Sid Meier's Civilization V

Sid Meier's Civilization V

Mercenaries
151 Comments
Too Bossy For U Jan 2, 2022 @ 7:45pm 
This mod adds a promotion "created" to all units, and it's conflicting with other promotions (such as the Ayelids promotion (from the alpha centuri mod I believe) of healing every turn). Unsubscribing and relaunching another map does not solve the issue. The "created" promotion still remains and the promotions of other civs is still broken. Other than that works fine.
max Sep 23, 2021 @ 1:00pm 
Any one has an updated version working good with Vox Populi ?
nicovallejos Dec 2, 2020 @ 10:42am 
@SLGray

Given the circumstances regarding the fact that the old version of JFD's Rise to Power in CivFanatics that is already out of date, I'm afraid that the Mercenaries mod, along with Piety and Cities in Development, would not be compatible with the Steam version of RtP. I have already informed @Zwei888 that the Renaissance Era Revised mod will have no more support from Mercenaries since it is already out of date.
Walex Nov 3, 2020 @ 10:46am 
This is an amazing mod! So cool having Roman legions as Babylon haha
Was wondering does the Diplocorner UI work with this mod?

Thanks :)
Lee Aug 25, 2020 @ 11:16pm 
Is this going to be added to the Rise to Power mod collection or can it already be used with it?
xX_Safety_First_Grenadier1803_Xx Mar 7, 2020 @ 6:58pm 
There seems to be a bug where I get free resources when disbanding units. It's quite frustrating because I removed some mercenaries by giving them away to city-states before breaking the contract, but now I'm in negative resources. I've defaulted to negative resources. I tried re-contracting them then disbanding them, and that puts me back to 0, but breaking the contract goes back to negatives. Then I tried contracting then breaking the contract, but that doesn't do anything either.
renzino Aug 22, 2019 @ 12:54pm 
Hi !
My game is in french and when i play with this mod "horse back ridding" tech disapear of the tech tree. Any ideas ? Thank you.
Lucius, the Heavenly Dragon Jul 27, 2019 @ 7:37pm 
Would this mod conflict with a mod that removes Mercenary Army from Commerce, such as Reform and Rule?

Some information that might be relevant: Landschneckts have been given to the Honor Finisher
Crusader Jun 14, 2019 @ 7:23pm 
Quite powerful, can get more extra-powerful advanced units for a higher cost. If you have a lot of gold, mercenaries are good for adding an extra kick to your military, though don't rely on them since they do cost more and can't upgrade or promote.
Evil Paragon Sep 17, 2018 @ 1:43am 
It will never happen, but I just want to put this idea somewhere.

I'd love to see Bushranger mercenaries. Give them Ned Kelly armour with Woodsman and Hillman perks and boom, you got an Australian mercenary unit.
They're famed for outrunning the law and surviving in the Rough Australian wilderness. Makes sense to give them movement bonuses to Rough terrain.

Someone could just make that as an addon, or hell, it would make a great Unique Unit for Barbarians even.
carlosbot01 May 18, 2018 @ 3:13pm 
Spectacular Mod! I was wondering if I could contract you to create a personal mod for me. You can msg me or email me. carlosbot001@gmail.com
RMD🦆cc Dec 12, 2017 @ 2:58am 
JFD, could you please update this? And please, please, please, don't actually move to the failed heresy that is Civ VI
Regnorock Nov 17, 2017 @ 9:15am 
Not since Febuary 2016
Space Man Nov 16, 2017 @ 1:30pm 
This mod hasn't been updated in a while has it
Regnorock Aug 24, 2017 @ 8:53am 
Does this mod work with Hotseat games? I ask because I tried hiring mercs but they were given to Player 1 (spawned around their city, under their control, contract in their name, etc.)
friend robocat May 12, 2017 @ 1:33am 
I realize you've moved on to Civ VI, but if seeing this, could you at least look into this problem? Pretty please, Mr JFD!
friend robocat May 12, 2017 @ 1:32am 
AI not using the mercs? Using Smart AI v3, they don't seem to be using mercenaries at all. Further, have the same problems as listed below in lua:

