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.
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