Could some entries for Mercenaries change as the era go on? We have Machine Gunners labeled as skilled assassins. Apparently you don't need to be discreet
Also, Milan does not seem to get any decisions. Could be because of all the mods I have installed, but other JFD civs work just fine...
Contractors:
(I should add that, as per request, these are all fictional. The last one is just a renamed artillery piece

)
Fortit Industries/Innovations- (2 x Landship) A conglomerate of military engineers and operators that produce machines of steel and fire capable of breaking through any line.
*Landship gains bonuses against fortified units/Forts & Citadels/when an enemy has another friendly military unit adjacent to it.
(If only AI built forts more often and used citadels more then just land grabs

)
Cebeille Stingers - (3 x Bomber) An entrepreneurial group consisting of retrofitted Bombers to better match the quick sting of a Fighter.
*Bomber is weaker against cities, better at harassing units, harder to shoot down. Be neat if they had some Fighter promotions.
Gilliam Murray Machinery - (1 x Landship/Tank) Formally an industrial giant, Gilliam Murray has expanded his developments to include Heavy Weight Tanks/Landships that are essentially rolling artillery.
*Tank/Landship is slow (2/3 MP), but gains +1 range (Possible?) and extra HP. This could also be a replacement for Artillery that can do a melee atack
Imperial Interests Inc. (3 x GWI) Mercenaries driven by the belief the world should hang beneath a single banner, these veterans and youths fight with the passion and fury of idealists.
*Decent cheap units that fight better against a foe with less cities than their Contractor
Verteid Associated (2 x Subs) Seeing how global warfare could disrupt their bottom line, a intrepid group of merchants pooled their money to form a reliable defense for their investments.
*Greater area of sight. Extra damage and movement for every two cargo ships/trade routes. Maybe bonuses are only in effect near contractors borders or their cargo ships.
Sky Compress Coalition (2/1 x Anti-Air) Refined AA guns allow these silver-eyes to move from hot zone to hot zone.
*Extra damage when stationed in cities, extra movement when not
Trench Panthers (2 x MG, Replace Assassin?)
Elite soldiers equipped with light weight MG's, these troops are perfect for harassing a stronger enemy.
*A little less damage, May move after attacking, have +1 MP, not affected by rough terrain.
Beta-Berat Experimental (1 x Artillery)
Sometimes, bigger is better.
*May only move on railway lines, has +1 range and massive damage