
Originally Posted by
TinCow
Hmmm.... the mercenaries concept is interesting. The game already provides mercenaries at a limited rate, and once a province is depleted of them, it takes a while for them to reappear. That could be used as a method of limiting the number of units that could be 'drafted' without needing to count turns: just restrict Civil War recruitment to 1 Mercenary unit per player per turn. This is somewhat realistic, as mercenaries formed the bulk of many, many armies throughout the entire timeperiod covered by M2TW. In addition, using mercenaries opens up an easy method to implement econ21's post-war disbanding without relying on anything other than the game engine itself. Mercenary units are very easy to distinguish from normal units in an army. We could simply say that all Mercenary units owned by all participants in a Civil War are disbanded when the Civil War ends. Clean, efficient, and requires no one to take notes of which units were recruited when. The only issue would be mercenary units that were owned before the war began, but those tend to be few and far between, since they cannot be gained by prioritization anyway, so they would be rare and small in number and thus relatively easy to keep track of.
My main concern with mercenaries would be that I'm not sure whether the replenishment rate is slow enough to properly fit into the limits we want to impose on civil war recruitment. Does anyone know how fast mercs 'spawn' in LTC?
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