Cabbit
Part-time Spaceship
I haven't actually done any sort of testing on this yet, but here's my idea on how to create a semi-releastic concept of mercenary employment in Conquests:
The current method for "hiring" mercenaries is simply to allow whatever civ, would be in a position to build merenary units to be able to build said units, usually requiring a particular resource or luxury.
This has it's advantages and disadvantages.
The main advantages is that the AI can deal well with this system.
The main disadvantage is that it defeats the purpose of these being "mercenary" units if the are build by the civ itself.
In general, mercanary units, as compared to domestically trained amries:
1. Cost more money
2. Are less loyal
3. Are not trained and outfitted by the country they are fighting for, but rather offer their services as a ready to fight army.
(This isn't always the case but, I think, would be in most cases where mercenary armies would be used in Civ III)
I can't think of any way to do anything about 2 but my idea would be somewhat better suited to simulate 1 and 3.
My idea is to have certain improvements available that would create mercenary units every couple of terms.
For some intentions a small wonder would be the best choice, and there are various variations on this idea that could work.
By my idea, which is a little bit wierder, is to have a "base improvement", a "mercenary guild" be a prerequisite structure for other structures that would "hire" a mercenary every couple of turns.
These "hiring" structures would be named after the unit they hire and be cheap as far as shields go, maybe five shields.
They would, however, be extremely expensive to maintain, costing something like 15 gold per turn. If such a structure produced a unit every 10 turns, then it would be like paying 150 gold to "hire" that unit.
This has the advantage of somewhat releastically simulating the way hiring mercenaries would cost a lot of gold to hire but would free up your cities to produce either domestic units or improvements.
The big disadvantage to this aproach is I doubt that the AI would handle this well, the AI conceivably would not utilize mercenaries at all, or possible over utilize them, and thus cripple it's economy, the one thing that I most definately doubt it would do is utizlize the Mercenary system intelligently, becuase I don't think the designer ever had this sort of thing in mind when the desighned the AI.
Anyway, maybe somebody might find this aproach useful in a scenario or mod, or possibly just be inspired to come up with a better system. (just adding my 2 cents worth)
The current method for "hiring" mercenaries is simply to allow whatever civ, would be in a position to build merenary units to be able to build said units, usually requiring a particular resource or luxury.
This has it's advantages and disadvantages.
The main advantages is that the AI can deal well with this system.
The main disadvantage is that it defeats the purpose of these being "mercenary" units if the are build by the civ itself.
In general, mercanary units, as compared to domestically trained amries:
1. Cost more money
2. Are less loyal
3. Are not trained and outfitted by the country they are fighting for, but rather offer their services as a ready to fight army.
(This isn't always the case but, I think, would be in most cases where mercenary armies would be used in Civ III)
I can't think of any way to do anything about 2 but my idea would be somewhat better suited to simulate 1 and 3.
My idea is to have certain improvements available that would create mercenary units every couple of terms.
For some intentions a small wonder would be the best choice, and there are various variations on this idea that could work.
By my idea, which is a little bit wierder, is to have a "base improvement", a "mercenary guild" be a prerequisite structure for other structures that would "hire" a mercenary every couple of turns.
These "hiring" structures would be named after the unit they hire and be cheap as far as shields go, maybe five shields.
They would, however, be extremely expensive to maintain, costing something like 15 gold per turn. If such a structure produced a unit every 10 turns, then it would be like paying 150 gold to "hire" that unit.
This has the advantage of somewhat releastically simulating the way hiring mercenaries would cost a lot of gold to hire but would free up your cities to produce either domestic units or improvements.
The big disadvantage to this aproach is I doubt that the AI would handle this well, the AI conceivably would not utilize mercenaries at all, or possible over utilize them, and thus cripple it's economy, the one thing that I most definately doubt it would do is utizlize the Mercenary system intelligently, becuase I don't think the designer ever had this sort of thing in mind when the desighned the AI.
Anyway, maybe somebody might find this aproach useful in a scenario or mod, or possibly just be inspired to come up with a better system. (just adding my 2 cents worth)