Europa Universalis IV

Europa Universalis IV

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Banner Mercenaries
   
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542.366 KB
Jul 24, 2023 @ 2:47pm
Jul 26, 2023 @ 8:17am
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Banner Mercenaries

Description
This mod adds a decision to all player nations that enables them to hire Infantry and Cavalry Mercenaries for corruption in their Capital. Because the Mercenaries are Manchu Banner units you can merge them into armies and don't have to attach like with mercenary companies. This Mod was inspired by the mercenaries in Zlewikk-MJL Multiplayer Rebalance Pack and is my take on a standalone version of how they deal with mercenaries. Normal mercenary companies are still enabled and haven't been touched.

-- Mercenary Stats --
Starts at 10% Strength (100 men instead of 1000)
-5% Discipline
+25% Reinforce speed
-25% Reinforce cost
100% Increased Maintenance Cost (This is equal to 4x base cost .22 --> .88)
.02 Corruption Per Unit

-- Hiring Sizes --
1x
5x
10x
20x
40x

-- Compatibility --
This mod edits the banner special unit so it will not be compatible with any other mod that changes the banner special unit modifiers.(It will still work you will just have balancing issues potentially due to wrong banner stats) Other than that there are no known compatibility issues. (AI banners have not been disabled in order to increase compatibility so the nations that can raise banners are slightly nerfed because the AI still prioritizes raising banners over normal units.)

-- Changelog --
7/26/23 v1.1 --> Decreased Maintenance Cost from 150% to 100%
3 Comments
Clark Crente Jun 25, 2024 @ 2:06pm 
I already have plenty of runs with severly less FL and have a number to work with, found a mod that has modifiers to decrease more the FL on peace time. With that said, I've seen without any changes like the last mentioned that AI automatically recruited units as soon as the war started, but using Xorme AI and its balancer.

I think somehow attaching the free, grand and independent to the size of the country and another modifier like ruler's trait could be an easier. Or I hope, as my experience on modding that area is the same of a chimp lol

Thank you very much and really appreciate your different point of view
Little Caesars  [author] Jun 25, 2024 @ 9:23am 
@Clark Crente
If you want the AI to use mercenaries or really change any behavior and not have them be stupid about it is difficult (I haven't dabbled in this and can't really advise you), I would definitely use the new mercenary company system to try this out. The best solution I can think of right now for you would be to severely restrict unit cap outside of war. Then you could add a wartime modifier through an event to increase unit cap and maybe make more mercenaries available or you could even stick to the idea of just having more units available during war than not. I would suggest looking through the Italian wars event to get ideas (I think that's the one with new mercenary companies). Best of Luck!
Clark Crente Jun 21, 2024 @ 4:21pm 
Do you think that could work with AI too? I have an idea similar to simulate medieval army's recruitment, unless retinues (just few regiments), there wasn't standing armies until near age of absolutism. For example, that's why Ottomans were steamrolling so fast, because they had a different system. So if I want AI to do it when the war happens, just attached some lines and modify the sizes using, for example, por development or number of cities? Maybe economic factor?

Thanks in advance for ANY kind of help