry Drills: +1 Militia/day Keep at Bay: +1 Militia/day Skewer: +1 Security/day Standard Bearer: -20% Garrison infantry wages Bow Merry Men: +1 Militia/day Discipline: +1 Loyalty/day Bulls Eye: +3 Garrison troop XP/day Quick Draw: +5% Taxes Mounted Archery: +20% Security from archers Hunter Clan: -15% Garrison wages Ranger's Swiftness: +20% Security from archers Crossbow Peasant Leader: -20% ranged Garrison troops wages Long Shots: +1 Militia/day Renowned Marksmen: +20% Security from ranged Garrison units Steady: +5% Tariffs Pavise: +30% Ballista accuracy Throwing Focus: +1 Security/day Throwing Competitions: +1 Militia/day Riding Relief Force: +20% Security from mounted Garrison units Breeder: +5% production in bound villages Cavalry Tactics: -50% mounted Garrison troops wages Well Strapped: +0,5 Loyalty/day Shepherd: +15% chance for tier 2 horses in bound villages Mounted Patrols: -50% prisoner escape chance Athletics Durable: 1 Loyalty/day Steady: +10% production in farms, mines, lumber camps, clay pits Energetic: +20% Hearth Growth in bound villages Strong Legs: -20% food consumption under siege Smithing 25 50 75 100 125 150 175 200 225 250 275 Scouting Desert Born: +2,5% Taxes Forest Kin: +10% Taxes from bound villages Village Network: +10% villager party size Tactics Make Them Pay: +25% damage to besieging siege engines On The March: +20% Fortification bonus Pick Them Off The Walls: +25% for double bombardment damage vs besieging troops Gens d'armes: +1 Security/day Roguery Scarface: +5% chance for +1 rel/day with rand. notable One of the Family: +1 recruitment slot for gang leaders Arms Dealer: +2 Militia/Day while under siege Sweet Talker: -20% prisoner escape chance Know-How: +1 Security/day White Lies: +2% chance for +1 rel/day with rand. notable Salt the Earth: +5% Tariffs Dirthy Fighting: +2 Food/Day while under siege Charm In Bloom: +2% chance for +1 rel/day with rand. notable of opposite sex Moral Leader: +1 rel. with notables when a project is completed Parade: +5 Loyalty/day (de facto) Virile: +10% chance for +1 rel/day with rand. notable while cont. proj. is active Meaningful Favors: +5% chance for +1 rel/day with powerful notable Young and Respectful: +2% chance for +1 rel/day with rand. notable of same sex Public Speaker: +10% effect from forums, marketplaces, festivals Leadership Authority: +20% Security from Garrison Citizen Militia: +20% chance to spawn elite militia Raise The Meek: +3 Garrison troop XP/day Heroic Leader: +1 Loyalty/day Veteran's Respect: +20 Garrison limit Trade Toll Gates: +30 Gold/caravan Content Trades: +10% Tariffs Granary Accountant: +20% production of grain, olives, fish, dates in bound villages Self-made Man: +30% build speed for marketplace, workshop, aqueduct Traveling Rumors: +20 Gold/villager party Mercenary Connections: +25% Workshop production Tradeyard Foreman: +20% production of clay, iron, cotton, silver in bound villages Spring of Gold: +20% effect from boosting projects Trickle Down: +2 Prosperity/day while building a project Steward Drill Sergeant: -5% Garrison wages Stiff Upper Lip: -20% Castle Garrison wages Giving Hands: +10% Tariffs Aid Corps: +20% Hearth Growth in bound villages Gourmet: -10% Garrison food cons. under siege Contractors: +10% Town project effects Master of Planning: +20% effect of continuous projects Price of Loyalty: +0,5% Taxes per skill point after 200 Seven Veterans: +1 Militia/day Logistician: +10% Taxes Relocation: +20% effect from boosting projects Forced Labor: +1% construction speed per 3 prisoners Master of Warcraft: -5% food consumption Medicine (+0.1% healing rate per skill point) Triage Tent: -5% food consumption under siege Bush Doctor: +20% Hearth Growth in bound villages Clean Infrastructure: +1 Prosperity/day from civilian projects & +30% recovery from raids in bound villages Battle Hardened: -25% siege attrition loss Pristine Streets: +1 Prosperity/day Perfect Health: +10% animal production in bound villages Physician of People: +1 Loyalty/day Helping Hands: -50% Prosperity loss from starvation Engineering (+0.25% faster building production per skill level) Dungeon Architect: -25% prisoner escape chance Carpenters: +12% project build speed in Towns Dreadful Besieger: +10% siege engine bombardment accuracy Foreman: +100 Prosperity when a project is finished Siege Engineer: +30% HP to defensive siege engines Battlements: +100 max Granary capacity Apprenticeship: +1% Prosperity for each unique project Architecturel Commissions: +20 gold/day for continuous projects Siegeworks: +1 prebuilt Catapult under siege Military Planner: +25% project build speed in Castles Salvager: +0.1% siege ending build speed per Milita Stonecutters: +30% build speed for fortifications, aqueducts and barracks Engineering Guilds: +25% wall HP Clockwork: +20% effect from boosting projects 25 50 75 100 125 150 175 200 225 250 275 Bugs[] Contractors (Steward 200) and Battlements (Engineering 175) are bugged and heavily decrease daily Prosperity gain by significantly decreasing the effect of "Food Surplus" Arms Dealer (Roguery 225) adds flat +2 Militia, not +2% like in-game description says