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View Full Version : Query - Merchant Fruit Monopoly



Robespierre
12-06-2007, 18:21
if my merchants get all the fruit in the game, what then? is there a pop-up "The Sultans' agents now dominates the fruit trade"? do i make xtra money, if so how do i know?

Shahed
12-06-2007, 18:40
LOL! That would be cool!

WhiskeyGhost
12-06-2007, 19:58
LOL! That would be cool!
ditto.

It would be nice to have an ever increase in income from each source (not just from you being the only person [watch an enemy merchant plant himself on one of two of the same resource in a province], but because of monopolizing it). Maybe even some sort of "Merchant's Guild" reward would be interesting, such as a high quality merchant militia becomes available (think elite caravan guards). You could even add some ancillaries in there too like "Merchant Guard" that would give a +2 to assassination prevention on a random chance (maybe 15% or so a turn) for as long as you have complete dominance of the resource. It would also give the player/AI a reason to aggressively use merchants too.

Viking
12-06-2007, 21:03
ditto.

It would be nice to have an ever increase in income from each source (not just from you being the only person [watch an enemy merchant plant himself on one of two of the same resource in a province], but because of monopolizing it). Maybe even some sort of "Merchant's Guild" reward would be interesting, such as a high quality merchant militia becomes available (think elite caravan guards). You could even add some ancillaries in there too like "Merchant Guard" that would give a +2 to assassination prevention on a random chance (maybe 15% or so a turn) for as long as you have complete dominance of the resource. It would also give the player/AI a reason to aggressively use merchants too.

Would be pretty cool. ~D

Rhyfelwyr
12-06-2007, 23:50
I don't think there's any direct bonuses from gaining a monopoly on a resource, other than the Monopolist traits that Merchants can acquire, increasing their Finance and therefore the income gathered. Its a nice feature if you can be bothered with the micromanagement.

That is a cool idea though.:yes:

ReiseReise
12-07-2007, 00:44
You don't need all the resources on the map, only in one province that has 2 or more. You don't even need both of them, as long as nobody is on the other one.

phonicsmonkey
12-07-2007, 01:31
LOL - All hail the mighty fruit-trading Sultan! May his stone fruit never bruise and his apples retain crispness despite travelling many miles!

Grombeard
12-07-2007, 11:33
I also heard a rumor, that when you own all amber ressources you'll get a message that your royal scientists have developed a way to clone some sort of "giant lizard beasts" from ancient times. ;p

ReiseReise
12-07-2007, 13:45
Build Jurassic Park:
+2 Happiness
+5% trade income (all the tourists)
Units available:
Velociraptor (20 per unit)
Attack: 15
Defense: 9
Charge: 12 (with awesome claws-out jumping animation)
Fast moving
Excellent Morale
Excellent Stamina
Frighten nearby enemy infantry
Scares horses.

Tyranosaur (3 per unit)
Attack: 37
Defense: 24
Charge: 8
Hitpoints: 5
All enemies crap their pants
May run amok

10% chance/turn of spawning full stack rebel dino-army. :laugh4:

Rhyfelwyr
12-07-2007, 14:42
We'll just have to keep them happy with the Sultan's mighty fruit reserves.

ReiseReise
12-07-2007, 15:10
:beam:

Grombeard
12-07-2007, 22:06
Or if you build electro-fences around your cities you can lower the risk of rebelling dinos by 50%. These will be good for zapping attacking armies, too. Imagine what will happen to a unit of knights in their full plate iron armor. *sssizzzzzle*

Shahed
12-08-2007, 13:13
LOL!

IMO would be cool if you got a certain bonus from monopolising a commodity entirely i.e controlling all instances of that commodity provincewide (already in game: monopolist trait), regionwide (Outremer, Bavaria, etc), and worldwide.