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

Art by Janboruta

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

Units

Icon Unit Effects Requirements

Art by Janboruta

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

Art by Janboruta

Gaesatae
  • Pillage at no Moves.png Movement cost
  • Steals Gold.png Gold when attacking a city
  • Mercenary Contracts
  • Gaesatae Contract

Art by Janboruta

Hessian
  • Pillage at no Moves.png Movement cost
  • Steals Gold.png Gold when attacking a city
  • Rifling
  • Hessians Contract

Art by Janboruta

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

Art by Janboruta

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

Contracts

Contract Rank Units Effects Requirements
Airscan, Inc.

Capital.png Capital.png Capital.png Capital.png

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

White Company

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

Wonders

Icon Wonder Effects Requirements

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

Community content is available under CC-BY-SA unless otherwise noted.