mercs and realism

Hescumet

Chieftain
Joined
Jul 4, 2007
Messages
30
Hello,

playing this (great!) mod for only a few days I have limited experience, but it feels like the merc component while being a great idea is actually mixing two concepts, and that if we would untangle them, it would feel much more realistic.

I. Two concepts: Where do the mercs come from?
Let us ask the question: "Where do those mercs I hire come from?". "Where do the ones I hire out go to?"

1) Mercs from within my own society
It is easy to imagine how some mercs come from within my own society. Especially in the early history the central government was often not controlling as many "soldiers" as for exmaple influental citicens who needed their property protected, or the feudal rulers within an empire etc etc.

If the merc component is simulating this concept, it should be made sure that
* I am not able to hire units for whom I do not have the technology to built them myself.
* The ammount of mercs available for hiring and the demand for mercs should depend on my own civilization. The simplest factor would be population size: Bigger population: higher supply of mercs, higher demand for mercs as well. Of course one could be more fancy: Gold and diamond mines on my territory increase the demand for mercs I can hire out within my civilization. Wouldn´t that be cool?

2) Mercs from other nations
Obviously I can hire mercs from and to other nations.

If the mercs component is simulating this concept it is completely logical that the mercs could be more advanced than my own units but
* I should not be possible to hire units from or to civilizations I do not have contact with at the moment the contract is signed, in fact I even believe open borders should be required.

Obviously it is possible to combine both concepts, but then the component should clearly show whether those mercs come from within my own country, or from other countries and behave accordingly.

II. No unrealisic disappearing of units

It would also feel a lot more realistic if the component would not make units disappear. In the case the merc is hired by people within your own nation this is easily done. It gets a move order to someplace (example: highest [size of city - mercs already there]) and stays there until the player calls it back.

For foreign nations it could be this way: Once you hire out a unit the AI player takes control of it where it stands. Once you hire a unit you take control of it where it stands. To make this work the AI would need to before hiring a merc run a check whether it can transport that to a battle front within reasonable time. That is possible to do. This way you could probably only sell mercs to another AI which you first moved someplace where they are helpful for it. Another game twist which could be fun I believe.
Not easy to program, I know, but if that is not done at least make the time it takes mercs to travel depend on the distance between the civs, and make it take a realistic time! Show the time before you hire the merc! (Didnt the programmer of the component already plan something like this?)

III. The merc screen as a "wall street"

The following I have not put as much thought into as I. + II. but here it is nevertheless:

Right now, especially for new players, the merc screens are confusing. I hire out a merc, it appears as hired out, disappears from my game. Still I do not generate revenue? Yes, because no one hired it for real! So my unit is disappeared and I may wait and just hope someone hires it? Not fun.

How should this work instead? When I call up the merc "hire out" screen it should show a list of my units the AI is interested in and what the AI would pay for them, and when I click on them the military-advisor minimap showing where the unit in question is.

When I call up the "hire " screen it should show a list of mercs I can hire like now.

The costs of mercs urgently need to be adjusted and made dependent on the production costs of the unit! In my current game I can try hiring out an archer for exactly the same costs as I can hire a mazeman.

IV. Conclusion

In my view, if something like the above is not implemented it might be better to turn off mercs altogether. If the above would be implemented though, we wouldnt see any scenarios where while we still havn´t contacted any other civilizations we can hire mercs (first time you think "huh?!") which then spawn somewhere in our territory (2nd "huh?!", I mean, how did they get there, "beam me up scotty"?).

Finally I would like to thank the programmers of the respective mods for the amazing ammount of programming time and skills already put into this. Oh, and please excuse my very rusty English.
 
The mercs component is I belive a modpack that was added to the mod, and all your ideas are good and I agree with you, I hate hiring out mercs and the screen is too confusing. The only problem I can see is how to get it to show the stuff.
 
Unfortunately the merc mod ain't stuff of mine, so I can't change the way it works


The costs of mercs urgently need to be adjusted and made dependent on the production costs of the unit! In my current game I can try hiring out an archer for exactly the same costs as I can hire a mazeman..

they are balacned witht their strength and experience
 
The thing I really hate about mercs are Aztec elephants. Nobody has astronomy and I am the only one with optics. Nearly crushed my whole army, but suddenly disappeared (maybe they couldn't afford it).
 
