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  1. #1

    Default Merchants--Less is more

    I've given merchants another go on my current game. I've kept the numbers way down this time. I find that if I produce fewer merchants they seem to come out with more acumen.

    The problem with merchants is you have to manage them. Navigate them across the map and attack merchants that are weaker and build up your acumen. This takes time but this game I only have about 5 merchants moving around the map. The best earner has 8 acumen and is making 500 florins a turn. He's on the gold just east of the Venetians cities. Working my way further east to Constantinople where I expect to make about 600 a turn for 1 Merchant. I have higher acumen merchants but they aren't on the gold . . . yet.

    So this is what I've learned.

    1. Build fewer merchants and they come out better.
    2. Use a spy to help you find weaker merchants. (or toggle_fow)
    3. Try to end every turn with your merchant on a resource so he makes money and gains experience.
    4. If your merchant is on a resource he has a defensive bonus. I didn't read this in the code I just experience it out on the map. I also think the defense bonus is bigger on your own territory.
    5. Not all resources are created equal. Find the good ones and camp them. The enemy will send you plenty of victims.
    6. You can push enemy merchants off of resources by moving your merchant onto the upper right side of the resource while the fog of war still hides anyone there. For instance, scout the resource with your spy, and then move him away and then move your merchant onto the resource. One of two things will happen: Either the merchant will give up and go somewhere else or he will try to acquire you. Since you are at a resource you have a defense bonus.
    7. Once you take out all of a factions merchants it pays to stick around and wait for them to produce more. If they do so consistently then you can bring in low level merchants and train them up there.
    8. When you get a few good merchants keep them near low level merchants to protect them from predators. In fact your low levels will act as bait for other merchants looking for a score. Just make sure you get to them first with your high level merchant.

    Currently my merchant income is 10% of my trade income which is a respectable income for just a few merchants. This income does not include acquisition moneys. (don't even know where to look for those) Sadly, I can't mass produce my merchants and increase my gains. Success with merchants depends a lot on micro-managing and keep their numbers small. Because you boost their acumen by making acquisitions and because there aren't that many enemy merchants out there then you reach a point of diminishing returns on merchant advancement.


    All in all I'm finding it more manageable and profitable to produce just a few merchants. By using them aggressively they build up acumen faster and have more life to spend raking in cash on a high value resource. Problem is that it takes a while to build them up and sooner or later they die. As the game gets going any extra managing I have to do takes away from the game and makes each turn take forever.

    Best resources I've found: Silks, Gold, Amber, Sugar, Marble in that order. Sometimes even Tin or Iron can beat have of those, but I'm not sure why.

  2. #2
    Member Member Musashi's Avatar
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    Default Re: Merchants--Less is more

    Hehehe.. I'm using forts now... No need to even man them, just build them over every resource in your territory and your merchants are safe forever (And enemy merchants can't get at them).
    Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

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  4. #4
    Hope guides me Senior Member Hosakawa Tito's Avatar
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    Default Re: Merchants--Less is more

    I would also suggest building Law & Order buildings, town hall levels, in the city you train merchants to lessen the chance of negative finance traits in your newly minted merchants.
    "He is no fool who gives what he cannot keep to gain that which he cannot lose." *Jim Elliot*

  5. #5
    Guest Stig's Avatar
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    Default Re: Merchants--Less is more

    doesn't a Merchant Guild give you a higher chance on good merchants?

  6. #6
    Member Member Musashi's Avatar
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    Default Re: Merchants--Less is more

    It gives you +1 or +2 finance to start, but that can still be offset by random bad traits.
    Fear nothing except in the certainty that you are your enemy's begetter and its only hope of healing. For everything that does evil is in pain.
    -The Maestro Sartori, Imajica by Clive Barker

  7. #7

    Default Re: Merchants--Less is more

    Sorry, but you are dead wrong on the numbers of merchant having some kind of impact on the traits.

    This is what affects merchants skill when being created:

    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!

  8. #8

    Default Re: Merchants--Less is more

    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.

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