![gal civ 3 ships gal civ 3 ships](https://catorrent.org/uploads/posts/2019-11/1573497596-catorrent-galactic-civilizations-iii-3.jpg)
Mercenaries are best used to make a massive leap in progress (and they thus sometimes only serve to make the powerful more powerful) or to gain a significant advantage when in a tight spot. Nus will flutter about the unfriendly nebulae. Though whatever I buy stays mine for the duration of the match, so there's no worry that multiple Ms.
![gal civ 3 ships gal civ 3 ships](https://cdn.stardock.us/forums/45/46/4546765/4143d193-ee32-4608-a62b-2b364d88838a.jpg)
But it's a controlled chaos, at least, held in check partly by the fact that each faction has access to the same catalog of mercs, which randomly selects an assortment of 36 for each match from a total pool of 70. Nu's can disrupt a match so thoroughly I'm surprised there's no way to disable the Bazaar in custom matches. Overpowered? Almost certainly, and ships like Ms.
![gal civ 3 ships gal civ 3 ships](http://library.galciv2.com/mvlib/ss/Fullview_Poster.jpg)
Alas, that's about the extent of their visual personalities aside from the design of their ships, if you don't count the dapper prunish fellow who hawks them via a gridded menu. They're thus effectively the hero classes of this galactic conquest sim, and I find them hanging out at the Galactic Bazaar (or MercMart, as I like to think of it), a spaceborne Mos Eisley of sorts with a bobbing billboard shining amid the hexagonal grid. At their best, they break up the tedium of inevitability that bogs down some late games of Galactic Civilizations 3 with some last-minute reversals. Instead of the merc with the mouth, I found myself hiring the merc with the missile prototype, or (less poetically), the merc with the +150 points to the base influence of any colony while his ship is stationed there. Were they merely hired guns, they'd barely add enough content to warrant the expansion label.īut in the right hands, the mercs introduced here are literal game changers, allowing things like planetary invasions long before the progression allows it. The idea driving Mercenaries is likely self-explanatory: you hire a bunch of goons to help with the usual 4X business of exploring, expanding, exploiting, and exterminating.