Emperor brought the much awaited mercenary rework and I think it was in general a great success in terms of both gameplay and flavour, as well as diversifying warfare. However there are two problems that I think is holding back the system and making it progress awkwardly and also inadvertently handicapping the AI. That are related to mercenary costs, mercenary army sizes (which also relate to their costs) and mercenary interaction with army professionalism. In light of what I consider the developer design decision, which is that mercenaries should be more important early and especially for smaller states then scale to be very costly and be replaced by professional armies later I have three easy to implement suggestions with number balance left to developers. I think all three would work great in tandem.
1. Mercenary costs
Rather than current situation where it costs less to just hire mercenaries indefinitely because they break even their initial costs at 5 years which means its better to keep them as you often declare war sooner than every 5 years, I think it was intended you should rather hire them in wars as you need them then disband them after. As to remedy this, mercenaries should cost less in initial hiring but cost more in maintenance with balance shifted towards breaking point placed somewhere at 2 years. Morever mercenaries should loot faster as to encourage recouping mercenary costs with sweeping occupations to loot as much as possible. Overall aim being mercenaries should be hired at war, used to both fight and loot then disbanded as soon as possible. Mercenary costs should scale with time as usual so that proportion of loot to maintenance should decrease.
2. Mercenary size
Currently mercenaries scale with your force limit. I think this is wrong way to approach mercenary armies, as not only are mercenaries supposed to be indepedent of your state thus not depended on your army size but also gameplay wise become unwieldy due attrition and cost limits in a weird way. I think for better gameplay experience, to represent mercenary indepedence and emphasise mercenary advantage to smaller states and to make it so mercenaries aren't enough later in game mercenary sizes should not scale with your force limit at all, remaining static according to their type with more variety of sizes between different mercenary armies. This way mercenaries would be more important early on and especially for smaller states, as well as a larger investment but become secondary to professional armies later. Costs would increase later and states would need to pay more and more for same size mercenaries representing the fact that professional armies becoming more cost effective as well. Also because the amount of mercenary armies you can hire are limited by type the total amount of mercenaries you can hire, it would be capped by the span of the empire, thus also representing the usefulness of mercenaries to far flung empires as well. No longer would you have upwards of half a million or more mercenaries at your disposal late game but also have much more relevant ones early on. As their sizes would be tailored to optimal army sizes in early game, which makes it easy on AI as well.
3. Army professionalism
Currently, hiring mercenaries reduces your army professionalism by a static amount regardless of size or duration. This alongside with costs and unwieldy sizes encourages players to hire and keep mercenaries. Moreover it makes no sense an empire with vast and professional armies should suffer so much from just hiring one or two detachments of mercenaries. History has plenty of examples of professional armies and mercenaries existing together, most relevant examples being Spain and Sweden during this period. My proposal is rather than reducing your army professionalism mercenaries shouldn't benefit from it, moreover they should decay your army professionalism as a percentage of their share of your force limit up to 1% per year as opposite of drilling. This way army professionalism becomes a balancing act between professional armies and mercenary armies rather than an all or nothing tanking your professionalism just because you hired a few. Also by not benefitting from army professionalism they would be inferior to professional armies later as instead of staying at 0% professionalism all game some armies would increase it as game progresses.
I think these three changes together would allow mercenaries to be more manageable, interactive and dynamic in gameplay, as well as represent more flavour. Additionally and importantly mercenaries would be disproportionately more important early on but become eclipsed by professional armies later on and be reduced to auxiliary and local roles. I also think AI would have easier time handling smaller mercenaries meant to be hired and disbanded more often with sizes easier to direct.
1. Mercenary costs
Rather than current situation where it costs less to just hire mercenaries indefinitely because they break even their initial costs at 5 years which means its better to keep them as you often declare war sooner than every 5 years, I think it was intended you should rather hire them in wars as you need them then disband them after. As to remedy this, mercenaries should cost less in initial hiring but cost more in maintenance with balance shifted towards breaking point placed somewhere at 2 years. Morever mercenaries should loot faster as to encourage recouping mercenary costs with sweeping occupations to loot as much as possible. Overall aim being mercenaries should be hired at war, used to both fight and loot then disbanded as soon as possible. Mercenary costs should scale with time as usual so that proportion of loot to maintenance should decrease.
2. Mercenary size
Currently mercenaries scale with your force limit. I think this is wrong way to approach mercenary armies, as not only are mercenaries supposed to be indepedent of your state thus not depended on your army size but also gameplay wise become unwieldy due attrition and cost limits in a weird way. I think for better gameplay experience, to represent mercenary indepedence and emphasise mercenary advantage to smaller states and to make it so mercenaries aren't enough later in game mercenary sizes should not scale with your force limit at all, remaining static according to their type with more variety of sizes between different mercenary armies. This way mercenaries would be more important early on and especially for smaller states, as well as a larger investment but become secondary to professional armies later. Costs would increase later and states would need to pay more and more for same size mercenaries representing the fact that professional armies becoming more cost effective as well. Also because the amount of mercenary armies you can hire are limited by type the total amount of mercenaries you can hire, it would be capped by the span of the empire, thus also representing the usefulness of mercenaries to far flung empires as well. No longer would you have upwards of half a million or more mercenaries at your disposal late game but also have much more relevant ones early on. As their sizes would be tailored to optimal army sizes in early game, which makes it easy on AI as well.
3. Army professionalism
Currently, hiring mercenaries reduces your army professionalism by a static amount regardless of size or duration. This alongside with costs and unwieldy sizes encourages players to hire and keep mercenaries. Moreover it makes no sense an empire with vast and professional armies should suffer so much from just hiring one or two detachments of mercenaries. History has plenty of examples of professional armies and mercenaries existing together, most relevant examples being Spain and Sweden during this period. My proposal is rather than reducing your army professionalism mercenaries shouldn't benefit from it, moreover they should decay your army professionalism as a percentage of their share of your force limit up to 1% per year as opposite of drilling. This way army professionalism becomes a balancing act between professional armies and mercenary armies rather than an all or nothing tanking your professionalism just because you hired a few. Also by not benefitting from army professionalism they would be inferior to professional armies later as instead of staying at 0% professionalism all game some armies would increase it as game progresses.
I think these three changes together would allow mercenaries to be more manageable, interactive and dynamic in gameplay, as well as represent more flavour. Additionally and importantly mercenaries would be disproportionately more important early on but become eclipsed by professional armies later on and be reduced to auxiliary and local roles. I also think AI would have easier time handling smaller mercenaries meant to be hired and disbanded more often with sizes easier to direct.
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