On 18.08.2012 13:02, Michael T. Pope wrote:
> On Sat, 18 Aug 2012 10:23:59 AM Michael Vehrs wrote:
>    
>> I have just submitted some preliminary code for implementing the
>> mercenary force requested in PF#1994897. For the moment, the mercenary
>> force has the same (arbitrary) size in all difficulty levels, since I
>> don't know how the original game handled these mercenaries. I also don't
>> know how to handle the men of war. If they were part of the mercenary
>> force, there would be no problem. But if they are not, then we need to
>> instantiate a foreign force, force that force to dump its land units
>> near some colony and change the owner of the units on delivery.
>> Thereafter, the naval units would have to sail away somehow. Any
>> suggestions?
>>      
> The PF report does not give us a lot of clues.  It would seem logical that the
> whole force start as a different nation, perhaps as the REF of a European
> nation that has withdrawn from the New World, although if Col1 used Denmark
> perhaps we should just pick some other non-standard entity (Scotland?,
> Hanseatic League?, Holy Roman Empire?).  I suspect we are going to need
> another AI Mission to handle this (I am just revising IndianBringGiftMission
> and IndianDemandMission which have some similarities).
>
> Cheers,
> Mike Pope
>    

I see the similarities. We will also need to create a random new player 
for the purpose of owning the mercenaries until they are delivered. And 
what about foreign relations with that player? Can another player 
declare war on it and send your precious mercenaries to the bottom of 
the ocean?

Regards

Michael


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