
If everything is perfect, you will make the Persuasion check, always. This includes never running away, never hurting innocents, never leaving men to die, never losing to many men in a fight, etc, etc, etc. You can have all companions, if you have Persuasion 10, and make absolutely no mistakes. There are four 8 man groups in Native, and those are rock solid. Originally posted by Tuidjy:You cannot have more than eight companions without at least some infighting. If he mod allows me to adventure with my wife, I will hire one B-lister, usually the most handsome and patriarchal, or the most beautiful and queenly, dress them to kill, and make them my prime minster before they can even start fighting with the A-listers. I stick to my A-team, and keep the experience flowing. In mods with 30+ companions, I do not bother with a B-team. I train the B-team as lords - path-finding, leadership and melee skills to go with their stats. The B-team get upset, and leave, and when I meet them, I rehire them. When they disagree with someone from the B-team, I take the A-lister's side. I coddle the A-team, and never upset them, so they are rock solid. Thus, in almost all mods, I choose an A-team, and a B-team. But even if one little thing is wrong, there is a chance a companion will leave. This includes never running away, never hurting innocents, never leaving men to die, never losing too many men in a fight, etc, etc, etc. If you want me to elaborate, I will, but I do not recommend trying to juggle 10 companions. It is not easy, and a single screw up can result in half of them leaving, which can mess you up for a game month or more. You can have ten companions without anyone leaving, with a lot of planning and perfect morale control.

You cannot have more than eight companions without at least some infighting.
