There are interesting differences between how PDS games like CK2 and Imperator handled mercenaries.
Crusader Kings 2
Imperator
Imperator took a bit more realistic approach to mercenaries than other PDS games.
Sea-based mercenary fleets
Considering CK3 is a CK game, but has the same engine as Imperator, I wonder what changes it will bring this time.
Personally, I think CK3 could probably leave out having to manually ship/march mercenaries from their distant bases like in Imperator. That's because Imperator has actual proper fleets and professional navies in the game to do it for you, CK3 doesn't. If CK3's mercenaries have a similar cost scale to CK2, nations like England or Scotland would go bankrupt just trying to bring some Swiss or Italian mercenaries to British Isles.
...But then, they could also keep the feature in and simply make them not cost anything/cost very little before foreign mercenaries arrive your lands to serve you. That would be better than instant-spawn mercenaries.
On the other hand, and fleets are no longer present, so I wonder how sea mercenaries will be represented. Venice and Genoa made huge profits off the Crusaders by making their ships available for hire. Hanseatic ships were used by many in the Baltic region. Military fleet chartering is already represented in the new fleet system of CK3 (or rather, old fleet system since it is same as CK1), but that doesn't allow profits to maritime city states. Maybe we'll get to see that in some merchant republic expansion later on.
CK3 should still have preset mercenaries with flags and banners in my opinion. This was the time when mercenary companies became famous, and it is great for mods. At the same time, they should expand dynamic mercenaries (and related concept of adventurers) further. The end result would be a better system than CK2 ever allowed.
And then there is the question of whether the player should be allowed to send unlanded non-primary-heir characters to join existing mercenary companies and holy orders, or not.
So, how do you think CK3 will handle mercenaries? What new things should be added? Any views on this topic?
Crusader Kings 2
- CK2 had fixed mercenary companies based on presets in the game, as well as ability for lords to create mercenary companies.
- Lords could assemble their own mercenary companies with martial-education courtiers and then increase their power by spending large sums of money. Nomadic Khans and people with rare bloodline, got the ability to send their kids to prove their worth as mercenaries.
- In CK2 as soon as you hired mercenaries, they would be dropped on your home county, or nearest safe county. It did not matter where they were based, only that they were in your diplo range.
- Once disbanded, mercenaries would disappear from the map and become available to hire again. They could be disbanded at any time.
- Lords could assemble their own mercenary companies with martial-education courtiers and then increase their power by spending large sums of money. Nomadic Khans and people with rare bloodline, got the ability to send their kids to prove their worth as mercenaries.
- In CK2 as soon as you hired mercenaries, they would be dropped on your home county, or nearest safe county. It did not matter where they were based, only that they were in your diplo range.
- Once disbanded, mercenaries would disappear from the map and become available to hire again. They could be disbanded at any time.
Imperator
Imperator took a bit more realistic approach to mercenaries than other PDS games.
- In Imperator, mercenaries are all dynamic (and mostly randomly generated). They are private military companies owned by one individual/family. They aren't titular titles with their own courts that people can simply "join". They have no unique flags or anything.
- Monarchs can give an army to a loyal character and ask them to "go adventuring". This turns the army into a new mercenary company led by said character, and will go around as a mercenary until he decides to come back on his own.
- Disgruntled sons and uncles who have been left out from succession but are wealthy, can also sometimes leave and seek new fortunes and power. They would use their personal funds to start a new mercenary company.
- The biggest difference from other games is that mercenaries are all physically present on the map, and their armies are standing in whichever city they use as a base. The more populous and developed a place is, the more mercenaries will be present (can be a bit annoying in places like Egypt/Mesopotamia/India).
- Another huge difference is that mercenaries don't instantly drop near your capital. You have to bring them from their base to your lands yourselves. So if you hire a Misthios mercenary company from Greece based on some island, it is your responsibility to send a fleet to bring them to your lands.
- Mercenaries don't have huge maintenance costs comparison to CK2 mercenaries of the same size. This means they get hired and used by minor nations and even small rich city states as well. They aren't giant money drains, although they have a different cost attached in the end to kinda balance it out.
- Mercenaries being mercenaries, seemingly get events about sacking towns/looting/pillaging and hurting the populace a lot more than regular armies do. Not sure if it is just my game, but I find that quite realistic actually. Rulers of any era used mercenaries reluctantly (and some outright hated them), precisely because of their self-serving rowdiness and brash behaviour against the public.
- Mercenaries in Imperator also demand a severance pay (based on their size) before they disband, so you cannot disband them without this sendoff fee. Mercenaries can thus become a trap if you become too poor at any point during a war.
- Once you disband them, they don't disappear. They march back to their base.
- Monarchs can give an army to a loyal character and ask them to "go adventuring". This turns the army into a new mercenary company led by said character, and will go around as a mercenary until he decides to come back on his own.
