Context: Previously, I experimented with reducing the types of mercenaries available in each market, while preserving the total wages of mercenaries in that market, in order to make assembling whole units faster and reduce complexity in play. Today, an application.
It always bugged me in ACKS that you could hire dwarven mercenaries (and you should, because they're good), and you can build a dwarven domain, but if you wanted to hire mercenaries in your dwarven domain, they were mostly human. A reasonable judge would surely fix this, but it would probably be ad hoc. But now, thanks to the wonders of hacky python, we have answers.
Let's take a ratio of 4 heavy infantry to 2 crossbowdwarves to 1 mounted crossbowdwarf to 1 fury. It might be fun to do two dwarven mercenary mixes, one civilized, with crossbows and maybe musketeers, and one uncivilized, with furies and... I dunno, maybe slingers or javelineers? Disrupt enemy formations before the furies crash into them? But let's just start with this, under the assumption that furies are uncommon in dwarven society but not that uncommon.
This led me to realize that I didn't compute rounded total monthly costs of operation for dwarf units in Simplified Mercenaries (nor elf units, for that matter).
Man, this was an easy post. I wish I had more trustworthy tooling to compute BRs though - I had an error in computing monomerc cavalry BR because there was a cell in my spreadsheet that I forgot to change, and it has me wondering if the same error has occurred with any of my previous cavalry, particularly the nomads. Maybe I'll script that up next. More ambitious would be to build a pipeline going from ACKS stats to some intermediate representation of Battles stats, BR, and wages which can be rendered several ways for human consumption for different purposes, or referenced by market mixer ratio files...
I guess elves would also be a natural next thing to do with my current technology.