[99544.828] Runtime Error: C:\-\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's and Pouakai's Mercenaries (v 6)\Lua\Utilities\JFD_MercenariesUtilities.lua:259: attempt to index field '?' (a nil value)
[99545.406] JFD_FirstRate_Functions: PlotAreaSweepIterator((47, 37), r=1, s=1, d=fwd, w=out, c=no)
[99545.406] JFD_FirstRate_Functions: PlotAreaSweepIterator((40, 37), r=1, s=1, d=fwd, w=out, c=no)
[99545.406] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 34), r=1, s=1, d=fwd, w=out, c=no)
[99545.406] Runtime Error: C:\Users\-\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's and Pouakai's Mercenaries (v 6)\Lua\Utilities\JFD_MercenariesUtilities.lua:259: attempt to index field '?' (a nil value)
My Toe Tuo Pi Apr 23, 2017 @ 3:54am 
In Mercenary tab I can see units but when I click any of them there are no contracts available
also I'm having error in console saying
Runtime Error: Assets\DLC\ModPack\Mods\JFD's and Pouakai's Mercenaries (v 6)\Lua\Utilities\JFD_MercenariesUtilities.lua:259: attempt to index field '?' (a nil value)
few times every turn
Neko The Liar Dec 26, 2016 @ 8:26am 
Unable to view the tech tree while in use.
Andrew Cuomo's Left Nut Nov 23, 2016 @ 12:25pm 
Seems to be incompatible with Whowards DLL, any fix/ideas?
Sun Oct 16, 2016 @ 3:07pm 
Hey uh, so after I did a 2 contracts and they were completed, there are no contracts I'm able to take. Is this a bug, a feature, and if it is a feature when can I take another contract?
Cpt.Luvin Dix Sep 7, 2016 @ 10:25am 
Are people still having trouble with the contract tab on loading problem?
Baboof4278 Sep 4, 2016 @ 4:01pm 
@salt you go to the scroll where you can check the demographics, and there should be a contracts tab
F. Aug 27, 2016 @ 10:25am 
I'm having the "Contract overview"-Bug: The said windows is open whenever i load a previous game & i cannot close it.
Has similar occured to anyone else ? What can i do ?

btw: is there a keyboard-shortcut to open or close the "contract-overview"-window ?
Andrew Cuomo's Left Nut Aug 6, 2016 @ 8:44pm 
How can I use this with MP Mod Manager? it says SQL files are not compatible.
Saltshaker Jul 22, 2016 @ 6:42am 
*how do i get to the contracts tab
Saltshaker Jul 22, 2016 @ 6:40am 
how exactly do i get the contracts? (i installed the mod correctly)
Voryn Dagoth Ur Jul 8, 2016 @ 1:04pm 
Black riders and other ones wont show up in the merc contracts?
Gay Sex Haver Jun 16, 2016 @ 10:23pm 
Is this compatable with the EUI mod?
BorisTheAnimal Jun 7, 2016 @ 5:33pm 
for some reason i do not seem to be getting any contracts to pick from at all. its been some 40 turns since i researched mercenaries and still got nothing, does this mod have any conflicts?
Baker0214 May 5, 2016 @ 6:18pm 
do they work with ai using custom civs and or the player using custom civs
zArkham4269 Apr 15, 2016 @ 8:12am 
(Con't) that being said, I love this mod given I've said for years that for most of history, mercs where the bulk of kingdom's actual troops. Due to that, I think this mod should make unit cost higher until Enlightenment Era to show it was usually cheaper to keep a small army and rent out troops when you went to war. Still think that too often you have access to mercs too high up the tech chain compared to the average tech of the entire game though.
zArkham4269 Apr 15, 2016 @ 8:10am 
I think this mod needs some way to force the AI to build defensive buildings earlier. Too often in the late Classical through Renn era, you see even Capitols w/o a strength of around 18 so a Civ with some cash can buy some more modern troops and just steamroll the enemy Civ. Even in games where I don't plan to fight wars, seeing an enemy capitol @18 points when I have access to Longswordsmen mercs is just too tempting to pass up.
prison gay Apr 2, 2016 @ 2:38pm 
mercenary overview
MetaZeph Mar 26, 2016 @ 2:26pm 
How do I purchase mercenary contracts? I have the mercenary I want in mercenary overview but I cannot seem to purchase them
KyoPewz Feb 26, 2016 @ 12:44pm 
This is really a great mod! And thanks for keeping up the good work ;)