- Disgruntled sons and uncles who have been left out from succession but are wealthy, can also sometimes leave and seek new fortunes and power. They would use their personal funds to start a new mercenary company.
- The biggest difference from other games is that mercenaries are all physically present on the map, and their armies are standing in whichever city they use as a base. The more populous and developed a place is, the more mercenaries will be present (can be a bit annoying in places like Egypt/Mesopotamia/India).
- Another huge difference is that mercenaries don't instantly drop near your capital. You have to bring them from their base to your lands yourselves. So if you hire a Misthios mercenary company from Greece based on some island, it is your responsibility to send a fleet to bring them to your lands.
- Mercenaries don't have huge maintenance costs comparison to CK2 mercenaries of the same size. This means they get hired and used by minor nations and even small rich city states as well. They aren't giant money drains, although they have a different cost attached in the end to kinda balance it out.
- Mercenaries being mercenaries, seemingly get events about sacking towns/looting/pillaging and hurting the populace a lot more than regular armies do. Not sure if it is just my game, but I find that quite realistic actually. Rulers of any era used mercenaries reluctantly (and some outright hated them), precisely because of their self-serving rowdiness and brash behaviour against the public.
- Mercenaries in Imperator also demand a severance pay (based on their size) before they disband, so you cannot disband them without this sendoff fee. Mercenaries can thus become a trap if you become too poor at any point during a war.
- Once you disband them, they don't disappear. They march back to their base.
Sea-based mercenary fleets
Mercenary fleets in CK2 were all preset as far as I've seen. Things like "Victual Brothers" or "Treasure Fleet" and so on, for example. Sometimes land mercenaries come with fleets attached. They drop down to sea close to the capital, and can be used like regular troops. Their size increases over time like land mercenaries too IIRC.
In contrast, mercenary fleets in Imperator are actually fleets owned and run by pirates and marauder characters, also physically present on the map occupying ports around the world. They go on pirate raids when not given a contract, but once they are back at port they can be hired as sellsail mercenaries. The rest of the mechanisms are similar to Imperator's land-based mercenary armies.
Likewise, I have seen their fleets increase in number as they raid and bring back loot.
In Imperator, if you make piracy illegal, you can destroy them from your ports. This means no pirates, but also no mercenary fleets.
For example - If you are playing a historical Rome and eradicate piracy from Mediterranean world, you wouldn't have ability to hire any mercenary fleets...except the few small pirate fleets that may or may not exist among the ports of nearby border tribes.
In contrast, mercenary fleets in Imperator are actually fleets owned and run by pirates and marauder characters, also physically present on the map occupying ports around the world. They go on pirate raids when not given a contract, but once they are back at port they can be hired as sellsail mercenaries. The rest of the mechanisms are similar to Imperator's land-based mercenary armies.
Likewise, I have seen their fleets increase in number as they raid and bring back loot.
In Imperator, if you make piracy illegal, you can destroy them from your ports. This means no pirates, but also no mercenary fleets.
For example - If you are playing a historical Rome and eradicate piracy from Mediterranean world, you wouldn't have ability to hire any mercenary fleets...except the few small pirate fleets that may or may not exist among the ports of nearby border tribes.
Considering CK3 is a CK game, but has the same engine as Imperator, I wonder what changes it will bring this time.
Personally, I think CK3 could probably leave out having to manually ship/march mercenaries from their distant bases like in Imperator. That's because Imperator has actual proper fleets and professional navies in the game to do it for you, CK3 doesn't. If CK3's mercenaries have a similar cost scale to CK2, nations like England or Scotland would go bankrupt just trying to bring some Swiss or Italian mercenaries to British Isles.
...But then, they could also keep the feature in and simply make them not cost anything/cost very little before foreign mercenaries arrive your lands to serve you. That would be better than instant-spawn mercenaries.
On the other hand, and fleets are no longer present, so I wonder how sea mercenaries will be represented. Venice and Genoa made huge profits off the Crusaders by making their ships available for hire. Hanseatic ships were used by many in the Baltic region. Military fleet chartering is already represented in the new fleet system of CK3 (or rather, old fleet system since it is same as CK1), but that doesn't allow profits to maritime city states. Maybe we'll get to see that in some merchant republic expansion later on.
CK3 should still have preset mercenaries with flags and banners in my opinion. This was the time when mercenary companies became famous, and it is great for mods. At the same time, they should expand dynamic mercenaries (and related concept of adventurers) further. The end result would be a better system than CK2 ever allowed.
And then there is the question of whether the player should be allowed to send unlanded non-primary-heir characters to join existing mercenary companies and holy orders, or not.
So, how do you think CK3 will handle mercenaries? What new things should be added? Any views on this topic?