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So it is rather "combat will be an absolute pain with this build early on, but as you get better it'll be still pain in the ass. And when you finally grind your main character up your mercenaries will be much better than your main. So it was really waste of time and effort".
For easy and balanced run 6/7/2/5 is good.
7AGI means 17AP at start - so you can use hit and run melee and hit and run pointblank crossbow shooting in Tribal.
1ACC make base accuracy too low before grinding. But accuracy grinding is easiest and fastest. So it is easier to go 2acc instead 7 str.
120HP would be enough to get heavy hit and few bleeding turns early on.
About hiring mercenaries:
In tribal region keep salaries less than 10k/week in total.
You should be able recruit few cheap and decent in Pullid camp (less than 1k$ for 8/4/4/x merc), or freed Drekar prisioners/slaves. (1500$-5000$ acceptable price range if more than 5 agi)
In later regions keep salaries less than 100k/week in total. Early on because budget, later on because over 20 mercs will be overkill at all battles. I think 9-15 range for caravan size is optimal.
Post Tribal any merc with less than 6AGI will be a half of merc. (1 shot instead 2 shots from rifles per turn is major problem)
In later regions best recruits are:
Cameron Hale (Alkhubra) - cheap scripted merc from fort michell
Mimsy (Janubi) - cheap scripted merc from Mimb.
black maradeurs (Alkhubra) - imprisioned bandits (this ones with black tagelmusts) (all stats slightly above average)
Shinobi Pillagers (Janubi) - imprisioned bandits (very fast 8,10AGI, but low INT, and average other stats)
Borykuden (Qubba/Federation) - imprisioned bandits (strong (10STR); high int (mostly 9-10). agi and acc random in 3-10 range)
The rule of thumb says: "never recruit merc with wage higher than 5.000$" Even if he is exceptional good.
Never leave mercs with low/medium int in fort michell and with less than 140HP.
Training is good for exceptional black maradeurs and pretty much every Borykuden.