[Bug] Still need to pay wages for recruited Mercenaries and Knights of Asok (fixed for mercs)

pics no longer needed

Edit: Same case with the Knights. 

4,000 views 11 replies
Reply #2 Top

Quoting stars2heaven, reply 1
Shouldn't they be paid? They are mercenaries. 
End of stars2heaven's quote

They have already been paid by building the camp. Other recruitables (Darklings, Ogres, Dragons) don't require wages.

Reply #3 Top

I always disband them to boost population of my towns. It seems to me that human mercenaries have wages and monsters/animals don't.

 

p.s. monsters and animals still boost population when disbanded.

p.p.s. disband near the town that needs the people. They go to the closest one.

Reply #4 Top

Quoting Winterbraid, reply 3
It seems to me that human mercenaries have wages and monsters/animals don't.
End of Winterbraid's quote

This is still weird. I can train better units and pay less wages for them. Even my Juggernauts are cheaper to maintain.

Quoting Winterbraid, reply 3
p.s. monsters and animals still boost population when disbanded.
End of Winterbraid's quote

This is a bug, as far as I know. You are not supposed to get any population anymore when you disband units.

Reply #5 Top

The problem is the incredibly high wages these things have.  In my last game each Knight of Asok cost 9 gold a turn!!!   9?!  That was as much as half of the rest of my entire army.  It should be 2 at the most.

Reply #6 Top


I should hope so!

Having a unit...it should be a paid unit.

As to the balance of how MUCH they should be paid, I think they're both a little high.

Reply #7 Top

Keep in mind, that I'm playing Yithril at the time. The wages in the pictures are 50% off.

Reply #8 Top

If they are going to be paid per turn, it'd be nice to have the option to turn off recruitment. You can't destroy the improvement, and it's a minor annoyance when you are in the late game to have these things constantly spawn that are pretty much useless. 

Reply #9 Top

I don't mind wages per unit.  After all, you are getting units without expending the resource of time in your cities.  But the amount is way off.  In the last beta I pointed to 4 gildar/unit on a merc, and just disbanded constantly.  It's the kind of mechanic that's broken, whatever a development might wish, because no one will use it as it is.

Reply #10 Top

And Wildlings, and assuming Darklings are the same, reproduce in ungodly masses and are pretty useless.  Off topic, but I wish instead of getting tons of worthless guys from those improvements, that we would get a single, useful unit.

Reply #11 Top

Quoting Lord, reply 11
And Wildlings, and assuming Darklings are the same, reproduce in ungodly masses and are pretty useless. Off topic, but I wish instead of getting tons of worthless guys from those improvements, that we would get a single, useful unit.
End of Lord's quote

Agreed. Even a single Wilding Shaman would be far more useful to me as an army unit than the vast hordes of unarmored 4*group_size attack meatshields that spawn from Wilding Villages. As worthless garrison units that somehow manage to convince the AI not to attack, or as meatshields for my better forces, they're alright, but I'd still rather have even just one Wilding Shaman than all of the Wilding Warriors that currently spawn.

As for the pay of the mercenary units (mercenaries, hunters, Knights of Asok), those are ridiculously high and I would never bother building improvements to get them. I'd possibly go for the Knights if the number of them that spawned was tripled and their total cost remained the same, but right now? No thanks. Also, since I usually see at most one Order of Asok per game, why should I bother researching Alliances? Getting just three of these units from Alliances isn't worth it, and my past experiences with diplomatic AI (in any game, not necessarily this one) leaves me rather doubtful of the value of forming alliances with other factions, unless I'm either trying to keep one or two AIs off my back or for some reason going for a diplomatic victory.

The pay of the Mercenaries and Hunters is particularly egregious, though, since they are essentially renamed bandits, and if you play a Bandit Lord sovereign, you can recruit wage-less bandits for 25 gildar.