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  1. #1
    Where's your head at? Member Galain_Ironhide's Avatar
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    Default Re: Unrelenting Psycho Merchants

    Does anyone know how many turns a merchant has to be sitting on his trade resource before he has the monopoly?
    - 'Let's finish the game.' - Josiah Gordon "Doc" Scurlock

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  2. #2
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Unrelenting Psycho Merchants

    It's random... ish. Every turn your merchants monopolise a resource there is a percentage chance that they will gain a level. By the way, IIRC you are only monopolising a resource if there are two (or more) of the same resource type in the same province, and you have merchants sitting on both of them.

    Edit : correction, there seems to be no random element involved - it's 20 turns to get to monopolist level (see below).



    Here's a repost of something i wrote ages ago:

    More on merchant skill levels
    -----------------------------

    Natural Skill
    -------------
    On creation of a merchant, you have:
    1/2 chance of skill level 1
    1/3 chance of skill level 2
    1/6 chance of skill level 3

    This is completelty independent of any buildings etc you may have


    Merchant's Guild effects
    ------------------------
    If the player has a master merchant's guild, or a guild HQ anywhere in their empire, then all created merchants get skill bonuses:

    Master Guild : Merchants Guild Trained Trait : +1 Skill
    Guild HQ : Merchants Guild Member Trait : +2 Skill


    Legal/Shady Dealer Traits
    -------------------------
    On creation of a merchant, if the settlement has a town hall or better, there is a chance of the merchant having the legal dealer trait:
    1/2 chance of no trait
    1/3 chance of skill +1
    1/6 chance of skill +2

    The inverse of this is, if the settlement does NOT have at least a town hall in it, the merchant instead has a chance of aquiring the shady dealer trait:
    1/2 chance of no trait
    1/3 chance of skill -1
    1/6 chance of skill -2


    Religious Merchant Trait
    ------------------------
    On creation of a merchant, if a cathedral or better is present at the settlement, then there is a chance of the merchant aquiring this trait:
    1/2 chance of no trait
    1/3 chance of skill -1
    1/6 chance of skill -2


    Monopolist Trait
    ----------------
    Every turn that your merchant monopolises trade in a region then the value of this trait is increased.

    Value 5 to 9 -> Skill +1
    Value 10 to 19 -> Skill +2
    Value 20 or more -> Skill +3


    Aquisition Skills (good merchant trait)
    ---------------------------------------
    For every successful aquisition your merchant makes, this value goes up by 1

    Value 1 -> Skill +1
    Value 2 to 3 -> Skill +2
    Value 4 to 7 -> Skill +3
    Value 8 or more -> Skill +4


    Failed Aquisitions (bad merchant trait)
    ---------------------------------------
    For every unsuccessful aquisition attempt by your merchant, there is a 1/3 chance that the value will go down by 1 (this is tied to the good merchant trait above).

    Value -1 to -2 -> Skill -1
    Value -3 to -5 -> Skill -2
    Value -6 or less -> Skill -3

    Dont worry too much about the bad merchant trait - if youve failed enough aquisitions in a row to get a significant value to this trait, chances are your merchant will have been eliminated in the process. In order to get skill -3 your merchant will have had to fail 18 (on average) consecutive attempts, and yet not have been eliminated - pretty unlikely.


    Making Enemies
    --------------
    Every time your merchant performs a successful aquisition mission, they have 25% chance of increasing the value of this trait.

    Value 1 or 2 -> Personal Security -1
    Value 3 to 5 -> Personal Security -2
    Value 6 or more -> Personal Security -4

    In theory this makes more highly skilled merchants easier to assassinate - in practice this will probably just cancel out some of the effects of the skill level rise itself.


    Surviving Aquisitions (secure merchant trait)
    ---------------------------------------------
    Every time your merchant survives an aquisition attempt by another merchant, they have a 50% chance of gaining an increase in the value of this trait.

    Value 1 or 2 -> Skill +1
    Value 3 or more -> Skill +2


    Surviving Assassinations
    ------------------------
    Every time a merchant survives assassination, they have a 50% chance of increasing the value of this trait

    Value 1 or 2 -> Personal Security +1
    Value 3 or more -> Personal Security +2, Finance -1

    Note the -1 to finance. If you repeatedly attempt assassinations on enemy merchants they will eventually lose 1 finance. However, i'm not sure it's really worth the effort.


    Worldly Merchant Trait
    ----------------------
    Trading a resource far away from your capital (distance >= 40) has a 20% chance to increase the value for this trait each turn.

