
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.
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