Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
People online say its something different with a dlc.
Does drill do nothing if I only have base game ? (I mean it says 15% morale, but doesnt say anything for mercs)
Mercenary ideas can still be okay, because they give more discipline, and mainly more manpower to the mercs - and for some reason these idea groups in the bottom line have good policies.
And with the DLC people would occasionally drill - but it´s mainly about the professionalism which comes with it, while mercenary ideas would make it so that You don´t lose professionalism, when You hire them.
It´s just that the idea itself is called military drill - it´s not that it unlocks drilling as said above.
Drill is indeed an entirely separate mechanic, that anyone (with the right DLC) can do with regular troops. It gives some buffs to the regiments who were doing the drilling, and gives professionalism (another DLC-locked feature). The idea lets you do that with mercenary troops.
This said, the bonus from defensive ideas applies to all your troops, regular or mercs.
"Allows mercenary units to drill" what does it do for me in my vanilla game ?
Also "allows" is not the same as "enables".