Kenshi
Longer Mercenary Contracts
50 Comments
Thundercraft 19 Jan, 2024 @ 2:58am 
Just an FYI:
There are other Mercenary mods that were updated or released more recently, seem to still work and which offer more features:
More Mercenary Contract Options
Better Mercenary Contracts
melnic56 5 Feb, 2023 @ 7:53pm 
Wow 5 years ago...but I cannot seem to get this mod to work. bodyguards disappear after 2 days
Any ideas? mods I run are
Longer Mercenary Contracts.mod
shoppingecon.mod
Pocket Change.mod
Nice Map [Zones + Zone names + Roads].mod
NPC enjoys more shopping.mod
Stackable Items.mod
NewRecruits.mod
Dark UI.mod

I just removed new recruits but haven't tested it without it yet. Was nice having the bodyguards for 2 days though, having just begun game
reshi 8 Nov, 2022 @ 6:06pm 
I downloaded, imported save and it's active but not working? I have no other mods in my game so it cant be conflicting or load order? No days have been changed, still says 1 day for bodyguard and 2 for outpost :(
Chimaera 3 Apr, 2022 @ 11:47am 
Hey, just started using this mod. Is it active? I notice that my merc contracts after buying the 6month (actually 360+ days i found) will just disappear and then enemies will try to attack me.
Bearded McGee 5 Mar, 2021 @ 12:29am 
It's neat, but I've noticed some weird stuff (not) happening while a long merc contract to guard my outpost was up. After the regular contract span, I got no raid or visit at my outpost. I didn't even realise right away, but eventually thought it had been a while since anyone had come knocking. Other than wandering vagrants and manhunters, nobody volunteered for a free harpoon to the face.
When the merc contract finally ended, and I mean, the second it ended, I got two upcoming raid announcements, a trade caravan announcement, and the UC tax collector announcement.
Somehow, the overly long merc contract effectively was for naught, since nothing dangerous was showing up anyway. I'm thinking having an ongoing merc contract freezes the event queue somehow.
king 28 Dec, 2020 @ 12:33pm 
honestly this is the mod that makes this game playable to me. iv used it for years and its never been out of my modlist.
ras1116 11 Jun, 2020 @ 7:51am 
best mod to have thanks Shidan!
benke 17 Mar, 2020 @ 2:44pm 
works fine for me. imported my save
Average AMD neanderthal 5 Jan, 2020 @ 4:48am 
for me it helped to put it ontop of my load order.
Hakipi 2 Jan, 2020 @ 10:06pm 
import save after install/uninstall mod
SiathAQ 2 Jan, 2020 @ 5:06am 
wont work
Novae 12 Nov, 2019 @ 10:24pm 
Hi! Thank you for this mod, but it is still working ? It don't change anything in my game too.
Solace 13 Oct, 2019 @ 1:02pm 
load order?
Fishus 8 Apr, 2019 @ 6:02pm 
Doesnt change anything in my game? Should this load in a particular order?
El Goonty ☯ 22 Jan, 2019 @ 8:10am 
Still Lore-firendly, 30 days outpost guards are very usefull at the beginning. Don't change anything. thx a lot !!!
Drawn&QuarteredTrump 25 Dec, 2018 @ 10:36pm 
Can you PLEASE also add more mercs to this mod? It is so frustrating not being able to find a band of them to hire, or only encountering one band in three cities. I tried to use another mod that adds many more mercs but it doesn't work with this one
Mods 23 Dec, 2018 @ 9:05am 
alright my bad, will look into it
Marlon 23 Dec, 2018 @ 3:24am 
Can you make a contract forever? Put a heavy price on it. I would like guards looking after my outpost permanently.

Shidan  [author] 23 Dec, 2018 @ 12:00am 
Unless you have another mod interacting with the merc dialog, which could cause easily these kinds of issues, I'm at a loss.
Mods 22 Dec, 2018 @ 11:58pm 
Weird, I just noticed how the early days were more expensive per day than the later ones. Pretty sure they offered 2k per day for staying at the outpost
Shidan  [author] 22 Dec, 2018 @ 11:48pm 
It's 2,000 per day for BG and 1,000 per day for Outpost. Same as vanilla, I just checked. So not sure where you're getting the 50% off from. :/
Mods 22 Dec, 2018 @ 11:19pm 
Hey you say the cost per day is the same but you actually made it 50 percent cheaper to hire mercs, imo it warrants a fix
Immaluckez 6 Nov, 2018 @ 7:09am 
Pls update it
Dreamy Asian 28 Jun, 2018 @ 1:55pm 
what happen to forever?
QUANTUMEFIRE 22 Jun, 2018 @ 9:40am 
Can you please make it that they stay longer 10000 days please ehehhe
The_Cronockian 7 Jun, 2018 @ 8:23am 
Didn't you have an option for forever? I don't have that one anymore. Did you remove it?
Bauxite Beard 16 Apr, 2018 @ 2:32pm 
been waiting for this one for a long, long time, as im a trader and use mercs heavy.
TallestDavid 7 Apr, 2018 @ 2:49am 
maybe little cheaper :V
Samantha 20 Mar, 2018 @ 5:09am 
can you add more than 7? ;) also do you know how to make more mercenary groups spawn? I rarely find any
Garl 21 Nov, 2017 @ 12:18pm 
I think they normally refresh their medkids after each contract, but due to the long contract lenght they tend to run out of medkids.
drbabylove 23 Oct, 2017 @ 7:11pm 
put can u add more thn 7 day of hire thm
stecph 5 Oct, 2017 @ 2:56am 
Thanks for the answers Shidan...and for the mod!! I am loving not having to stress about re-hiring them every 2 days:-)

