sman1975
Emperor
A bit behind schedule - testing different behaviors on some test merc units. Main issue is how best to limit the unit's impact on the purchasing civ's economy. I wanted to keep the unit from counting against the civ's supply limit (which evidently cannot be done, unfortunately).
Currently, they are set up to cost twice as much as similar units, but with no per-turn gold maintenance, can be moved the same turn they are purchased, and unfortunately count against the supply limit.
Am thinking about actually setting the gold maintenance on merc units to "high" (about twice as much gold per turn as normal units), and not mess with the 20 turn popup window to renew. The high cost seems to mimic reality a bit better and be quite an incentive to get rid of underperforming units. I'm a bit concerned it might also be quite an incentive to not use mercs at all...
This will have to be balanced somehow in testing.
Since the AI doesn't do a good job of getting rid of obsolete units, I'd probably add an LUA procedure that checks every 5 turns or so for obsolete merc units, then maybe give the AI a 50% chance of deleting them.
From early experiments, civs don't get any gold for selling merc units - something I think might be tied to the NoMaintenance item being set to "true." This is a very good thing - something I don't have to work around.
Soooo.... to make a long story longer, I've got all the icons/flags for the mercs in the game. I've got the best-possible version of the standard merc unit template build, and have added a couple of models that look pretty good right now.
Adding the models is pretty easy from here, and about 75% of them I've used before, so there won't be any issues getting them to work. New models are always a crap shoot getting them to work properly.
Currently, they are set up to cost twice as much as similar units, but with no per-turn gold maintenance, can be moved the same turn they are purchased, and unfortunately count against the supply limit.
Am thinking about actually setting the gold maintenance on merc units to "high" (about twice as much gold per turn as normal units), and not mess with the 20 turn popup window to renew. The high cost seems to mimic reality a bit better and be quite an incentive to get rid of underperforming units. I'm a bit concerned it might also be quite an incentive to not use mercs at all...

Since the AI doesn't do a good job of getting rid of obsolete units, I'd probably add an LUA procedure that checks every 5 turns or so for obsolete merc units, then maybe give the AI a 50% chance of deleting them.
From early experiments, civs don't get any gold for selling merc units - something I think might be tied to the NoMaintenance item being set to "true." This is a very good thing - something I don't have to work around.
Soooo.... to make a long story longer, I've got all the icons/flags for the mercs in the game. I've got the best-possible version of the standard merc unit template build, and have added a couple of models that look pretty good right now.
Adding the models is pretty easy from here, and about 75% of them I've used before, so there won't be any issues getting them to work. New models are always a crap shoot getting them to work properly.