Experience seriously imbalances the stat system so we won't be doing this.Originally Posted by Maksimus
Foot
Experience seriously imbalances the stat system so we won't be doing this.Originally Posted by Maksimus
Foot
EBII Mod Leader
Hayasdan Faction Co-ordinator
Actually we have a very few experienced mercs now in about half the pools. They are more expensive and typically replenish really slowly, although the balearic slingers and one weaker horse archer has a bit higher replenishment; if you max out replenishment rolls you could get an experienced horse archer unit as often as every third year (nearly) in Parthian lands.Originally Posted by Foot
Last edited by bovi; 11-20-2007 at 18:59.
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That would be one very nice solution.. + if you count in that nearly 90% of mercs are not hired through all of your campaign.. soOriginally Posted by bovi
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it's in eb/data/world/maps/campaign/imperial campaign/DESCR_MERCENARIES.TXTOriginally Posted by Tellos Athenaios
And I will 'tweak' it.. in 1.1 along with some other tweaks.. but thank you
my friend
Well, I know that realy.. still, thank you for your answer that was fast and fairOriginally Posted by foot
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“Give me a place to stand and with a lever I will move the whole world.”
I usually hire mercs when my main forces are away and I need some good quality troop to counter an outnumbering enemy (that often hire most of the mercs itself)
Mercenaries are obviously better for factions that swim in money but might have trouble fielding large armies. Carthage comes to mind as your units take forever to reach Iberia or Syracuse or even Egypt, they also make a lot of money.
For certain factions, being able to recruit units like greek phalanx, hoplites or powerful cavalry is also a welcome addition.
In deep enemy land sometimes you might even hire mercenaries ahead of a big battle.
They supplement your army where the natives fail.
Anyone seen the film called the last valley, it's set in the 16th centuary, Michael Cain as the merc captain has to lead his men in a forlorn hope, no idea how accurate this is regarding real life.
Heck, it was shot where I love to climb mountains - in the summer and the winter...
Cheers
OA
Cicero, Pro Milone"Silent enim leges inter arma - For among arms, the laws fall mute"
[Technically off topic, but in reply to what some have said about using mercs as death fodder being a bad idea]
[Assumptions about playing styles ON]
Using mercs as "death fodder" in a siege assault makes good financial sense. Although they're more expensive to hire, you don't have to pay for their upkeep while they're on their way over, so it works out being cheaper in 9/10 cases. Mercs are also cheap garrison troops (over at least the short-medium term) for similar reasons.
Further, it doesn't make financial sense to have non-core troops in your field armies for anything other than the shortest period. Core troops can be replenished, which means they eventually attain extremely high levels of experience. Such units still cost the same amount to maintain but can then match or outperform their more expensive foes. This means that a stack of elite-equivalent quality costs you 10,000 - 15,000 less per turn.
Hence, if you retain four or five mercs (replacing them when depleted) and as a result it takes you twenty turns longer to get those experienced core troops, it'll cost you a hidden 240,000 - 360,000 mnai. That's the cost of hiring and upkeep for the extra soldiers you'll need to bridge the gap in military strength that arises from not having experienced field armies.
So, use mercenaries as death fodder so you don't needlessly wipe out experienced core troops. Use them as garrison troops. Use them as specialist troops to fill a hole in your roster. Use them for role-playing purposes.
But other than that, take Machiavelli's advice and avoid the buggers.
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