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  #1  
Old December 20th, 2003, 05:09 AM

olaf73 olaf73 is offline
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Default Re: Mercenaries, Morale and Munchies

Yeah it says something like your bid counts double, but when you rebid, your bid seems to be doubled already? But does it actually take that amount from your treasury if you win? Or just half?

It would be nice if the game would prompt you to rebid, or if there was an auto-rebid feature.

olaf
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Old December 20th, 2003, 11:43 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Mercenaries, Morale and Munchies

I don't use mercenaries testing races single player in the early game. This makes it easier to get a feel for a particular nation and its challenges. Using mercanaries can make races play in a very similar fashion.

Morale is huge in Dom - negative and positive. Sermon of Courage is very good and Fanatacism is even better. Armies without morale support punch well under their weight. Ulm vs C'tis early could be a nightmare for Ulm with C'tis starting with Terror - and if C'tis has chosen the PoD with high Death . . . eeeck.

Don't go out of supply for more than one turn with troops you care about. Supply is another big issue in Dom and it is a large part of why HI/summonings armies are so powerful. Nature supply items are really important for offensive armies that want to maintain momentum.

Cheers

Keir
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  #3  
Old December 20th, 2003, 10:35 PM
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Taqwus Taqwus is offline
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Default Re: Mercenaries, Morale and Munchies

If I were going to give up mercenaries, and especially if I believed that somebody else wanted them, and I had the gems, I might consider giving them items that would either make them a lot less useful (e.g. a berserk-causing item for a mage, or two eyes of aiming to blind them). Or one might give 'em items that'll really hurt the buyer more, like Bane Venom Charms (which *would* be removable if the owner weren't a mercenary...).

As for rebids -- the game's default bid (if you choose to bid) is your original bid, but whatever number you use will be doubled in effect. Hence, if it's a mercenary team that normally wants a minimum of 240 gold, you could get away with bidding 120 if they're currently in your service and nobody else bids more than 240.

[ December 20, 2003, 20:40: Message edited by: Taqwus ]
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  #4  
Old December 22nd, 2003, 09:00 AM

Saxon Saxon is offline
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Default Re: Mercenaries, Morale and Munchies

I have noticed that sometimes you need to bid more than exactly half on the re-bid. Previously, I would frequently have mercs leave, but not be taken by another. I check the math and upped my bids tiny bit, to cover rounding off errors. It helped, but once in a while they would still take off. Now I just put in ten or so gold pieces more (larger for more expensive Groups) and the problem seems solved.

Anyone else face this problem?
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Old December 22nd, 2003, 10:30 PM
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aldin aldin is offline
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Default Re: Mercenaries, Morale and Munchies

Quote:
Originally posted by Saxon:
I have noticed that sometimes you need to bid more than exactly half on the re-bid. Previously, I would frequently have mercs leave, but not be taken by another. I check the math and upped my bids tiny bit, to cover rounding off errors. It helped, but once in a while they would still take off. Now I just put in ten or so gold pieces more (larger for more expensive Groups) and the problem seems solved.

Anyone else face this problem?
There's little I find more irritating than losing a rebid so I always pour a bit of extra gold in to grease the wheels. I figure a dozen gold here or there ain't gonna break the bank.

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  #6  
Old December 23rd, 2003, 12:48 PM

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Default Re: Mercenaries, Morale and Munchies

Quote:
Originally posted by aldin:
Mercs: Why do they seem SO powerful early in the game? It almost feels like cheating to amass a few armies of mercs in an SP game and go stomping through the countryside. Do experienced players limit themselves to a single merc contract at any given time to keep the challenge up?
I never bid for mercs in SP, at least early, because it bias completely your appraisal of the race you test. But thats because SP for me is always a preparation for MP.

Quote:
Also, in MP, how much do these guys go for? Double the asking price?
really depend. If you get the shambler company and you really want to wet your feet, then yes doubling what they want can (should in MP) be done. On the other hand, if its turn 30 and you just want mercs to renforce slightly one of your army, then you will not want to pay much above the regular price.

Quote:
Morale: I seem to notice I lose a lot of combats I would win with a morale reinforcing priest. Are morale boosting items as good as having a priest along? Should you always try to send a priest with a merc army?
morale boosting items can act like a standard, that is they suppress partly the morale penalty incurred by troops which already failed there morale loss check. I would think that the spells does somehow the same thing, and dont really boost the base morale.

Quote:
Munchies: How bad is the starvation effect? I've had it happen for a couple of turns but it didn't seem to have a big effect on my army. Is it worse the more you exceed the supply cap?
each supply point that you dont have will result in a starvation icon given randomly (I think!) to a unit. Starvation give -4 morale. Next turn, if you are still undersupplied, units which are already starving and get again a starvation pick can become diseased. And then they are generally doomed (loose 1 hp a turn, cant recuperate except by battle spells). You might not notice the problem but it can be a battle looser.
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  #7  
Old April 1st, 2004, 10:59 AM

Saxon Saxon is offline
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Default Re: Mercenaries, Morale and Munchies

Bump!

My old observation still stands. Over multiple re-hiring, the price of a mercenary seems to go up. If I stick at the offer of about 55% of their asking price, they will eventually leave. They do not go to another nation, they go back into the pool.

Have others noticed this or, as many would suggest, am I living in my own reality?
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