No comments on the proposed Mercenary changes yet?
I am leaning towards moving it towards the purely spell-based mechanism.
Actually I have already implemented it that way, and would have to change it back if no one likes the idea.
The abilities which actually hire the various mercenary units require the Mercenary Recruiter promotion.
(Note that adding the mercenary recruiter promotion does break saved games.)
Magnadine starts with that promotion and can regain it from combat.
The event which formerly granted a mercenary champion instead gives the unit this new promotion.
The normal way to get the promotion is to use another ability only available to members of the team which owns the Guild of the Nine.
I also added a few more unit types, including Triremes and Frigates. Naval mercenaries would only be available in coastal cities.
The mercenaries start with the race and civ trait that they would have if trained by the player who has the dominant culture in that city. (Lanun ships are Seafaring, Ljosalfar archers are even and dexterous, etc.)
I currently have it so that the player whose culture is dominant will also get a cut of the price of hiring the mercenary, unless that player is the caster's owner. The cut is currently set at 10%, or 50% if the cultural player is Hippus.
Mercenaries hired by the Hippus never get the mercenary promotion, and so don't cost extra funds or have a chance of turning barbarian. Magnadine inspires such confidence in the mercenaries he recruits that they start with have Valor and Morale instead of the Mercenary promotion, even if this hero was captured and serving a non-Hippus player.
I'm considering a more radical chance to the mercenary mechanic now though.
Instead of limiting the ability to become a Mercenary Recruiter to the team who owns the Guild of the Nine, I'm thinking the wonder should allow it for almost everyone.
The spell would also require the Currency technology, and might requiring having contact with the wonder's owner and not being at war with that player.
The Guild's owner would receive a sizable fraction of the money paid to hire mercenaries, making it a major revenue generator. This might be instead of or in addition to the cut that goes to the units' cultural owners.
I'm also thinking of changing Magnadine's special connection to mercenaries. Instead of having a special ability to gain the Mercenary Recruiter promotion without relying on the Guild, I might give him a unique "Mesmerize Mercenary" ability. This would convert hostile mercenaries to his side, while removing the mercenary promotion so they remain loyal to his owner permanently rather than turning barbarian if not paid. This ability would also let him gain control of any disgruntled mercenaries who turned barbarian when other players could not pay their contracts.
What do you players think of that idea?