Re-hiring seems to be random in my game ATM, last night I could hire them again after the contract expired...weird.

They should have med kits as they heal themselves, I have no idea how to look into their inventory to check it out though.
Shidan  [author] 4 Oct, 2017 @ 10:37am 
I don't see any reason they shouldn't be healing. They've still got the medic job set to them. Are you sure they still have medkits and haven't used them all yet?

I also unfortunately don't see a simple way to allow re-hiring. I don't see anything that should be stopping it, and you used to be able to. Which means the devs likely did something behind the scenes regarding how contracts work. :(
Shidan  [author] 4 Oct, 2017 @ 10:19am 
I don't even touch the AI regarding healing, so the mod shouldn't be the culprit. But I can look into it to double check. :)

I'm unsure about the re-hiring. It depends on how the devs have it set up. I'll give it a look though.
stecph 4 Oct, 2017 @ 10:10am 
Hey Shidan, my mercs don't heal me or my squad. I am in experimental, any chance it has soemthing to do with your mod?

As I am here, would it be possible for you to make them re-hirable again? I haven't used them in ages, now I started a new game but they left me in the middle of the swamp, I can't re-hire them and we are all noobs:-)))
Mid4eL 26 Aug, 2017 @ 9:55am 
Everything is working! Thank you Shidan!
Shidan  [author] 25 Aug, 2017 @ 11:07am 
Should be fixed now. Sorry about that guys. :P
Mid4eL 25 Aug, 2017 @ 9:23am 
I have the same problem
DJ Cyberfreq 24 Aug, 2017 @ 3:55pm 
i can only seem to hire them for up to two days and no more than that and i cant think of any mods that would possibly be conflicting with this one :/
Shidan  [author] 24 Aug, 2017 @ 10:14am 
It should work for all mercenaries found in bars or hanging out in the wilderness in certain biomes. What are you trying to do that isn't working? In what way isn't it working? Any chance you've got some mod conflicting here?
DJ Cyberfreq 24 Aug, 2017 @ 7:10am 
this mod is not workin for me :(
Exokyn 22 Aug, 2017 @ 6:59am 
Nice, I always have to loiter around my base when the merc contract is about to run out with the hope my Exploration Team doesn't get attacked. Then, scramble to actually pinpoint the Merc Captain before he sprints off to the bar to get sloshed.
stecph 22 Aug, 2017 @ 2:35am 
kekofwater, I am rich, I can afford permanent mercenaries, after all is what Monsanto did with Blackwaters;-)
Shidan, I haven't thought they want the money upfront the greedy monkeys!! Thanks for the mod anyways
Shidan  [author] 21 Aug, 2017 @ 10:03pm 
While infinite hires would be nice, it's not really a possibility. The money needs to be paid up front, and the contracts in game have to have an end time. Infinite contracts would cause issues with both.

As for bodyguard timers, I'd personally never hire for more than a week. Too much stuff can happen in that time, and odds are the guards are already dead by the time it comes up. Any more would just be wasted money. But I can always make longer options if anybody wants.

30 days for outposts seems fine to me as well. With the rate of updates these days, I don't think I'd ever play that long before having to import anyway. And 1 talk a month isn't so bad regardless. But again, if anybody wants longer, I'm happy to oblige. :)
Doug 21 Aug, 2017 @ 9:48pm 
steph doesn't have a bad idea there; even real mercs will stay as long as they have a contract, and there have been times where contractd can last indefinitely; maybe year long contracts as a start, then moving on from there. I stopped playing with outposts because of the constant need to rehire mercs in cannibal turf, but this might actually convince me to rebuild my cities. Nice work.
Wraith 21 Aug, 2017 @ 8:01pm 
wouldve been great if the developer added static guard and gate guard options to the player squads without having to program it in on the construction set. I'm glad someone got around to this tho :-D
sudokek 21 Aug, 2017 @ 5:20pm 
Stecph, the idea of a merc is that he is a paid sword. Not a perm ally. Thanks uploader!
stecph 21 Aug, 2017 @ 2:49pm 
thanks a lot man, it was much needed:-)
I would like the contracts to last until I tell them to go home if possible, or at least a couple of weeks BG...
Lz 21 Aug, 2017 @ 10:13am 
Thanks for this!
Mid4eL 21 Aug, 2017 @ 7:38am 
What is needed, I often use mercenaries)