Make taverns/monasteries more viable (the 1000th time)

I would like to revive this discussion.
Now there are even more mercs (good job BTW) with similar roles, the old drawing system does not work. If you get 3 units of the same role or 3 Age 4 mercs, it basically eliminates any merc play.

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Like how Swedes can train them when they ship them?

I agree, But making mercenaries at regular military buildings should stay a swedish thing but unlocking them at the Tavern…Yea I think that’s acceptable.

The mercenaries in general are very strong, I don’t understand why the need for buffs.

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What more buffs do they need? They are already very viable in the right circumstances. Unless you want them to be the default meta in each and every match.

That’s why I’m talking about taverns and monasteries, not mercenaries.
Some mercenaries are good but some are not. If one draws some bad mercenaries or 3 age 4 mercenaries then it is difficult to use them. I think there should be a way to ensure access to a few good ones.

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No, I think the random mercenary mechanic is a balance issue, if all civilizations could choose their mercenaries, it would be a balance issue imo. In addition, today, their direct accountants, spies and derivatives, are unable to deal with them, so I think that the current system is ideal.

Perhaps they could add a tech in the tavern that rerolls your mercenaries? Giving a new random set? Or a common card that gives a few extra random mercs in the tavern?

Totally agree, it makes sense that the mercenaries that appear should be of different types and ages.
Now it’s too random.

If any mercenary/civ gives trouble, what they have to do is balance.

The same for the outlaws, the difference between them is overwhelming.

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They should remain “almost” random, not be able to choose them or create them in the barracks…

But it doesn’t make sense to spawn 3 age IV mercs or 3 range cav like Manchu, Zenata rider and Black rider.

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Call the tech shipment ‘Casinos’ and when shipped changes the name of taverns/saloons to ‘Gambling Den’. Then a button appears for the building called ‘Roll the Dice’ which for a cost (which increases after each ‘roll’) changes the Merc roster to another random selection.

Reviving this thread. I was hoping the March update to rework the mercenaries. They are still mostly overlooked.

Now that all civs get more mercenary cards that are thematically relevant, what about simply putting some mercenaries from the cards the civ has into each civ’s tavern by default?
Then the mercenary contractor politician could unlock two more and maybe ship a small number (making it more viable).

This would make mercenaries much more useful than a random draw.

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Mercs should shadowtech for all civs imo. I also agree every civ should get 1 guaranteed Merc that is historically relevant or gameplay balanced for them.

Every euro and Asian civ (and Africans already have this!) Easily have mercenaries that fit the faction. More mercenary play!

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