Results 1 to 22 of 22

Thread: Noob having trouble with a few concepts...

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Filthy Rich Member Odin's Avatar
    Join Date
    Mar 2004
    Location
    Just West of Boston
    Posts
    1,973

    Default Re: Noob having trouble with a few concepts...

    Quote Originally Posted by Whacker
    Hi there, my thoughts:

    1. Trade routes are interesting. Your kingdom will automatically trade within itself and between provinces, provided you have the right improvements. Trade will occur with other factions when you have at least a trade agreement and the proper improvements to allow for trade. Lastly your merchants don't do much other than gaining you florins per turn based on the resource they're sitting on, how skilled they are, and how far they are from your capital. The proper buildings to enable commerce are pretty much the same as in MTW; ports, roads, merchant buildings, etc. Build those, get your trade agreements, and manage your merchants and you'll get some pretty hefty incomes.
    So basically the trade agreement and requsite building. Yet there dosent seem to be any specific commoditiy. With MTW each province had a specialty, now the resources seem random on the map. So if own a province can I assume that the resources in it that province are traded within the trade route? Conceptually what I am not getting is, I have the trade agreement with the english, but what am I trading and can i control the amount? The merchant part I get now.


    The only other thing I can think of is that right now you should make darn sure you have the v1.1 patch AND Carl's Problemfixer installed. The game has a number of problems, Carl's patch on top of v1.1 does an outstanding job of putting a bandaid on some of them but it can't handle them all.
    I did download Lusted's mod but havent applied it yet, I am playing v 1.1 and mainly just seeing who has what, kind of fooling around until 1.2 comes out then I will see what other tweeks lusted comes up with, it seems his mod incorporates a lot of good features from a broad selection of modders.
    Last edited by Odin; 03-05-2007 at 19:45.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

    Sua Sponte

  2. #2
    Amphibious Trebuchet Salesman Member Whacker's Avatar
    Join Date
    Nov 2006
    Location
    in ur city killin ur militias
    Posts
    2,934

    Default Re: Noob having trouble with a few concepts...

    Quote Originally Posted by Odin
    So basically the trade agreement and requsite building. Yet there dosent seem to be any specific commoditiy. With MTW each province had a specialty, now the resources seem random on the map. So if own a province can I assume that the resources in it that province are traded within the trade route? Conceptually what I am not getting is, I have the trade agreement with the english, but what am I trading and can i control the amount? The merchant part I get now.
    OK, in M2TW, the resources you can physically see on the campaign map, that's where you want to park your merchants, at least on the more valuable resources. In terms of granular control of trade, that doesn't exist, the game handles that automatically. All you have to do is get the trade agreement, then make sure you are building the proper improvements to allow for trade. The game handles the rest. Hope this helps.


    I did download Lusted's mod but havent applied it yet, I am playing v 1.1 and mainly just seeing who has what, kind of fooling around until 1.2 comes out then I will see what other tweeks lusted comes up with, it seems his mod incorporates a lot of good features from a broad selection of modders.
    OK, v1.2 seems like it will be a good one if it really does fix what it says it does. You'll just probably notice a lot of bugs if you pay attention, some of them are more annoying than others.


    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  3. #3
    Filthy Rich Member Odin's Avatar
    Join Date
    Mar 2004
    Location
    Just West of Boston
    Posts
    1,973

    Default Re: Noob having trouble with a few concepts...

    Quote Originally Posted by Whacker
    OK, in M2TW, the resources you can physically see on the campaign map, that's where you want to park your merchants, at least on the more valuable resources. In terms of granular control of trade, that doesn't exist, the game handles that automatically. All you have to do is get the trade agreement, then make sure you are building the proper improvements to allow for trade. The game handles the rest. Hope this helps.
    Yep that helps, its crystal clear, thanks man.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

    Sua Sponte

  4. #4

    Default Re: Noob having trouble with a few concepts...

    Odin,

    The value of merchant trading (not the fixed region-based) varies a lot depending on the faction you're playing and the distance of the goods supply from your capital. In general, the farther you go, the better the proft. But distance starts to spawn negative traits in the merchants, so it has a downside (of course!)

    You can also play the conquer game with merchants. I usually don't bother, but when I was playing Milan, parked right there in the center of things, it was a viable manner of handling merchants. I just snapped up every new merchant that wandered by, whether on a trade good or not, for the skill boost on my main "venture capitalists." The first few takeovers yield a point each, so skill climbs fast and you can start eyeing those better ones parked on resources that will provide a tidy lump sum just for taking them over.

