Merchants : how to (get 20,000 florins a turn)
i tried to use a merchant. as is written in the description he must travel to distant lands and increase commerc & stuff. i play as a spanish and i travel with my merchant to byzantium and then to russia but no town/city,castle , anything wanted to have any kind of interraction with my merchant. i tried with allied pt trade treaty factions but no result.
so, how the merchant could be used?
Oh oh, Another Vulcan Mind Meld
Quote:
Originally Posted by Rpkmann
but is it worth getting merchants if they cost 550 and have to be replaced after they die?
Heh, as an Economist, I find this thread compelling, but this question above is an interesting one that compels me to place another fly in the ointment of another thread...
If your merchant does not die quickly, the answer is clearly yes, so the main question would merely be one surrounding enemy agent action... Except...
Some may be aware there is an issue regarding "year" display and rate per turn and the relation to the aging of characters in relation to the number of "go's" or turns... CA, true to campaign promises has left the code open to manipulating this. If you alter the relationship between the year and turn , you can correct the odd Lazarus-like aging of characters, but there are conflicts that result as building is too fast and or the game too long... Although the Turk over at TWC has determined that the player characters age at a fixed rate to the number of turns, does the same hold true for merchants? If not , it would seem another issue that needs be handled if you want to correct the aging question or adjust how many years per turn go by and would also radically change the answer to the above post.
[Raises an Eyebrow quizically] Fascinating...
Al Jabberwock
Re: Beefing up Merchants?
I've noticed that if I leave a merchant on the same trading resource long enough (must have been 20 turns at least), he earns up to a +3 on monopolist or something.
One of my other merchants gathered +2 as a gracious traveller, by, well, travelling.
Re: Beefing up Merchants?
I should be careful to throw criticism on my first posts on this forum, but I really think the moderators should be more active on merging threads and so on.
This post is also about merchants, and gives som advices:
https://forums.totalwar.org/vb/showthread.php?t=71833
But cutting to the case, I have the same problem. The merchants cost 550 to recruit but luckyily they have free upkeep. Anyway, sending my stack of merchants all over the world, my highest income so far has been 6 florins per turn... And you don't have to be an econom to see that this won't win you the game.
According to the other thread I see a few advices:
- 2 merchants on the same resource
- Merchants guild
Re: Beefing up Merchants?
Quote:
Originally Posted by Vicarious
According to the other thread I see a few advices:
- 2 merchants on the same resource
- Merchants guild
Is it the same resource or the same type of resource ? I can't seem to be able to put 2 merchants on the same resource...
Also, does anyone knows whether it is more profitable to put merchants in foreign lands with trade rights or on one's own land (distance to capital being equal) ?
Re: Beefing up Merchants?
Quote:
Originally Posted by Spendius
Is it the same resource or the same type of resource ? I can't seem to be able to put 2 merchants on the same resource...
Also, does anyone knows whether it is more profitable to put merchants in foreign lands with trade rights or on one's own land (distance to capital being equal) ?
I was just reffering to another post in this thread:
Quote:
So far playing as England (turn 88) I have around 6 merchants, all paired up in twos and sitting on the same resource in the same provinces. I have two in western france trading with wine, two in north east france trading with silk, and another two in HRE trading with iron. With each two im making about 60 - 90 florins a turn, depending on their level of experience.
When I read it now, I think he means the same type of resource not the same resource. Haven't got to check this out myself yet, since I follow the advice not to build merchants before I have a merchants guild.