How to change the wages on mercenaries?

I am so sick of these gold-sucking units, thus I decided to fix this myself..... only to find there is no mention of any wages on "hunter" and "mercenaries" yet those units' wage is far higher than any other designed units...

 

.....oh wait, is <AdditionalTrainingTurns> tag is what makes those unit unkeep more expensive? Is there any way to set fixed-number wage on certain unit or designed unit via trait?

5,787 views 9 replies
Reply #1 Top

It MAY be a product of its production requirements. In FE they had a specific tag telling the game how much they cost - now it's gone.

Reply #2 Top

I've been begging and begging for this to be fixed, but nothing.  I hope someone figures a way to mod it.

Reply #3 Top

You can do a

<HasWages>0</HasWages>

that will get rid of any mainenance cost on the mercenaries.

If one needs a wage on them, then you might have to look at providing yourself a negative merchant ability and giving them that.

But I think maybe the tag

<WageOverride>1</WageOverride>

This tag is on all the champions and I think they cost only 1 gold per turn. That might be the fix you are looking for, not sure though.

Reply #4 Top

If you would like to have the Order of Asok and the Merceneries units have zero wage (as mentioned by parrott) which is how I think they should be.... I have it in my personal mod...  I've just thrown together what I think are the correct files and zipped them here:

https://dl.dropboxusercontent.com/u/100348448/NoWageMercs.zip

If you want to try it, just unzip this.  Copy the contents of the Mods folder (2 files) to your Legendary Heroes Mods folder, and the contents of the Gfx folder (6 files) to your your Legendary Heroes Mods\Gfx folder.  Haven't tested this standalone but pretty sure I got everything and it should work.

It should do the following:

- Knights of Asok have zero wage

- You can train 3 units of L4 Knights of Asok (Party)

- You can upgrade the Knights of Asok base from a fort to a keep, which then gives you 3 units of Knights of Asok L5 (Group)

- Mercenary camp should provide 3 units of merc and 3 units of hunters, all with zero wage

- It also adds another order of knights- the Order of Endos, they pretty much just like the Asok knights but Kingdom only and have a Warhammer of Endos (+8 vs. Undead)

I think that's about right.  If you happen to try and find any problems let me know and i'll double check.

Reply #5 Top

Hangon just realised I reference a couple of images that I didn't include.  Ack.  I'll fix it up and edit the post.

Edit: OK fixed it up (I think) and updated the above post.

Reply #6 Top

Wages is affected by training time and the wage multiplier in the elementaldefs file and also how many soldiers are in the unit. These three affect the wage of the unit. This is the only way to set wages other than just no wages or the champion thing. You can play around with the numbers to get the desired wage or just get rid of wages for it altogether. In my opinion, it is unrealistic for mercenaries not to have a wage. Usually mercenaries have a sign up fee and a wage for prolonged deployment heh.

Reply #7 Top

Quoting BlackRainZ, reply 6

Wages is affected by training time and the wage multiplier in the elementaldefs file and also how many soldiers are in the unit. These three affect the wage of the unit. This is the only way to set wages other than just no wages or the champion thing. You can play around with the numbers to get the desired wage or just get rid of wages for it altogether. In my opinion, it is unrealistic for mercenaries not to have a wage. Usually mercenaries have a sign up fee and a wage for prolonged deployment heh.

 

That is correct. What I tried to do was a manufacturer-able mercenary units with upfront cost and reasonable fixed wage. I found a simple workaround by making a new trait, but it is not that pretty. 

Reply #8 Top


While I don't think that mercs should be free in this game, I also don't think that they should be thrust upon you without choice.

I do think that merc costs should be reasonable...perhaps 2gp for knights of Asok.

I also that that magical mercs should have a mana upkeep as well as a gold upkeep.

 

Reply #9 Top

Yeah with the limited cap units (Asok etc) the fact that you can't control when you want to train them is why I make them free (plus the fact that you have to go kill them, take their lair then build an improvement to get them).  Ideally there would be a train button on the camp so you can choose when to produce them.