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2015-09-05 00002

The Mercenary Contracts Overview.

Mercenaries is a mod that introduces a system of recruitment for high-leveled and sometimes unique Mercenary units. Mercenaries are recruited by spending Gold (or Faith) on 'Contracts,' time-sensitive periods during which you gain control of a particular unit, for a particular maintenance cost. Mercenaries do not gain levels nor can they upgrade, but they are often more powerful than standard units (though expensive), and sometimes come en masse.

This mod does not require any other mod to function, however, it is greatly enhanced when using Cultural Diversity.

  • Cultural Diversity allows Mercenary Contracts to choose unique units only befitting the culture of their originating civilization. It also enables Mercenary Units to use a distinct dialect instead of that of your civilization.

This mod is included, and improved therein, in Rise to Power.

Features[]

There are a total of 82 available Contracts in this mod, from across a range of eras. A further 13 is added by Piety and a further 20 will be added through Exploration Continued Expanded. Each Contract is based upon a historical group that were either Mercenaries themselves or were soldiers that were present in foreign armies, or people whom, with some artistic licence, might have gone on to industrialize their work. Each Contract comes with its own rating, which determines the cost, quality, and strength of its units, as well as its own unique promotion.

Policies[]

Policy Effects
Mercenary Army
  • Reduces the cost of taking out Mercenary Contracts by 25%.

Technologies[]

Icon Technology Effects Requirements
JFD ITRDeluxeTechAtlas 256 - Copy

Art by Janboruta

Mercenary Contracts
  • Unlocks Mercenary Contracts
  • Gaesatae
  • Jiayuguan Fort
  • Trapping

Units[]

Icon Unit Effects Requirements
JFD Pouakai MercenaryUnitAtlas 256

Art by Janboruta

Black Rider
  • 20% Strength Combat Strength vs. Melee and Gun Units
  • Metallurgy
  • Black Riders Contract
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Art by Janboruta

Gaesatae
  • Pillage at no Moves Movement cost
  • Steals Gold Gold when attacking a city
  • Mercenary Contracts
  • Gaesatae Contract
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Art by Janboruta

Hessian
  • Pillage at no Moves Movement cost
  • Steals Gold Gold when attacking a city
  • Rifling
  • Hessians Contract
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Art by Janboruta

Potsdam Giant
  • Reduces enemy combat strength by 10%.
  • Rifling
  • Potsdam Giants Contract
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Art by Janboruta

Varangian Guard
  • 30% Strength Combat Strength when within two tiles of the Capital Capital
  • Iron Working
  • Varangian Guard Contract

Contracts[]

Contract Rank Units Effects Requirements
Airscan, Inc.

