If you end up anything then trading a lot of the better ones, do the various factions end up using slightly better weapons in a week or two's time? As in, are they actually an input for the AI's gear? Or do they just *poof* out of existence when sold, having fulfilled their purpose as a gold source?
Would it be too hard to tell, considering the randomness of troops engaged in fights, troop types, levelling etc anyway?
Well average soldiers are defined by a generic loadout that is coupled with their class. As far as lords... I doubt they upgrade dynamically--most start with top-tier armor anyways, and it seems like they always wear their faction's sunday best into battle.
EDIT: I am also unsure how liquid weapons are (in a meta sense)... I have seen a crafted sword I sold in one city pop up in another, and I'm not sure if they're important for recruitment or settlement garrisons so... idk, more science must be done.
I feel like a big change between Warband and Bannerlord is that trading is kinda more important to getting off the ground in the early game than it used to be. Gear drops are fewer and by and large shitty, so they don't represent a sustainable income. More they along with scavenge defray the upkeep cost as long as you're consistently fighting. I feel like you had to want to be a trader in Warband, it wasn't something you could half-ass very well. Here because horses are so fundamental to cargo space in general, it's easier to play the trading game at your desired level of engagement.
Was there a way to sign up with a lord as a footsoldier that anyone's seen?
Trading is definitely more central to the game... so much so I am actually having trouble transferring back from Mr Capitalist to Medieval Big Bos... I am the Crassus of Mercenaries/Minor Lords
So unlike some very good mods in Warband, there isn't an official sign up to be a footsoldier thing, but it's fairly on-base to approach any lord and ask to be a mercenary for a kingdom and just join various armies. There's even a monthly-renewable mercenary contract mod available already (be warned that otherwise, leaving kingdoms will net you a nasty -20 relations bonus even though you're just a hired sword).
EDIT: Also if anyone's interested I've got a little mod list for ya peeps:
*they're all extremely light-weight mods and don't really add or remove anything from vanilla
Tournament XP: Just like says, it allows you to level your skills in tournament play, very useful!
Bannerlord Tweaks: A bunch of random fixes, but best of all is the 400 smithing stamina, which strikes a good balance between having a limit and actually being able to smith quickly enough not to go crazy!
Don't Smelt Locked Weapons: Really helpful to preserve your legendary/crafted weapons from accidental smelting when you're turning your captured iron into sweet sweet denars.
War Attrition: Basically makes factions regularly declare peace after several sieges or high-value ransoms or bloody manpower losses, still tons of war but slows things down and helps to prevent snowballing.
Entrepeneur: Very lightweight investment mod that allows you to become a rural landlord, purchasing acreage in villages for small weekly profits ranging from 20-100+ denars per acre, useful for A.) wartime income for the international businesslord, and B.) diversifying assets/allow non-kingdom players to support larger armies.
Always Keep Horses and Food: Just a mod that locks horses and food in the trade menu so you don't accidently unload them all for some reason. Safety first!