Quote Originally Posted by Omisan
Still...the value of the smaller goods should be high enough to actually make a significant difference in revenues.

Those cheap resource are the economic equivalent of having hamsters armed with slingshots in the military aspect of the game.
LOL, nice pic. I don't have any problems with the income from the 'normal' resources, but I will admit I think it's a shame there isn't more of a benefit from trying to create monopolies. It would work well if you had a X% increase in merchant revenue for every resource of the same kind that you controlled.

For instance, if it was a 10% bonus and you're got 5 merchants on wine that has a base value of 20, each merchant would be making 30 per turn. Something like that would solve the 'usefulness' problem without unbalancing the game IMO.