    Usually I just park them on a couple close commodities of the same type in one region to fix a monopoly and work on getting the monopolist line up to +3. By then they are at 5 or 6 skill total, and worth shipping off to the good spots. Generally those are off at the map edges. Sub-Saharan Africa is popular. Long trip though. And risky. Timbuktu has nasty random events like flashfloods and storms. The Holy Land has some good trading too, if you don't live too close, but the traffic can be high and the competition fierce.

    Trading really is a sub-game in itself now, like the spy/assassin game. Or the Pope-on-a-rope game.


    I tried Lusted's Lands to Conquer and didn't like the AI mod part. I found the AI very passive and the money supply way too high. I suspect it's aimed at those who like the operational game, not the strategic one. More and bigger battles!

    I went back to Carl's problem-fixer collection along with a few small tweaks of my own. I'm waiting on 1.2 also.

  5. #5
    Filthy Rich Member Odin's Avatar
    Join Date
    Mar 2004
    Location
    Just West of Boston
    Posts
    1,973

    Default Re: Noob having trouble with a few concepts...

    Quote Originally Posted by vonsch
    Odin,

    The value of merchant trading (not the fixed region-based) varies a lot depending on the faction you're playing and the distance of the goods supply from your capital. In general, the farther you go, the better the proft. But distance starts to spawn negative traits in the merchants, so it has a downside (of course!)

    You can also play the conquer game with merchants. I usually don't bother, but when I was playing Milan, parked right there in the center of things, it was a viable manner of handling merchants. I just snapped up every new merchant that wandered by, whether on a trade good or not, for the skill boost on my main "venture capitalists." The first few takeovers yield a point each, so skill climbs fast and you can start eyeing those better ones parked on resources that will provide a tidy lump sum just for taking them over.

    Usually I just park them on a couple close commodities of the same type in one region to fix a monopoly and work on getting the monopolist line up to +3. By then they are at 5 or 6 skill total, and worth shipping off to the good spots. Generally those are off at the map edges. Sub-Saharan Africa is popular. Long trip though. And risky. Timbuktu has nasty random events like flashfloods and storms. The Holy Land has some good trading too, if you don't live too close, but the traffic can be high and the competition fierce.

    Trading really is a sub-game in itself now, like the spy/assassin game. Or the Pope-on-a-rope game.


    I tried Lusted's Lands to Conquer and didn't like the AI mod part. I found the AI very passive and the money supply way too high. I suspect it's aimed at those who like the operational game, not the strategic one. More and bigger battles!

    I went back to Carl's problem-fixer collection along with a few small tweaks of my own. I'm waiting on 1.2 also.
    The first part of my confusion was seperating the physical merchant from the actual dynastic trade. As Lusted pointed out trade routes and merchants are different. I am still not convinced I have a full graps on trade routes, I mean I understand I need the buildings, and trade agreements but once those are established, what gets trade to whom and for what money?

    The merchant sub game I get now, it really is just a little added game within the game and its a nice touch. I havent applied any mods yet I will hold out until 1.2 but my overall goal with any new PC game I get is to find a user mod that improves the AI performance.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

    Sua Sponte

  6. #6
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Noob having trouble with a few concepts...

    I am still not convinced I have a full graps on trade routes, I mean I understand I need the buildings, and trade agreements but once those are established, what gets trade to whom and for what money?
    The game automatically sets up the best trade routes for you, trading the resources in a province with the provinces that will give the best price for it.

  7. #7
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Noob having trouble with a few concepts...

    What determines how many land trade routes you can have, or how far away they're allowed to go? Are each province's land trade partners limited to provinces on its borders, or could the route pass through some other province to get to a better one? Also, do roads affect the trade process at all except for the ~10% income bonus overall?


    See my Sig+ below! (Don't see it? Get info here)

  8. #8
    Member Member dismal's Avatar
    Join Date
    Jun 2004
    Location
    Texas
    Posts
    404

    Default Re: Noob having trouble with a few concepts...

    Quote Originally Posted by Lusted
    The game automatically sets up the best trade routes for you, trading the resources in a province with the provinces that will give the best price for it.
    It's been a while since I looked (probably since RTW) but the city trade scroll tells you what you're trading and where.

    There does seem to be a linkage between resources on the map and what you trade in your trade routes. IIRC, if you have more valuable resources in your province, your export trade routes are more valuable. You get a smaller fee for imports.

    Also, I'm not sure what happens if you have more trade routes from buildings than you have resources available to export. I seem to recall that adding trade routes beyond a certain point does little for you.

    Wish we had more definitive answers on this.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO