It got delayed because I had to fine-tune the combat code. There were quite a few bugs I didn't notice originally because the first set of sims pitted two perfectly equal units against each other, so it didn't track things quite right.
The first fun point was when I realised I'd screwed up initiative calculations - the initiative counter for two equally-placed units would actually just ignore the second unit, so the reason why Unit 1 kept winning every time in my tests was the fact it was the only one actually making any moves. -_-
Then there was the problem that archers wouldn't stand and fire at an oncoming cavalry charge but would try and run - even as they were being cut down. I've since implemented a basic surrender script so that if anyone is being chased by an enemy they are hopelessly incapable of outrunning they just surrender and defect rather than keep fleeing (subject to whether quarter is shown). Incidentally, only the Tylonese raiders are set to 'no mercy' right now, because Filius specified such in their original description.
Even if I don't put it in by the time the turn happens, expect to get a reputation boost equal to what I have planned with those towns anyway, Nirur. I'm thinking about giving 'respect' boosts for any unit stationed in a territory over the full turn (be it patrolling units, raiders staking out their territory, or just folks garrisonning it up), likely enough that a single unit can convert all villages in a territory (from a starting respect of 0) in ten turns. Multiple units should make that happen faster, linearly.
To avoid making it too easy, I will probably set it so you gain (a little) respect for winning battles and lose (a lot of) respect for losing them in a village's territory. I will certainly set it so that respect drops like a stone if any of those villages gets raided by anyone (even you, but that's what fear is for), but only for the side that owns them. This means that someone who keeps their raiders stationed in the territory for a few turns and keeps killing off the defenders can happily 'inherit' all the villages once their respect gets high enough/their owners' respect gets low enough, and keep raiding them all the while until then.
Fear, respect and love will each gain you territories, though at the moment fear is the only one coded in. Since fear is based on persecution type actions, I think I'll stick with respect being based on military might (whether or not it's being used against them personally) and love probably relating to trade somehow.
Trade's a bit nebulous at the moment. I'll probably set up territories so they have a chance of spawning with a 'feature' (something like a river or a special resource) that gives a bonus sometimes picked up by villages - that way you can get resources not available in your immediate surroundings. Trade (and raiding) will probably allow you to get those, but trade may help increase village growth somehow (still not sure how - luxury based, perhaps? Right now they don't produce luxuries.) and bring a 'love' bonus to the civ trading with them. Enough love and they willingly submit to you just to be part of your glorious culture.
So yeah, the plan is to be able to have your peons fear, respect and love you, though that will probably be difficult given that most of the methods used to inspire fear engender quite a bit of hate in the process. Which reminds me, 'defender' spawn for unprotected and pissy communities is next on the list...
Finally, regarding Mongols. Basic infantry upkeep is 1 wealth. So is very basic cavalry upkeep, but only just. Give them a spear or a shield (or both for the Magernians, who cost less because they have a nerve penalty) and cavalry cost 2 wealth per turn. Basic shortbow archers are 2 wealth upkeep on their own.
Basic shortbow horse archers with leather armour are 3 wealth upkeep per turn (that's 6,000 citizens' worth of taxes to support 100 men). Make those iron tipped (+2 to attack), barbed (+1 force?) and composite (+1 attack, should we say?) and suddenly it requires 8,000 citizens to support a single unit of what are essentially green Mongols. That's before they gain any experience. Against an equally skilled foe, units can gain as much as 4 stat points in a single battle while becoming veterans. That's another wealth's worth of upkeep right there.
An experienced unit of Mongols will cost the worth of an entire city in taxation just to feed and house, let alone equip. On the other hand, they will be able to slaughter virtually anyone they meet.
Unless they meet a group of trained assassins able to out-stealth them and land a crucial, unit-destroying hit in a single blow at close range. Yes, that can happen if a unit's Force and Stealth are high enough. It's not the worst thing that can happen.
The worst thing that can happen is you can't pay your new Mongols. That's when they go rogue and start raiding your city and you suddenly find you have no units capable of stopping them. Well done.