Foot, how will the merchants be used in EB2?
Ser mineiro é, antes de tudo, um estado de espírito.
El bien perdido
http://www.youtube.com/watch?v=XwfhJy6JwPg
A don Jose! Oriental en la vida e en la muerte tambien!
Oracles, seers, etc? Many times the state and the religion worked together or in the extremes like Pharoahs were the same thing. Could be interesting to have some traveling Oracles that gain some bonus for the government/culture they represent. Not sure if merchants can be made to generate something besides money and not sure how prestige could be translated in the engine either.
They wouldn't necessarily be the same as priests because Oracles and such were often associated with a specific place- something similar was probably in many societies in this period of antiquity but I'm not sure how many... most greek, roman, phoenician, celts, and many germanics I'd guess.
It's an interesting thought, but states didn't fund wandering prophets. If they found a convincing soothsayer, they would keep his or services for themselves, rather than use him/her as a cultural ambassador. Yes, the Persians paid the Oracle at Delphi, but they didn't establish it.
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moonburn´s idea was actually quite cool, but if it´s not possible, it´s not. Now, how about this:
Human player needs merchants in particular neighbouring regions, which he doesn´t control, but has a trade rights with, to get access to several ressources in an apropriate quantity to, lets say, provide his troops with superb armour ( ability to build and maintain the forge ), or horses ( to build and maintain stables/recruitment option for special units, wich are on the unit list of that faction, but are only available in those neighbouring provinces if the a player makes efforts to control the trade ).
If a script could damage the buildings, or cansel recruitment ability for those special units, every time a player loses the "monopolistic" control of the trade route ( just like some Roman barracks ), it should be possible to tie some special, happieness buildings, for example, to it too, so that once you loose control, you lose the cool features.
I know, it´s possible to create a dependence on trading goods to enable the settlement to "produce" the " follow products". Metro Naval Mod had this kind of features, FoE had them too, iirc.
So, the basic idea is: if you wan´t well equiped troops, some special troops from neighbouring region, or the benefits of grain imports en mass to boost up your population growth, or plentifull slaves for yur Latifundias, you should make some efforts to outmaneuver the competition :)
Hope i didn´t repeat some allready obsolete ideas, which has been denied.
AI, if it can´t "learn" it, would gain all the features anyway.
- 10 mov. points :P
Recruiters.
Kind of like generals, but they are the people who recruit mercenaries (at the price of local troops since he would be there for a long time).
Many things could be thought out for merchants. Yet almost none are possible to implement without forcing CA.
~Jirisys (too bad)
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