Hi,
first thanks for this great mod. Please excuse my bad language and other things. As stated in the title, i would like to see a better/additonal mercsystem implemented, because of the Rhoanna-entry. This isn´t meant as a request for Kael and his team, as they are busy to balance the mod and want do other even better things, but for modmoders like magistercultum
, as i have no clue how to do this myself and actually also no time to change my deficit. But as i´ve seen, how you moddified the game, i think most of it will be doable.
Here is the idea:
intentions of the changes:
-the wiki of the hippus makes them to an mercenary civ, not to a mercentsfriendly civ (maybe remove some abilities of their hero), so i wanted to have some mercenarylike flavor, so i wanted to give the mercenaries something similar to hidden nationality back.
unintended, so hopefully balanced
-mercenary is in competition to coe and in some things stronger, I hoped this has been weakenend by the restrictions
-instead there is an great synergy between merc and coe-units (while it´s possible to have a lot of strong mercs, they can´t capture a city after having declared war the coe-units can)
- to have a chance against this we need an counter and here it´s possible to boost the empyrean (first clean your own house, before you switch to order and bring the war to the agressor) and also the defender-treat
Promotions:
Hidden nationality:
Same as the current promo
cast Hidden Nationalilty:
caster will get promo hidden nationalityIf i talk from now on about Hidden Nationality/HN, I mean this promo.
Mercenary:
Same as HN, but without the possiblity to show its nationality(so they can´t even capture a city after declaring war); -1 strength; mercenaries can get on HNships and the other way (bougth mercenaries start with promo)
(Holy) Headhunter:
Promo for Specialzised Empyrean Units, who want to save the country from unknown troops in times of peace +50% against units who hides their Nationality (HN, Mercenaries)
Question is, if there is a need to change the sun3 sorcspell. It should either remove all three promos or only the cast hidden promo, as otherwise the Units with the Headhunterpromo would lose their advantage.
Buildings:
Hippus Mercenary Headquarter (requires guild of nine in city):
Unit built in city will get the mercenarypromotion
-25% millitary production (as a mercenary unit is not a regular army unit and needs some special training and extra experiences)
+50% cityupkeep (due to the specialtraining and the extra experiences I would like, if the promo would give the unit +1upkeep, which sounds hard to accomplish)
Lanun Pirate Headquarter (requires tech of the piratunit and/or guild of nine in city)
25% chance unit built in city will get the mercenary-promotion (don´t want them to become a merc-superpower like the hippus, but I want to have hn-boardingparties and also after the pirateship-era some strong HNships)
+100% upkeepcosts (pirats like to have some chaotic parties, you know?)
Both of them should be national wonders, although I doubt, you would want them in more than one city. If a %-chance isn´t possible reduce the millitary production to 50% and make it 100%)
Additions to existing Buildings:
Empyrean Temple:
5% chance unit will get the Headhunterpromo. (10% if malakim)
Esus buidling/Smuggling Ring (requirements: if Smuggling Ring, then esus and octupus only + undercouncil as civic and no resolution; I don´t see ashenveil as an real undercouncilreligion and it has other advantages).
5% (10 if svartalvar) chance unit will get the cast Hidden Nation promo (smugglars!!!, nightwatch takes to long to research)
If a %-chance isn´t possible make it as a national wonder(similar to the headquarters) or a ritual with some chances to turn every unit. Adding it to the religion-promo or the Empyrean-UUs would also be a good alternative.
first thanks for this great mod. Please excuse my bad language and other things. As stated in the title, i would like to see a better/additonal mercsystem implemented, because of the Rhoanna-entry. This isn´t meant as a request for Kael and his team, as they are busy to balance the mod and want do other even better things, but for modmoders like magistercultum

Here is the idea:
intentions of the changes:
-the wiki of the hippus makes them to an mercenary civ, not to a mercentsfriendly civ (maybe remove some abilities of their hero), so i wanted to have some mercenarylike flavor, so i wanted to give the mercenaries something similar to hidden nationality back.
unintended, so hopefully balanced
-mercenary is in competition to coe and in some things stronger, I hoped this has been weakenend by the restrictions
-instead there is an great synergy between merc and coe-units (while it´s possible to have a lot of strong mercs, they can´t capture a city after having declared war the coe-units can)
- to have a chance against this we need an counter and here it´s possible to boost the empyrean (first clean your own house, before you switch to order and bring the war to the agressor) and also the defender-treat
Promotions:
Hidden nationality:
Same as the current promo
cast Hidden Nationalilty:
caster will get promo hidden nationalityIf i talk from now on about Hidden Nationality/HN, I mean this promo.
Mercenary:
Same as HN, but without the possiblity to show its nationality(so they can´t even capture a city after declaring war); -1 strength; mercenaries can get on HNships and the other way (bougth mercenaries start with promo)
(Holy) Headhunter:
Promo for Specialzised Empyrean Units, who want to save the country from unknown troops in times of peace +50% against units who hides their Nationality (HN, Mercenaries)
Question is, if there is a need to change the sun3 sorcspell. It should either remove all three promos or only the cast hidden promo, as otherwise the Units with the Headhunterpromo would lose their advantage.
Buildings:
Hippus Mercenary Headquarter (requires guild of nine in city):
Unit built in city will get the mercenarypromotion
-25% millitary production (as a mercenary unit is not a regular army unit and needs some special training and extra experiences)
+50% cityupkeep (due to the specialtraining and the extra experiences I would like, if the promo would give the unit +1upkeep, which sounds hard to accomplish)
Lanun Pirate Headquarter (requires tech of the piratunit and/or guild of nine in city)
25% chance unit built in city will get the mercenary-promotion (don´t want them to become a merc-superpower like the hippus, but I want to have hn-boardingparties and also after the pirateship-era some strong HNships)
+100% upkeepcosts (pirats like to have some chaotic parties, you know?)
Both of them should be national wonders, although I doubt, you would want them in more than one city. If a %-chance isn´t possible reduce the millitary production to 50% and make it 100%)
Additions to existing Buildings:
Empyrean Temple:
5% chance unit will get the Headhunterpromo. (10% if malakim)
Esus buidling/Smuggling Ring (requirements: if Smuggling Ring, then esus and octupus only + undercouncil as civic and no resolution; I don´t see ashenveil as an real undercouncilreligion and it has other advantages).
5% (10 if svartalvar) chance unit will get the cast Hidden Nation promo (smugglars!!!, nightwatch takes to long to research)
If a %-chance isn´t possible make it as a national wonder(similar to the headquarters) or a ritual with some chances to turn every unit. Adding it to the religion-promo or the Empyrean-UUs would also be a good alternative.