Re: Mercs: retrainable, streamlining?

Originally Posted by
Quinn Inuit
I'd be up for an automerge script. It wouldn't get rid of all remnant units, just ones that had another unit that could be merged. Anyone else have any comments?
Removing separate merc units would only matter when the merc and AOR units were identical. We can't make a mercenary retrainable without making them recruitable.
Hmmm...to make all mercenaries have higher upkeep, we'd need to actually make a new set of units in the EDU. Possibly in export_units, too.
I think the trick is that there are two visions of mercenaries here.
1) Mercenaries as roving bands of unemployed people who are in it for plunder and legally sanctioned violence.
2) Locals who are bored and willing to fight for money.
(1) should obviously have higher upkeep and costs, but (2) is more like AOR units.
(Sorry if this is a little disjointed. I'm typing this while participating in a conversation with a bunch of in-laws.)
Automerge gets rid of a player trick that the AI doesn't have.
No sauce with the duck please. I'll have it plain.
Mercs can be retrainable but not recruitable using the EDB trick I've banged on about.
Another cup of tea please.
Upkeep is governed by EDU. It would clear up confusion to have distinct corresponding entries in EU, but I think it's possible to have multiple EDU units point to an EU entry.
I'll have soup later.
Sorry about interrupting the meal. I'm trying to eat whilst posting to a gaming forum.