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I have not looked into something like that. The latter would be straight forward I think.
I'll see what I can do, but it will be some time, as I currently work on a bunch of other mods and I need to finish those for my own sanity first.
Having the price increased by the amount being lower would make sense, but would most likely demand a script of sorts.
I tried the replenishment one, but they simply won't take effect, so only way to do it, is by applying a fixed number which is to high here imo, but again, I am not the one to spoil peoples fun playing as a rogue faction.
Should people wish for other numbers, it is very easy to change by anyone for their personal preferences.
Mostly curious whether or not the AI buys a lot.
- Keep unit choice unrestricted as-is
[Bonus, once this mod is a hit on the Workshop:
Add support for top 3 Ogre mods (like "More Ogres" or "Bruisers" by The Inquisitor!]
- For its constant availability, prices could be inflated in all areas where they'd otherwise not be available. Upkeep should prob be identical.
[Alternatively, as you noted above they're limited for each region and once hired, they're gone - would be kinda cool if as the Ogre Merc options get sparser in a region their prices would go up....
- Max merc units in one army: 8 or 10 should suffice
Just 10 cents from a non-modding noob who loves this game though <3
As such I would say: if one of these mods would benefit from some carefully considered limitations in the sweet spot between vanilla ogre mercs and the other extreme "buy 20 units in one turn and paint the world map" cheat approach <3