Originally Posted by
Arthur VIII, Pendragon
In previous WRs, the mercenary system was pointless. Plain and simple.
I'm revising it, though, for this one.
Because of the existence of unique units in this game, any catholic nation can sponsor a knightly order (and name it) that will allow other nations to recruit their unique unit. However, it comes at cost. Also, any non-catholic nation can sponsor mercenary bands, which are various forms of exotic, wandering troops, usually of high quality, and often also slighly weaker versions of a PCF's unique units.
Knightly Order rules are as follows:
Level 1: Fort
Cost: 50,000 per turn (5,000 to the men, so the sponsor gets 45,000)
Requirements: Not at war
Allows: recruitment of one elite unit up to "recruit" level
Level 2: Chapter House
Cost: 80,000 per turn (10,000 to the men, sponsor gets 70,000)
Requirements: trade
Allows: one unique unit, up to "soldier" level
Level 3: Major Chapter House
Cost: 100,000 per turn (15,000 to the men, sponsor gets 85,000)
Requirements: trade
Allows: one unique unit up to professional
Level 4: Knightly Headquarters
Cost: 200,000 per turn (20,000 to the men, sponsor gets 180,000)
Requirements: trade and alliance
Allows: both unique units, any quality level
ALSO: If you declare war on a country, and there are guilds in your land that belong to that country, especially if you have men from those guilds in your army, you can expect a revolt.
Mercenaries:
For the merc system, the basic levels are the same, but you build them in your own land, and nobody gets the cash (all to the mercs). Now, various bands of NPC mercs will arrive in different places at different times, it's my job to specify what you can recruit where per turn. So, if there's a roving band of Greek Fire-throwers wandering around Israel, and they arrive in Jerusalem, and there cooki built a merc HQ, then he can recruit a bunch of elite greek fire throwers (mercs will always number under 2,001 though, for balance). Get it?