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In the sequels and such you can just fire them after a mission and it won't cause many problems but in the first game it's like they all hate you no matter what you do.

How do you make room to hire different people?
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If you fire mercenaries anywhere but when you are in your office (the room screen where you can check the calendar, the computer or go to bed) they will not get paid for their day and you will suffer a Non-Payment penalty in addition to a Turnover penalty.

Other than that, mercenaries are always angry when you fire them in the first Jagged Alliance, they are impossible to please, even if they've been working for you for two weeks, they'll be pissed off and other mercenaries will randomly hear about that and ask for a double salary before they accept to work for you.

Every time you fire a mercenary, you suffer a Turnover penalty. That penalty increase every time you fire a mercenary and decrease every day spent without anyone getting fired. You can get away with replacing a mercenary every three or four days and not suffer any long term problem in your campaign. But if you replace a mercenary every day, your Turnover penalty will get very high very quickly and most of the top tiers mercs under your employ will threaten to leave your team unless you change your management practices, and those that are not currently hired will refuse to work for you until you get a better Turnover rate.

The same game mechanic also apply every time a mercenary dies under your command, or every time a mercenary doesn't receive his salary, you will receive a Death or a Non-Payment penalty respectively and should that penalty gets too high, some mercenaries will threaten to leave the team, will refuse to join your team, or may randomly ask for a double salary to join your team. How much a mercenary is willing to tolerate differs from one merc to another, some do not mind death but cannot tolerate non-payment or turnover, other do not mind high turnover but cannot tolerate death, etc.

Having a snitch on your team is a good way to know what your mercenaries think behind your back and who will threaten to leave if you do not change your management habits.

When a mercenary is about to quit your team, you will get the chance to raise their salary to keep them happy. How much money and whether a merc accept to be bribed differs from one merc to another. If they are unsatisfied with the proposed salary raise, they will quit your team.

Two last things: When you fire a mercenary, you get to keep their equipment, but when they leave out of dissatisfaction or for any other reason, they will take their current equipment with them. And last but not least, A.I.M. members do not care if a native guide (like Elio or Hamous) is killed or fired, so whenever you get tired of a guide and feel like adding a new member to the team, you can fire those with no penalty.
Post edited June 12, 2014 by blueskirt42
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blueskirt42: If you fire mercenaries anywhere but when you are in your office (the room screen where you can check the calendar, the computer or go to bed) they will not get paid for their day and you will suffer a Non-Payment penalty in addition to a Turnover penalty.

Other than that, mercenaries are always angry when you fire them in the first Jagged Alliance, they are impossible to please, even if they've been working for you for two weeks, they'll be pissed off and other mercenaries will randomly hear about that and ask for a double salary before they accept to work for you.

Every time you fire a mercenary, you suffer a Turnover penalty. That penalty increase every time you fire a mercenary and decrease every day spent without anyone getting fired. You can get away with replacing a mercenary every three or four days and not suffer any long term problem in your campaign. But if you replace a mercenary every day, your Turnover penalty will get very high very quickly and most of the top tiers mercs under your employ will threaten to leave your team unless you change your management practices, and those that are not currently hired will refuse to work for you until you get a better Turnover rate.

The same game mechanic also apply every time a mercenary dies under your command, or every time a mercenary doesn't receive his salary, you will receive a Death or a Non-Payment penalty respectively and should that penalty gets too high, some mercenaries will threaten to leave the team, will refuse to join your team, or may randomly ask for a double salary to join your team. How much a mercenary is willing to tolerate differs from one merc to another, some do not mind death but cannot tolerate non-payment or turnover, other do not mind high turnover but cannot tolerate death, etc.

Having a snitch on your team is a good way to know what your mercenaries think behind your back and who will threaten to leave if you do not change your management habits.

When a mercenary is about to quit your team, you will get the chance to raise their salary to keep them happy. How much money and whether a merc accept to be bribed differs from one merc to another. If they are unsatisfied with the proposed salary raise, they will quit your team.

Two last things: When you fire a mercenary, you get to keep their equipment, but when they leave out of dissatisfaction or for any other reason, they will take their current equipment with them. And last but not least, A.I.M. members do not care if a native guide (like Elio or Hamous) is killed or fired, so whenever you get tired of a guide and feel like adding a new member to the team, you can fire those with no penalty.
Thank you very much, that helps a lot! =)
i cant find any info about turnover rate in my game. where is it hidden? im trying to hire len but hes whining about high turnover rate
To see the turnover rate you have to click on the computer, and then click on "info".
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thedkm: To see the turnover rate you have to click on the computer, and then click on "info".
youre right. i play the game at least once in a few years, but this one button has eluded me all the time. thanks