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  1. #1
    Member Member Armenia_Byzantium's Avatar
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    Default Re: making money in medieval II

    I think I should be sending all of my merchants to far away territories, they make really good money there, one of my merchants is earning 100+ florins/turn trading spices near Antoich, and has earned really good traits as well. And no other merchant can beat him, and he is only 35 yrs of age
    And therefore I have sailed the seas and come to the holy city of Byzantium






  2. #2

    Default Re: making money in medieval II

    Timbuktu and Arguin are a gold mine... literally. The Moors beat me to Timbuktu once playing as Portugal, but I managed to get it away from them as a diplomatic concession.

    Merchant camps are a great trick. Having a guy cranking out 500+ a turn is nice... having 20 or more guys doing it is beautiful. Then you can take the whole show over to the new world later...

    There is an agent limit on merchants based on the number of provinces you have though.
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  3. #3
    Member Member Armenia_Byzantium's Avatar
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    Default Re: making money in medieval II

    Quote Originally Posted by JCoyote
    Timbuktu and Arguin are a gold mine... literally. The Moors beat me to Timbuktu once playing as Portugal, but I managed to get it away from them as a diplomatic concession.

    Merchant camps are a great trick. Having a guy cranking out 500+ a turn is nice... having 20 or more guys doing it is beautiful. Then you can take the whole show over to the new world later...

    There is an agent limit on merchants based on the number of provinces you have though.
    Those merchants are ATM machines!
    And therefore I have sailed the seas and come to the holy city of Byzantium






  4. #4

    Default Re: making money in medieval II

    I wouldn't go demolishing guilds without considering it carefully. There's a big penalty against ever getting such a guild or an upgrade to it if you demolish one. Of course, if you already have an HQ of that type then it makes less difference.

  5. #5

    Default Re: making money in medieval II

    This is a very interesting topic to me.

    Did I read above that enemy ships (even without blockading) can affect your sea/port trade?

    Exactly how do Rebel armies affect land trade? I notice trade caravans stopping if the Rebels are in their direct path - but other than that, trade seems to continue?

    Also, does sending merchants into foreign lands lower your reputation there or earn you dislike?

  6. #6
    Member Member General Zhukov's Avatar
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    Default Re: making money in medieval II

    Quote Originally Posted by Merciless_Doge
    Did I read above that enemy ships (even without blockading) can affect your sea/port trade?
    Only blockades affect you. Then again, I haven't seen any tests that show whether enemy ships sitting on the little green "trade lines" have an effect.

    Quote Originally Posted by Merciless_Doge
    Exactly how do Rebel armies affect land trade? I notice trade caravans stopping if the Rebels are in their direct path - but other than that, trade seems to continue?
    I believe rebels are responsible for the small income hit labelled "devastation" on the trade panel.

    Quote Originally Posted by Merciless_Doge
    Also, does sending merchants into foreign lands lower your reputation there or earn you dislike?
    Nope. Likewise priests. Which is odd, since during this period it just wouldn't do to have the other God's holy men preaching their heresy in your backyard.


    For every shadow, no matter how deep, is threatened by morning light. - Izzi, The Fountain

  7. #7

    Default Re: making money in medieval II

    Sure merchant camps are a bit of an exploit. Yeah well, trade routes "weren't an exploit" in MTW, but the AI had no idea how to use them, and they made astounding amounts of money we can't even get close to now.

    And if I'm going to limit myself to ONLY doing things the AI is capable of... lol... does that mean I have to fight with all militia armies and attack allies just because they are next door? Does that mean when an enemy army sallies I need to sit in one spot waiting for them to attack? Do I have to sit a diplomat next to every other city and try to bribe the army every turn?

    Hell, obviously even GOING to the new world proves I'm exploiting, the AI never tries to go there...

    (And, as far as things CA needs to work on, the merchant camps are at the bottom of the list for what NEEDS fixing.)
    Last edited by JCoyote; 02-01-2007 at 03:27.
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  8. #8
    Masticator of Oreos Member Foz's Avatar
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    Default Re: making money in medieval II

    Quote Originally Posted by JCoyote
    Timbuktu and Arguin are a gold mine... literally. The Moors beat me to Timbuktu once playing as Portugal, but I managed to get it away from them as a diplomatic concession.

    Merchant camps are a great trick. Having a guy cranking out 500+ a turn is nice... having 20 or more guys doing it is beautiful. Then you can take the whole show over to the new world later...

    There is an agent limit on merchants based on the number of provinces you have though.
    Merchant camps are just that: a trick. Clearly this is not intended behavior, and therefore shady at best. I personally would not practice such things esp in a game against the computer, as it is unable to duplicate the trick and therefore you gain an unfair advantage. The idea isn't to work at the code until you find an exploit and use it to defeat the AI, it's to defeat the AI simply due to your leadership prowess, with all else being equal. A win isn't a win if you've given yourself something the AI doesn't have, and I put practices like this on the same level as upgrading your faction's kings purse or giving yourself money via the console - it's just cheating.

    As for the agent limit for merchants, you're not quite correct. It's not based on the number of provinces at all, though it may appear to be. It's actually granted by any one of the market series of buildings (banks too, but only hre, venice, and milan get those). Since most cities you capture will have at least a grain exchange, you typically notice your merchant cap go up as soon as you capture a city, so I can understand the confusion. It's worth noting that none of those buildings can be built in castles though, so castles are a liability to your merchant limit (another facet of them being economically inferior).


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