But lately I had the problem, after researching the mercenary technology no contracts were shown in the menu. On reloading the game they appeared.

Could another mod altering the techtree lead to this strange behaviour? Like the Enlightment Era.


The same happens to me, I don't think it even works on reload for me. Hasn't yet. I also use the Enlightment Era as well as InfoAddict, Civ4 Diplo Options and Reform And Rule
RogerMurdock Feb 23, 2016 @ 8:21am 
This is really a great mod! And thanks for keeping up the good work ;)

But lately I had the problem, after researching the mercenary technology no contracts were shown in the menu. On reloading the game they appeared.

Could another mod altering the techtree lead to this strange behaviour? Like the Enlightment Era.
Kangz of Memphis Feb 20, 2016 @ 8:04pm 
Yes,I believe 4 instant siege towers for 110 gold or 5 instant longswordman for 200 is way too good even considering the upkeep cost(whose larger upkeep is completely negliable).
JFD  [author] Feb 19, 2016 @ 11:05pm 
@BreadBox Are you factoring maintenance costs into your analysis?
Kangz of Memphis Feb 19, 2016 @ 10:52pm 
Just some balance feedback(In my opinion)
Many of the high end contract are of questionable value,you get like 1-2 good unit for 500+,its great but nothing to write home about.

Yet many of the "lower end" ''slave'' contract give you 5 top end uints instantly for less than 200 gold,this is completely insane espacially when "slaves" fight better than normal recruited unit,you could get 5 long swordman instantly in early medival and steamroll your enemy with it.

The freeflow nature of the contract system is just a balance nightmare and I hope it can be sorted out better.
Kangz of Memphis Feb 19, 2016 @ 9:28pm 
The mod works only after I loadedd the save game from yesterday.
Is this suspose to happen?
Kangz of Memphis Feb 19, 2016 @ 9:22pm 
To access merc contract click on the scroll at the upper right corner of the screen,then click merc contract
Kangz of Memphis Feb 19, 2016 @ 9:21pm 
Since updating the mod I can't get it to work,the mercenary contract always display no contract availiable despite researching the tech.
Which mod file conflict should i look out for?Please help.
gjv4651 Feb 16, 2016 @ 3:31am 
JFD , how are contracts purchased, with other civs or city states or otherwise ?
( ͡ ❤ ͜ʖ ͡ ❤) Feb 2, 2016 @ 2:17pm 
Yeah, Confirmed that when using the MPMPM modpack with this mod in there are no contracts available. Works in singleplayer (as a mod) but not when in the MPMPM dlc modpack. Does anyone know why this might be happening?
gjv4651 Feb 2, 2016 @ 11:19am 
Same here. Really want to get this working. How do I obtain contracts?
( ͡ ❤ ͜ʖ ͡ ❤) Feb 2, 2016 @ 3:02am 
@looter i have a modpack with this mod in but it doesn't work - the UI for the mercenaries shows up as well as having the ability to research the mercenaries tech but there are never any contracts to buy.
looter Jan 30, 2016 @ 7:40pm 
Hey JFD, awesome work as always! Do you know if this mod works in multiplayer via MPMPM without desyncs or crashes?
gjv4651 Jan 30, 2016 @ 3:27am 
I downloaded mod now how do I initiate a contract after I have researched the tech. Is the mercenary camp mod a conflict ?
sixela1 Jan 29, 2016 @ 4:47am 
ok thanks.problem solved