Capital Capital Capital Capital

  • 1-2 Bomber, and/or Fighter Units
  • +2 Operational Range
  • Modern Era
Al-Tarsusi Workshop Capital Capital Capital Capital Capital
  • 1 Seige Unit
  • +20% Strength  Defense against Ranged Attacks
  • Medieval Era
Amsaig Capital Capital Capital Capital Capital
  • 1 Archer or Melee Unit
  • Ignores enemy Zone of Control
  • Ancient Era
  • Northen Cultue Type (With Cultural Diversity installed
Archimedes Workshop Capital Capital Capital Capital Capital
  • 1 Siege or Ranged Naval Unit
  • Ranged attacks may be performed over obstacles
  • Anicent Era
Atholl Highlanders Capital Capital
  • 1-4 Melee and/or Gun Units
  • +15% Strength  Combat Strength in Hills
  • Renaissance Era
Attacotti Capital
  • 1-5 Spearmen, and/or Warrior Units
  • Heals 10 Damage If Kills a Unit
  • Ancient Era
BAE Systems Capital Capital Capital Capital Capital
  • 1 Siege, Ranged Naval, Melee Naval, or Carrier Unit
  • Heals +10 HP each turn
  • Future Era
Barbary Corsairs Capital Capital
  • 1-4 Privateer Units
  • Defeated enemy naval units may join your side
  • Renaissance Era
Bashi-Bazouk Capital
  • 1-5 Melee and/or Gun Units
  • +10% War  Attack
  • Medieval Era
Belearic Shepherds Capital
  • 1-5 Recon Units
  • +1 Visibility Range
  • Anicent Era
Berdan's Sharpshooters Capital Capital Capital
  • 1-3 Archer and/or Gun Units
  • +15% Strength  Combat Strength in OPEN Terrain (NO Hills, Jungle, or Forest)
  • Industrial Era
Bessi Warband Capital Capital
  • 1-4 Archer, Composite Bowman, Spearman, and/or Warrior Units
  • +10% Strength  Combat Strength when attacking Cities. Steal gold equal to 33% of the damage inflicted on a city
  • Anicent Era
Black Bands Capital Capital Capital
  • 1-3 German Landsknecht
  • Steals Gold  Gold equal to 100% of the damage inflicted on a city
  • Medieval Era
Black Rider Capital Capital Capital
  • 1-3 Black Rider Units
  • +10% Strength  Combat Strength vs Melee and Gun units
  • Renaissance Era
Blackwater Capital Capital Capital
  • 1-3 Gun, Armor, Ranged Naval, Melee Naval, and/or Submarine Units
  • +20% Strength  Combat Strength vs. Armoured Units
  • Future Era
Blue Guards Capital Capital Capital Capital Capital
  • 1 Gun Unit
  • Can move after attacking
  • Renaissance Era
Boeing Capital Capital Capital Capital
  • 1-2 Helicopter, Bomber, and/or Fighter Units
  • Unit will Heal Every Turn, even if it performs an action
  • Modern Era
Bofors AB Capital Capital Capital
  • 1-3 Siege Units
  • +1 Moves  Movement
  • Renaissance Era
Catalan Company Capital Capital Capital Capital
  • 1-2 Archer, Ranged Naval, and/or Ranged Melee Units
  • +15% Strength  Combat vs. Naval Units and Cities
  • Medival Era
Cebeille Stingers Capital Capital Capital
  • 1-3 Bomber Units
  • Reduces damage taken from interception by 25%
  • Industrial Era
Chela Slaves Capital
  • 1-5 Archer, Melee, and/or Gun Units
  • +10% Strength  Combat against wounded enemies
  • Renaissance Era
Cinque Ports Capital Capital Capital
  • 1-3 Ranged Naval, and/or Melee Naval Units
  • +2 Moves  Moves
  • Medieval Era
Clan Sweeny Capital Capital Capital
  • 1-3 Archer Units
  • Double Moves  Movement in Hills
  • Medieval Era
Company of the Hat Capital Capital Capital Capital Capital
  • 1-2 Mounted, Melee, and/or Gun Units
  • Earns Goldenage  Golden Age Points from combat
  • Medieval Era
Company of Merchant Adventurers Capital Capital Capital
  • 1-3 Recon Units
  • +2 Moves  Moves and +2 Visibility whilst embarked
  • Medieval Era
Corsairs Capital Capital Capital Capital
  • 1-2 Privateer Units
  • +20% Strength  Combat Strength when attacking Cities. Steal gold equal to 33% of the damage inflicted on a city
  • Medieval Era
Corp of Colonial Marines Capital Capital
  • 1-4 Gun Units
  • Eliminates combat penalty for attacking from the sea or over a river
  • Industrial Era
Corps of Engineers Capital Capital Capital Capital
  • 1-2 Siege Units
  • Unit will Heal Every Turn, even if it performs an action
  • Renaissance Era
Cuauhocelotl Eagle Warriors Capital Capital Capital Capital
  • Combat Likely To Create Great Generals
  • Ancient Era
De Watteville's Regiment Capital Capital Capital
  • 1-3 Archer and/or Gun Units
  • +25% Flank Attack
  • Renaissance Era
Diamond Dogs Capital Capital Capital Capital Capital
  • 1 Gun Unit
  • +25% Strength  Combat Strength vs. Fortified Units
  • Doesn't get Played like a Damn Fiddle
  • Future Era
DynCorp International Capital Capital Capital Capital Capital
  • 1 Gun, Armor, Helicopter, Bomber, or Fighter Unit
  • +20% Strength  Combat Strength in Foreign Lands
  • Atomic Era
Elswick Ordnance Company Capital Capital Capital
  • 1-3 Siege, and/or Ranged Naval Units
  • +20% War  Attack vs. Land Units
  • Industrial Era
Executive Outcomes Capital Capital Capital Capital
  • 1-2 Gun, Armor, Helicopter, Bomber, Fighter, Ranged Naval, Melee Naval, and/or Submarine Units
  • +20% Strength  Combat Strength in Friendly Lands
  • Future Era
Flying Tigers Capital Capital Capital Capital
  • 1-2 Fighter Units
  • 1 extra Interception may be made per turn
  • Modern Era
Fortit Industries Capital Capital Capital
  • 1-3 Armor Units
  • +25% War  Attack vs. Fortified Units
  • Industrial Era
Foreign Legion Capital Capital Capital
  • 1-3 French Foreign Legion Units
  • Steals Gold  Gold equal to 100% of the damage inflicted on a city
  • Modern Era
Fulton Engineering Capital Capital Capital Capital
  • 1-2 Submarine, Ranged Naval, and/or Melee Naval Units
  • May heal damage Outside of Friendly Lands
  • Industrial Era
Gaesatae Warband Capital Capital Capital
  • 1-3 Gaesatae Units
  • Steals Gold  Gold equal to 100% of the damage inflicted on a city
  • Ancient Era
Gasmouloi Capital Capital Capital
  • 1-3 Ranged Naval, and/or Melee Naval Units
