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				June 17th, 2004, 01:50 AM
			
			
			
		  
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				Re: Mercenary Idea
	
			 
             
			
		
		
		
		Nice. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 17th, 2004, 10:50 PM
			
			
			
		  
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				Re: Mercenary Idea
			 
             
			
		
		
		
		Heh, perhaps it would be smart to disable the mercenarie's ability to gain items etc while hes working. That would solve alot of the booby problems, though I would love to use them before they get patched over. Were it to actually be impletemented. 
		
	
		
		
		
		
		
		
			
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				June 18th, 2004, 08:34 AM
			
			
			
		  
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				Re: Mercenary Idea
			 
             
			
		
		
		
		Good point, but rather than disabling mercs aquiring items, just tell the player renting them out who rented them - it could go something like: 
 
Turn X: you (Pangea) set commander Jimbob's orders to "Turn Merc", don't accept from Ermor or Machaka (at war with them); for an immediate cost of 300 gold. 
 
Turn X+1:you get a message: "Jimbob has contacted the mercenaries guild, and his availablility has been posted." 
 
Turn X+2: you get a message: "Jimbob was hired by Abyssa for 450 gold" at which point you get the money (for a 150 net profit, so far - combat losses not yet tallied). 
 
Turn X+6: Jimbob returns and you get a message "Jimbob has returned to the capitol after fighting for Abyssa" 
You check Jimbob - he now has a bane venom charm, and is consequently diseased (and diseasing your capital!) (you maybe got a virulent disease message too). 
Turn X+7: Everbody (except Abyssa (did the trapping), Machaka, Ermor (at war with them - let them find out about Abyssa's betrayl the hard way), and Pangea(you)) gets a message from you: "Abyssa just stuck my merc Jimbob with a bane venom charm while he was renting him!" 
Turn X+12: Abyssa realizes that nobody except Machaka and Ermor has been offering him mercs for the past several turns.... 
 
Of course - heaven forbid - if this kind of thing happened reasonably often, someone might lie to gain advantage over another player who didn't do any such thing. 
 
Likewise, only commanders from living nations can be so boobytrapped. 
 
With such a measure, it would be a trick you could get away with a few times before nobody would offer you mercs anymore.  After which you would be at a disadvantage if ever you need a bunch of troops fast, as you can't hire player-mercs.  A little display of who is involved to the involved parties (quite reasonable, no?), and you get a "prisoner's dilemma" situation that renders trapping mercs a strategy that isn't long-term beneficial. 
		
	
		
		
		
		
		
		
			
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				June 18th, 2004, 10:29 AM
			
			
			
		  
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				Re: Mercenary Idea
			 
             
			
		
		
		
		The other catch: It is in no way PROFITABLE to *EVER* rent out most mercenary units! 
 
If you look over the prices of most mercenary companies, for instance, you'd quickly notice that the rate at which they are priced is actually UNPROFITABLE: Their basic cost is far below what the actual units tend to be worth. 
 
Given that the fate of most mercenary units is to return either with only the commander, or not return at all, it is very difficult to explain how any but a few select nations with free troops can possibly stand to benefit from offering an actual mercenary company up for sale (other than Bubba's Cripple Corps). 
 
If nations that the merc will be offered to can then be restricted, then what we have here is actually a far simpler arrangement: Now that we've divorced ourselves of any real concept of this being a PROFITABLE line of work, the real reason manifests itself: To give specific commanders, usually mages, to the service of a presumably allied nation. 
 
So isn't this what we *REALLY* want, and what this feature would be abused for, if implemented? 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				June 18th, 2004, 11:50 AM
			
			
			
		  
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				Re: Mercenary Idea
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Norfleet: 
 The other catch: It is in no way PROFITABLE to *EVER* rent out most mercenary units! 
			
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 Depens upon the price, doesnt it? 
 
 
	Quote: 
	
	
		
			
				Originally posted by Norfleet: 
...the real reason manifests itself: To give specific commanders, usually mages, to the service of a presumably allied nation. 
 
So isn't this what we *REALLY* want, and what this feature would be abused for, if implemented? 
			
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 Sure! Either give them away to allies or to the neighbors of your enemies, so that your mages can attack him where your enemy doesnt expect them to do. 
 
I guess this would truly make it into a global war scenario, requirering much more diplomacy to win a game... 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 19th, 2004, 01:36 AM
			
			
			
		  
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				Re: Mercenary Idea
			 
             
			
		
		
		
		How diplomatic can rivals be? This is a game about GODS (well, almost) going around to kill all other beings strong enough to claim for godhood, and in what situation would they make an alliance? I haven't seen anyone give a reason that would be big enough to change this and allow alliances in the game. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 18th, 2004, 03:12 PM
			
			
			
		  
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				Re: Mercenary Idea
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Endoperez: 
 How diplomatic can rivals be? 
			
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 Why should you already give up if you see that a competitor is stonger than you are? Use diplomacy and try to make someonelse wage war first and then, when both combatants are weak, wreak havoc upon both... 
 
I guess only Ermor might win entierly on its own. Everybody else has to make some alliances. The questions is when the right time has come to quit this alliances (and I dont necessarily mean by foul treason). 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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