Originally Posted by seneschal.the
At creation, start at level 1 for "natural merchant".
You then have 50% of having him advance to level 2 at birth.
If he is advanced to level 2 at birth, you have 33% of having him advanced to level 3 at birth.
If there is no town hall in the settlement, he has 50% to be a level 1 shady dealer.
If he advances to level 1 shady dealer, he has a 33% of being a level 2 shady dealer, right out the gates.
If there is a town hall in the settlement, he has a 50% to be a level 1 legal dealer.
If he advances to level 2 legal dealer, he has a 33% of being a level 2 legal dealer.
If he is created in a city with a cathedral or higher, and the population in the region is 80% YourReligion,
he has a 50% chance of becoming a Religious Merchant.
(Note: in my mod I raised it to 95%)
If he is a level 1 religious merchant, he has a 33% of being a level 2 religious merchant.
If he is created in a city with a master merchant guild or above, he gains the MerchantGuildTrained level.
If he is created in a city and the faction owns the Merchant HQ, he becomes a MerchantGuildMember.
Ancillaries:
If he is created in a city with an alchemists lab, he has a 15% of getting a counterfeiter.
If he is created in a city with an alchemy school or higher, he has a 50% of getting a merchant clerk.
If a caravan stop or higher exists, he has a 50% of getting a caravn driver at birth.
If a caravan stop or higher exists in the city where he is staying, he has a 10% each turn of getting one.
If a city hasn't built a town hall, he has a 5% of picking up a trick abacus!
I just noticed that merchants won't ever gain the level 2 legal dealer level. The trigger is faulty and does not award level 2. Easily fixed.