What's with the Anazazi Elephants and Macemen in 1300 AD, before Europe's even touched the Americas? It's silly.

I know it may be hard to change, Rhye, but something really needs to be done to fix it. It's ruining my attempts at playing the pre-Columbus civilizations and taking advantage of the conquerer event when suddenly the Aztecs are stronger than me! At least give us a game file with merc turned off. Or another idea is to either make merc in general expensive again, or give the new world civs a huge handicap in hiring mercs.
 
You'll still have Longbowmen and Macemen in Atzec and Incan hands sometimes...
 
I know it is harder to do, but I really would love to see "no mercs from civs I have no contact with and have at least neutral relations".

A "quick and dirty" fix like giving the american civilizations a handicap on hiring very often comes back to you unexpectetly, when it behaves strangely in circumstances you have not considered. Always better to go for the logical solution in the first place, even if it takes longer to implement (or take it out comletely) ... but I will shut up now it is not my programming time after all :). Thanks again for considering to change it.
 
All I would say is that I think it is historically realistic that you can hire Mercs who are ahead of you tech wise and/or from civs/areas you do not have contact with.

Might be a bit unbalanced game-wise.... but it makes sense to me.

And I wonder why Nationalism (just discovering it), gets rid of Mercs. I mean, we have Executive Outcomes right now in 2007, don't we.

Ryry
 
All I would say is that I think it is historically realistic that you can hire Mercs who are ahead of you tech wise and/or from civs/areas you do not have contact with.

This is interesting, I would really like to understand why it makes sense to you, because it doesnt make sense to me at all.

My argumentation goes like this: Civilization is a God-game. Meaning I know everything about my civilization. When my warrior goes exploring in the early game I instantely know what he sees. If instead the game would (realistically) show me only what the ruler of the country knows, I should only know what my warrior has discovered when he comes back to my palace.
In other words: Playing civilization I am not only supreme ruler of my empire, but at the same time governor of all my cities and commander of each and every unit.

Therefore, if any person in my civilizations has contact with any person of another civilization I have - the way the game defines contact - contact with that other civilization. Therefore if I can hire mercs from them, this means I have contact with the other civilization.

Am I making sense?

In the specific example of the Americas this seems even more clear to me: How are the Incas supposed to hire mercs from people who have not even *discovered* the new world yet ?!

And I wonder why Nationalism (just discovering it), gets rid of Mercs.

I agree here, that isnt logical.

Georg
 
[q]All I would say is that I think it is historically realistic that you can hire Mercs who are ahead of you tech wise and/or from civs/areas you do not have contact with.[/q]
For the most part, that is true, but the biggest problem is Aztecs and Inca buying units that cannot possibly be transported over, especially powerful units they can't build and therefore don't bring a counter for (elephants). Now I know better than that, but I still don't like it. I would almost say that you should be connected to another civs trade network to purchase their mercs.
 
And I wonder why Nationalism (just discovering it), gets rid of Mercs. I mean, we have Executive Outcomes right now in 2007, don't we.

Ryry

This I totally agree with. Mercenaries have never gone obsolete. Even in the current Iraqi war there are plenty. In fact there are so many mercenaries in this war, it's actually surprising. At best the discovering of nationalism should make Mercenaries more expensive, not make them obsolete. That would make a lot more sense. This would change the strategy to if you need a quick set of fresh troops on the field, you could turn to the much cheaper drafting system, and then use Mercenaries as a last resort--as happened in the American civil war, the Sino-Japanese War, etc.

Oh yeah, here's an example of 20th century mercenaries to the skeptics:

During the early stages of the Second Sino-Japanese War (before Pearl Harbor) America didn't want to become overtly involved in the conflict (due to a non-aggression pact with Japan), yet felt an obligation to assist the Chinese in stopping Japanese aggression. So the United States sent Claire Chennault to assist China and created the American Volunteer Group (AVG), better known as Flying Tigers. The pilots earned roughly $600-700 basic pay per month, plus an extra $500 per confirmed Japanese aircraft that was shot down courtesy of the then Chinese President Chiang Kai-shek.
 
For the most part, that is true, but the biggest problem is Aztecs and Inca buying units that cannot possibly be transported over, especially powerful units they can't build and therefore don't bring a counter for (elephants).

This I get. It doesn't really make sense.

Ryry
 
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