fuji, et al...
actually, you edit the triggers when the tavernkeeper refresh occurs... the merc party is the basic at start and doesn't refresh (at least in after i've mucked around) but in the module_triggers.py you have something like...
# Refresh Zendar
(try_begin,0),
(assign,reg(2),"p_zendar_mercs"),
(store_party_size,reg(6),reg(2)),
(lt,reg(6),2),
(store_random,reg(7),5),
(val_add,reg(7),1),
(party_add_members,reg(2),"trp_townsman",reg(7)),
(store_random,reg(
,5),
(val_add,reg(
,1),
(party_add_members,reg(2),"trp_watchman",reg(
),
(store_random,reg(9),4),
(val_add,reg(9),1),
(party_add_members,reg(2),"trp_hired_blade",reg(9)),
(store_random,reg(10),3),
(val_add,reg(10),1),
(party_add_members,reg(2),"trp_sell_sword",reg(10)),
(store_random,reg(11),2),
(val_add,reg(11),1),
(party_add_members,reg(2),"trp_mercenary",reg(11)),
(end_try,0),
##############
which you can change trp_ to your hearts content.... HOWEVER...
i've noticed when i have more than 21 troops designated i start to overflow factions from lower numbered towns into higher numbered towns... usually vaegirs and khergs into my nord and chirmes (mod).... so in a small three faction game, it should be ok... having a bunch of factions makes mo' complexity... that i haven't figured a way around yet... maw