I'm not sure that merchants are the right agent to use as an example, as they don't have a building of their own for production, although you'd think the markets would serve that purpose...
I'm not sure that merchants are the right agent to use as an example, as they don't have a building of their own for production, although you'd think the markets would serve that purpose...
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Well as it turns out, there wouldn't be a right choice for an example here - it varies greatly between agent types. First things first though! The Merchants DO have their own recruitment building:As for the agent caps, though, here's what I found out from watching carefully:Originally Posted by Any Market Series Building's Info Screen
- Merchant: You seem to be allowed to have 1 for each city that has at least the 1st level building of the market series. I don't believe that ever went up any other time, and I worked up to having several Merchant Quarters while I was fooling around to see what would affect it. Note also that a port, even in a castle where you can't build the market series, does not count toward raising the cap.
- Priest: Similar to the merchant, you are allotted 1 priest per city that has at least a small church/small chapel. The second level of church buildings didn't affect the cap at all, but the 3rd level (being the Abbey) did allow 1 more priest per Abbey I had constructed. I checked that by completing a second one to make sure I had seen correctly and not just failed to notice that one of my already existing priests had died. The Cathedral (level 4) again did nothing to affect the priest cap. I didn't get a chance to check the Huge Cathedral yet, but it would make the most sense if it again allowed an extra priest to be recruited.
- Spy/Diplomat - I have nearly 30 of each trained so far (from only 3 cities with any town halls or brothels) and have not found a cap on either one. I suspect since nether does anything that could get really out of hand, that their recruitment and upkeep costs are intended to be enough of a limiting factor.
- Assassin - didn't check 'em yet as I was avoiding making any Inns in case they would affect the spy agent limit somehow.
I've just checked the export_descr_buildings, and here's what I saw :
-Priest : Agent limit 1 for the two first rank of building (small church/chapel, church) then the limit grows to two with abbey and higher.
-Merchants : Agent limit 1 whatever the rank of the building is(from grain exchange to huge market)
-Spy Assassins : No limits.
I think I'm right, but better ingame tests are needed.
Be Aware :P (I'm belgian).
- Merchant: You seem to be allowed to have 1 for each city that has at least the 1st level building of the market series. I don't believe that ever went up any other time, and I worked up to having several Merchant Quarters while I was fooling around to see what would affect it. Note also that a port, even in a castle where you can't build the market series, does not count toward raising the cap.
Most correct answer so far, once you cap the merchants in England, building a market from grain exchange doesnt give you anymore.
edit: nvm found it.
Last edited by Shahed; 12-31-2006 at 16:34.
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