  • +20% Strength  Combat Strength in Coast
  • Classical Era
Ghilman Slaves Capital
  • 1-5 Archer, Melee, and/or Gun Units
  • May pillage at no movement cost
  • Medieval Era
Glenn Marine Group Capital Capital
  • 1-4 Submarine, Ranged Naval, Melee Naval, and/or Carrier Units
  • May enter rival territory without Open Borders
  • Atomic Era
Gurkha Security Guards, Ltd. Capital Capital Capital
  • 1-3 Gun Units
  • Forces defender to retreat if it inflicts more damage than it receives. A defender who cannot retreat takes extra damage
  • Industrial Era
Habiru Slaves Capital
  • 1-5 Archer, Melee, and/or Gun Units
  • +15% Strength  Combat Strength in OPEN Terrain (NO Hills, Jungle, or Forest)
  • Ancient Era
Hackapell Capital Capital Capital Capital
  • 1-2 Mounted Units
  • +2 Visibility Range
  • Renaissance Era
Hashshashins Capital Capital Capital Capital Capital
  • 1 Archer, Melee, and/or Gun Unit
  • +33% War Attack vs. Fortified Units
  • Medieval Era
Havedic Engineering Capital Capital Capital Capital Capital
  • 1 Siege Unit
  • 1 additional attack per turn
  • Classical Era
Helmschmied Armoury Capital Capital Capital Capital
  • 1-2 Siege Units
  • +20% War Attack vs. Fortified Units
  • Medival Era
Hessians Capital Capital Capital
  • 1-3 Hessian Units
  • Steals Gold Gold equal to 100% of the damage inflicted on a city
  • Industrial Era
Hetaireia Capital Capital Capital Capital Capital
  • 1 Mounted Unit
  • 30% stronger while fighting in the capital; bonus falls off as the unit gets further away
  • Classical Era
Harland and Wolff Capital Capital Capital
  • 1-3 Ranged Naval, and/or Melee Naval Units
  • +25% Strength Defensive Strength in Ocean Terrain
  • Industrial Era
Hyundai Heavy Industries Capital Capital Capital Capital Capital
  • 1 Submarine, Ranged Naval, Melee Naval, or Carrier Unit
  • 1 additional attack per turn
  • Atomic Era
Janissaries Capital Capital Capital Capital
  • 1-2 Gun Units
  • +15% Strength Combat Strength when adjacent to another Military Unit
  • Medival Era
Jomsvikings Capital Capital Capital Capital
  • 1-2 Melee, and/or Gun Units
  • 1 additional attack per turn
  • Medival Era
Mamlukes Capital Capital Capital Capital
  • 1-2 Mounted Units
  • Heals 15 Damage If Kills a Unit
  • Medival Era
Medjay Marksmen Capital
  • 1-5 Archer Units
  • +1 Visibility Range
  • Ancient Era
Mitsubishi Heavy Industries Capital Capital Capital Capital Capital
  • 1 Ranged Naval Unit
  • Ranged attacks may be performed over obstacles
  • Atomic Era
Negroli Armoury Capital Capital Capital Capital Capital
  • 1 Siege Unit
  • +25% Strength Combat Strength vs. Cities
  • Medival Era
Newcomen Engineering Capital Capital Capital
  • 1-3 Ranged Naval, and/or Melee Naval Units
  • +3 Moves Movement
  • Industrial Era 
Outer Heaven Capital Capital Capital Capital
  • 1-2 Gun Units
  • +25% Strength Combat Strength vs. Gun Units
  • Future Era
Outlaw Capital
  • 1-5 Gun Units
  • May enter rival territory without Open Borders
  • Industrial Era
Potsdam Giants Capital Capital
  • 1-4 Potsdam Giants
  • Reduces combat strength of adjacent enemies by 10%
  • Industrial Era (Enlightenment Era with EE installed)
Regiment de Meuron Capital Capital Capital
  • 1-3 Archer and/or Gun Units
  • All units in adjacent tiles Heal 5 Additional HP per turn
  • Renaissance Era
RobCo Industries Capital Capital Capital Capital
  • 1-2 Armor, and/or Siege Units
  • May move after attacking
  • Future Era
Saikashuu Capital Capital Capital Capital
  • 1-2 Melee, and/or Gun Units
  • Ignores Zone of Control
  • Medival Era
Saleraioi Capital Capital Capital
  • 1-3 Mounted, Melee, and/or Gun Units
  • +20% Strength  Defense when garrisoned
  • Classical Era
Sandline International Capital Capital Capital Capital
  • 1-2 Armor, and/or Gun Units
  • +25% Strength  Combat Strength against Units in ROUGH Terrain (Hills, Forest, or Jungle)
  • Future Era
Saqaliba Slaves Capital Capital
  • 1-4 Archer, Melee, and/or Gun Units
  • +15% Flank Attack
  • Medival Era
Serbian Free Corps Capital Capital Capital
  • 1-3 Archer, Melee, and/or Gun Units
  • +10% Strength  Combat Strength when adjacent to another Military Unit
  • Renaissance Era
Sons of Mars Capital Capital Capital Capital
  • 1-2 Trireme, Swordsman, and/or Longswordsmen Units
  • +25% War Attack strength
  • Classical Era
Sons of Míl Capital Capital Capital
  • 1-3 Melee Units
  • Double Moves  Movement through Forest
  • Classical Era
Stradiot Capital Capital Capital
  • 1-3 Mounted Units
  • +1 Moves  Movement
  • Renaissance Era
Ten Thousand Capital Capital
  • 1-4 Spearmen, or Pikeman
  • +20% Strength  Combat Strength when adjacent to another Military Unit
  • Ancient Era
Varangian Guard Capital Capital Capital Capital Capital
  • 1 Varangian Guard Unit
  • 30% stronger while fighting in the capital; bonus falls off as the unit gets further away
  • Classical Era
Verny Engineering Capital Capital Capital
  • 1-3 Ranged Naval, and/or Melee Naval Units
  • +25% Strength  Defense
  • Industrial Era
Victual Brothers Capital Capital Capital
  • 1-3 Privateer Units
  • +20% Strength  Combat Strength when attacking Cities. Steal gold equal to 33% of the damage inflicted on a city
  • Medival Era
Vitruvius' Workshop Capital Capital Capital Capital
  • 1-2 Siege Units
  • +1 Range
  • Ancient Era
Waterguezen Capital Capital Capital Capital
  • 1-2 Dutch Sea Beggar Units
  • +20% Strength  Combat Strength when attacking Cities. Steal gold equal to 33% of the damage inflicted on a city
  • Medival Era
Weyland-Yutani Corp. Capital Capital Capital Capital Capital
  • 1 Mech
  • May paradrop with extended range (5 hexes)
  • Future Era
Wild Geese Capital Capital Capital
  • 1-3 Gun Units
  • Ignores terrain penalty when moving
  • Renaissance Era

