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Are there some obvious and predicted reasons to used mercenaries?

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11 years ago
Aug 14, 2014, 10:45:08 AM
At the moment it seem to be that the mercenaries aren't balanced?



Some questions:



1. At the moment there is no obvious reason to hire some mercenaries. except for the roving clans,

depending on the trait "Make Trade, Not War" which forbids them to declare war. Because in comparison

to the regular units, currently you can´t equip to push the mercenaries units.



2. For the first impression they seem to be too expensive? May be you can afford those units in a later

state of the game, but may be here it is too late to give then a chance.



Suggestion:

Would be nice to made the mercenaries more tasty and obvious to play. May be a quest

tasks could be a way to convince the player to use those mercenaries. Because the quest task could

explain the advantages of the mercenaries. the reason is to balancing your armies, or to help out

instantly a besieged city. Or, is it too obviously for the most player?
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11 years ago
Aug 16, 2014, 7:20:34 AM
There IS a quest that requires mercs to finish. The one that requires you to have one of each unit type in a garrison for x number of turns.
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11 years ago
Aug 17, 2014, 10:37:43 AM
anc42 wrote:
There IS a quest that requires mercs to finish. The one that requires you to have one of each unit type in a garrison for x number of turns.




You can finish that with (minor) faction units though. Cheaper too.
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11 years ago
Aug 17, 2014, 11:03:30 AM
Yes, but you don't always have factions with the required minor units pacified, so you are reduced to mercs. Unless, of course, you want to go to the time and headache of pacifying and building cities in the territories of the requires minor factions and spending Influence to assimilate them, which CAN be very expensive in Influence.
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