Europa Universalis IV

Europa Universalis IV

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Smaller Mercenary Companies (1.35.*)
   
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Sep 13, 2021 @ 6:27am
Apr 18, 2023 @ 7:15pm
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Smaller Mercenary Companies (1.35.*)

In 1 collection by Michael Zaki
Immersive Warfare and Organization
6 items
Description
Ever feel like mercenary companies shouldn't have numbers that rival those of a standing army?

This mod cuts down mercenary company sizes to 20% by modifying their spawn sizes and adjusting their min and max caps (along with other balance changes).

Justification
Historically, mercenary companies very rarely numbered in the thousands of men. They usually had dozens to a couple hundred men at most. Now there were definitely mercenary companies that were huge in size, with the Great Companies being reported to have had at least 10,000 men in their ranks, but these are few and far between.

From an immersion and realism perspective, EU4 does a poor job at implementing mercenary companies simply due to the numbers they have. Being able to recruit a 10,000 mercenaries in the late 15th century when a lot of countries at the time struggle to even field 10,000 men (both men-at-arms and levies) is not acceptable. Mercenary companies simply were never as large as levy or standing armies.

This mod tries to make a compromise between gameplay/balance and immersion/realism, with the end goal that instead of using mercenary companies as supporting armies, you will now have to use them as supporting units IN your armies.

Spawn Sizes
The total development of your country determines how many units spawn once you recruit a stack (varies by mercenary company). For example, the Independent Army has this spawn setting by default:
regiments_per_development = 0.075
Another example is the Gallowglasses, with this setting:
regiments_per_development = 0.025
This mod lowers the values of regiments_per_development of ALL vanilla mercenary companies to 20%.

Min and Max Cap
Changes are based on the average numbers of mercenary companies historically. Gone are the days of 30-60k mercenary stacks.
  • Changed the minimum number of units from 4 to 1
  • Changed the maximum number of units from 60 to 12 (down to 20%)

Other balance changes
To make the mercenary companies still worthwhile to get:
  • Removed the professionalism penalty when recruiting mercenary companies
  • Lowered base recruitment cost of 10g to 5g
  • Lowered recruitment cost increase per tech level from 4% to 2%
  • Lowered initial recruitment cost (based on months) from 48 months to 24 months
  • Lowered time required to get back to full manpower from 120 months to 60 months
These changes result in mercenary companies that are slightly more expensive than normal stacks/units in terms of recruitment cost, but will still cost more in the long run due to higher maintenance costs.

Is this 100% balanced?
Definitely no. This changes how mercenary companies are used fundamentally, and no changes to the AI have been made to accommodate this. In general, mercenary companies still give the most value in the early game when manpower is an issue, but quickly lose their usefulness when you are able to field and maintain standing armies. Also, they are now meant to be 'attached' to your main army as supporting/auxiliary forces, not as groups that operate independent of your forces.

Feel free to tweak this mod to your liking. I documented the changes I made as best I can in the mod contents.

Recommended/complementary mods
This mod makes the most sense and is most balanced when used with Responsible Warfare by Zemurin since it tones down the scale of warfare to realistic and immersive numbers. The smaller mercenary companies of this mod pairs extremely well with the smaller army sizes brought by Responsible Warfare (who would've thought).


⚔️ Check out my collection Immersive Warfare and Organization for more mods that enhance immersion, realism, and your roleplaying experience:
Renameable Regiments - change the boring "<province>'s <nth> regiment" naming of units
Nerfed Rebel Stacks - cuts down rebel army sizes to 20% and removes their artillery; no more rebel doomstacks
Smaller Mercenary Companies - cuts down mercenary company sizes to 20%; no more massive mercenary stacks
Gain Drill Passively - units now gain drill passively instead of being lazy pigs

👍Thumbs Up👍 and 🌟Favorite🌟 if you liked this mod.


7 Comments
Michael Zaki  [author] Sep 18, 2021 @ 6:32am 
Ⓐ︎Ⓡ︎Ⓑ︎Ⓔ

No problem
A.R.B.E. Sep 17, 2021 @ 8:58am 
Thanks for your help! :D
Michael Zaki  [author] Sep 17, 2021 @ 8:14am 
@ Ⓐ︎Ⓡ︎Ⓑ︎Ⓔ

With a bit of tweaking, you can make them 100% compatible. Here are the things you need to change:

1. Applying my mod's changes to MCE's new mercenary companies:
Go to MCE's mercenary_companies/MCE_mercenary_companies.txt
Change each value regiments_per_development to 20% of its original value.
Example: regiments_per_development = 0.05 --> regiments_per_development = 0.01
This is what scales down the company sizes to 20%


2. Army Professionalism penalty when recruiting mercs:
Both mods modify the add_army_professionalism value (mine is set to 0 which means no professionalism penalty when recruiting mercenaries; MCE still uses the vanilla -5%) pick which value you want and modify the files so that they both have your desired value (so no conflict in value)
Here are the file directories:
- on_actions/MCE_on_actions.txt from MCE
- on_actions/smc_00_on_actions.txt from this mod
A.R.B.E. Sep 17, 2021 @ 7:45am 
Hey! this mod is compatible with Mercenary Company Expanded?
Michael Zaki  [author] Sep 17, 2021 @ 5:18am 
@Angelic Burrito
It is my goal to make my mods as customizable as possible for users, in respect to the other authors whose mods I learned a lot from because they had great documentation. Glad you enjoyed.
Angelic Burrito Sep 16, 2021 @ 9:23pm 
Highly appreciate the idea, but I'll definitely tweak the numbers to be a bit less aggressive.
Thanks for putting good effort into documentation.
Cobson Sep 13, 2021 @ 10:37am 
good now i can win wars after stackwiping their entire army