Very underused politicians and how to fix them

Sometimes it becomes useless for what I explain here:

The Mercenary Contractor:

Sometimes it is a waste because the mercenaries that in principle qualify, many times they are already by default, and if you are going to take this option you are forced to build a tavern to know that you will not waste the politician. I propose that in case the Mameluke onesies and corsairs are already available (In the case of the Ottomans for example), they give you access to another 2 mersenarios who have some kind of historical argument.

The mercenary contractor of the imperial era, in addition to the benefits it currently grants, increases the tavern limit by 1.0 and makes them create a little faster. Nearly outdated stuff that could be useful. (Potential improvements) - #134 by OperaticShip743


In this case we could remove the ‘infinite native’ cards and leave this option for native cards to train at the embassy. In addition to granting 1 or 2 improvements / technologies.

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