White Company

Capital Capital Capital Capital Capital
  • 1 Mounted Unit
  • +50% War Attack vs. Mounted Units
  • Renaissance Era
White Legion Capital Capital
  • 1-4 Gun Units
  • +15% War Attack vs. Wounded Units
  • Atomic Era
Zouaves of Death Capital Capital Capital
  • 1-3 Gun Units
  • +15% War Attack in Friendly Lands and +25% Strength Combat Strength against Cities
  • Industrial Era

Wonders[]

Icon Wonder Effects Requirements
China icon256-0

Art by Sukritact

Jiayuguan Fort
  • Extends the length of Contracts by 25%.
  • Mercenary Contracts

Customization[]

There are a number of different options you can choose in the UserSettings.sql file. Here, you can specify whether the standard purchasing of Units with gold is disabled, whether the AI should pay maintenance on their Contracts, and whether the Privateer should be made a Contract-exclusive unit.

Compatibility[]

This mod is is not known to be incompatible with any mods.

However, in order to use this mod properly with the Community Balance Patch, you must enable the setting: 'JFD_MERCENARIES_COMMUNITY_BALANCE_PATCH' in the included UserSettings.sql file.

Modularity[]

For information on Mercenaries' Code, see JFD's and Pouakai's Mercenaries/Code

Full Credits List[]

CivFanatics Homepage
Steam Workshop
Latest Version: 6
Last Updated: 31 January 2016


  • Author: JFD
  • Design: Pouakai
  • Artwork: Janboruta, Sukritact
  • Lua: Sukritact (Ashanti UI base)
  • Graphics: Zwei833, bernie14, JTitan
  • Translation: Sub6 (Japanese)

References[]

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