    Value 1 or 2 -> Skill +1
    Value 3 or more -> Skill +2


    Self Serving Merchant
    ---------------------
    If your merchant is very far away from your capital (distance >= 60) then he has a 3% chance every turn of increasing the value of this trait.

    Value 1 or 2 -> Skill -1
    Value 3 or more -> Skill -2

    Moral : dont let your merchants get too far from your capital, unless its really worth it for the money.


    Ancillaries
    -----------
    There are 3 merchant ancillaries, each of while can only be obtained at initial creation of the merchant, and each of which gives +1 to finance skill.

    Counterfeiter - 15% chance to obtain this if the settlement where the merchant is trained has an Alchemists Lab

    Merchant Clerk - 50% chance to obtain this if the settlement where the merchant is trained has an Alchemy School or greater

    Trick Abacus - 5% chance to obtain this if the settlement where the merchant is trained has a Town Hall or greater (note - this trigger occurs twice in v1.1 - so this probably increases the chances to around 10%)


    Notes
    -----
    w.r.t. the Legal Dealer Trait mentioned by Foz above -
    this trait seems to be bugged in that it seems to be impossible to get the second level of the trait (trigger adds 1 to make a total of 2, but the threshold is 3)

    There is a trait series called 'Exotic Tastes' mentioned in the game textfiles, which gives penalties to finance skill and personal security. However, i havent found any triggers listed for this trait.


    Caveat: all of the above stuff is (i think) from vanilla 1.0 of the game. Some stuff may have been tweaked in the patches.
    Last edited by Daveybaby; 01-02-2008 at 15:07.

  3. #3
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Unrelenting Psycho Merchants

    One small correction, Davy. You do not have to have merchants trading both identical resources to earn points toward monopolist; there simply has to be no foreign merchant trading the other resource. As long as you keep them away you can earn the trait with a single merchant.
    Age and treachery will defeat youth and skill every time.

  4. #4
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Unrelenting Psycho Merchants

    Wow, never knew that Quillan, thanks. Is it correct that it's limited to territories with 2 identical resources?

  5. #5
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Unrelenting Psycho Merchants

    As far as I know. There's nothing in the files that tells you anything; I just know from observation. Start a campaign as England, create a merchant in London first thing, and send him to the sheep in Nottingham just north of London. 5 turns later he'll have Capitalist. But once as Byzantium I stuck a new merchant on the wine in Rhodes, and he never got the trait before he died of old age. It has to be 2 resources in the province.
    Age and treachery will defeat youth and skill every time.

  6. #6

    Default Re: Unrelenting Psycho Merchants

    yeah, merchants seem way imbalanced...i mean a lvl 5 or 6 merchant has only a 20% or less chance of successfully acquiring a lousy lvl 2 or 3 merchant, but that same lvl 2 or 3 AI merchant nearly always acquires my lvl 4 or 5 guild trained merchants...yeah right...the AI cheats. period, end of story

    c'mon CA, why include a feature if the player can't ever get it to work. I understand making the game challenging, but this is just ridiculous. I don't even bother with merchants anymore

  7. #7
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: Unrelenting Psycho Merchants

    Quote Originally Posted by Quillan
    One small correction, Davy. You do not have to have merchants trading both identical resources to earn points toward monopolist; there simply has to be no foreign merchant trading the other resource. As long as you keep them away you can earn the trait with a single merchant.
    I can confirm this for sure for even checked in my last few turns as France...
    King Baldwin the Tyrant, King of Jerusalem, Warden of the Holy Sepulchre, Slayer of Sultans in the Crusades Hotseat (new write-up here and previous write-up here)
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    Philippe 1er de France
    in King of the Franks

  8. #8
    WAB Resident Historian Member Kansas Bear's Avatar
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    Default Re: Unrelenting Psycho Merchants

    Quote Originally Posted by Daveybaby
    Religious Merchant Trait
    ------------------------
    On creation of a merchant, if a cathedral or better is present at the settlement, then there is a chance of the merchant aquiring this trait:
    1/2 chance of no trait
    1/3 chance of skill -1
    1/6 chance of skill -2


    Does this include Mosques, for the Islamic factions?

  9. #9
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Unrelenting Psycho Merchants

    Quote Originally Posted by Kansas Bear
    Does this include Mosques, for the Islamic factions?
    Doesnt look like it from the textfiles. The trigger is specifically >= cathedral, which doesnt include the mosque line of buildings. For that matter, i dont think it will occur for orthodox factions either, since the orthodox equivalent is cathedral_o - actually a completely different building, even though it's still called a cathedral in game.

    And there doesnt seem to be an equivalent trait for the muslim/orthodox merchants.

    So, catholic only then.
    Last edited by Daveybaby; 01-03-2008 at 14:43.

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