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mercenaries [2022/04/19 08:21]
wigglefig
mercenaries [2023/07/31 21:22]
brightsideguy [Mechanics] Explanation that province loss where bid made means lose bid
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 <WRAP column 800px center>{{ :wiki:mercenaries:bidding.png |}}</WRAP></WRAP> <WRAP column 800px center>{{ :wiki:mercenaries:bidding.png |}}</WRAP></WRAP>
  
-At the end of the turn, all nations' bids are compared; whoever bid the most will gain control of the company. A nation bidding on their own mercenary group whose contract is about to expire will have their bid count for double, so it's easier to retain control once you've already hired a group.+At the end of the turn, all nations' bids are compared; whoever bid the most will gain control of the company. A nation bidding on their own mercenary group whose contract is about to expire will have their bid count for double, so it's easier to retain control once you've already hired a group. Note that if the province the bid is placed in is lost before the bid resolves, bids to hire and rehire will automatically fail (even if a fort in that province is still under your control).
  
 Once hired, the mercenary group will appear in the province that was originally selected, ready to receive orders. If an existing contract is renewed, the mercenaries will remain in the province that they moved to/stayed in the previous turn rather than being teleported to the province selected to renew the contract. Once hired, the mercenary group will appear in the province that was originally selected, ready to receive orders. If an existing contract is renewed, the mercenaries will remain in the province that they moved to/stayed in the previous turn rather than being teleported to the province selected to renew the contract.
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 ==== Twiceborn Stealing ==== ==== Twiceborn Stealing ====
  
-If a mercenary leader has any skill in {{misc:magic:death.png?14&nolink}}death magic, it is possible to steal them permanently by having them cast [[Twiceborn]]. Mercenaries have their home province set to -2 by default but twiceborn resets their home province to wherever they cast it, effectively granting you permanent control over the mercenary. This can be a great way of improving magic diversity, especially with mercenaries like Göte the ??Circle Master?? and Urvikel the ??Troll Shaman??.+If a mercenary leader has any skill in {{misc:magic:death.png?14&nolink}}death magic (or are [[empowering|empowered]] into it), it is possible to steal them permanently by having them cast [[Twiceborn]]. Mercenaries have their home province set to -2 by default but twiceborn resets their home province to wherever they cast it, effectively granting you permanent control over the mercenary. This can be a great way of improving magic diversity, especially with mercenaries like Göte the ??Circle Master?? and Urvikel the ??Troll Shaman??.
  
 This does not carry over to any troops in their entourage. Upon becoming twiceborn, any troops over the mercenary leader's normal leadership limit are dumped into the province and can no longer be interacted with, and will disband at the end of the turn due to having no leader. The remainder will continue to follow the mercenary leader but cannot be given to another commander. This does not carry over to any troops in their entourage. Upon becoming twiceborn, any troops over the mercenary leader's normal leadership limit are dumped into the province and can no longer be interacted with, and will disband at the end of the turn due to having no leader. The remainder will continue to follow the mercenary leader but cannot be given to another commander.
mercenaries.txt · Last modified: 2023/07/31 21:22 by brightsideguy