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Thread: Limit to Merchants ?

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  1. #1

    Default Limit to Merchants ?

    How do you get more Merchants ... 30 turns in and I am only allowed one
    Merchant ??
    I have made Market places

  2. #2
    Libertus
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    Default Re: Limit to Merchants ?

    You can build one merchant for every market you have, if you have 30 cities with markets, you can have 30 merchants. You can only recruit one merchant per turn in a city.

  3. #3

    Default Re: Limit to Merchants ?

    Little trick i found that sometimes helps early in the game. If you havent the money to make a merchant or priest but dont want to miss out on producing one that turn then add one to the que anyway (red not green so not being produced yet)

    Next turn it will start being produced and, providing you havent reached your limit, you can add another to the que meaning you will produce 2 the next turn.

    This will not mean you can make more than one per turn total just that it saves you missing out if you cant afford one on any particular turn.

    I know that you could just produce 2 the next turn from other regions but I like to produce all my priests from 1 place and all my merchants from another to attract the guilds where I want them.
    Hit them as hard as you can, as fast as you can, where its going to hurt them the most..... and preferably when theyre not looking!

  4. #4
    Razbojnik's Avatar Tiro
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by loquar View Post
    Little trick i found that sometimes helps early in the game. If you havent the money to make a merchant or priest but dont want to miss out on producing one that turn then add one to the que anyway (red not green so not being produced yet)

    Next turn it will start being produced and, providing you havent reached your limit, you can add another to the que meaning you will produce 2 the next turn.

    This will not mean you can make more than one per turn total just that it saves you missing out if you cant afford one on any particular turn.

    I know that you could just produce 2 the next turn from other regions but I like to produce all my priests from 1 place and all my merchants from another to attract the guilds where I want them.
    Great tip man,u r the genius.

  5. #5
    Idaeus's Avatar Libertus
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by loquar View Post
    Little trick i found that sometimes helps early in the game. If you havent the money to make a merchant or priest but dont want to miss out on producing one that turn then add one to the que anyway (red not green so not being produced yet)

    Next turn it will start being produced and, providing you havent reached your limit, you can add another to the que meaning you will produce 2 the next turn.

    This will not mean you can make more than one per turn total just that it saves you missing out if you cant afford one on any particular turn.

    I know that you could just produce 2 the next turn from other regions but I like to produce all my priests from 1 place and all my merchants from another to attract the guilds where I want them.
    So if I only use e.g London to recruit merchants I'll be offered a merchants guild in London? I had no clue it worked that way! What units can you recruit to attract guilds?
    A wise man once said that war never changed. That man had never seen an elephant with a cannon strapped to its back. - Jerusalem/Daduzi

  6. #6
    Zem's Avatar Laetus
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    Default Re: Limit to Merchants ?

    Somewhere else in the forum (perhaps Guild Guide) I read that recruiting agents (in this case merchants) or building marketplaces reward you "guild-points". The bigger the marketplace you build the more points you get. The following table shows the values:

    Guild level; City min-size ; Guild-point ; Price (florins)
    Basic Guild: City / Fortress ; 100 ; 1000
    Master’s Guild: Large City / Citadel ; 250 ; 2000
    Guild HQ: Huge City / Citadel ; 500 ; 3000


    So if you have a Huge City which gathered 500 points you are able to build Merchant's Guild HQ

  7. #7

    Default Re: Limit to Merchants ?

    Thanks for the advise

    but just to clarify here

    one city , one market place , one merchant.... only
    NOT
    one city, one Market, two three etc + Merchants

  8. #8

    Default Re: Limit to Merchants ?

    Quote Originally Posted by King McStrom View Post
    Thanks for the advise

    but just to clarify here

    one city , one market place , one merchant.... only
    NOT
    one city, one Market, two three etc + Merchants
    That is corect
    Hit them as hard as you can, as fast as you can, where its going to hurt them the most..... and preferably when theyre not looking!

  9. #9
    Johan217's Avatar Campidoctor
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    Default Re: Limit to Merchants ?

    I quite like the agent limit. In fact I am using a similar limit for spies and assassins, as the AI seems to build too many of them.

    Could be a mod idea to increase the allowed number of merchants for settlements that have the Merchant's Guild.
    Rock 'n' roll is the only religion that will never let you down

  10. #10

    Default Re: Limit to Merchants ?

    Ive always been intrigued by the agent limits, I can see the rational for limiting merchants and priests, makes sense that they each need a base of operations and 1 agent kinda represents a group of them from each settlement?

    Spies you definately need to be able to get more than 1 per settlement as it is both useful to have them in your own settlements, in your armies, in other peoples settlements etc and spies dont HAVE to be that specialised when you think about it. Anyone can pay someone a few coins to go and see how many troops are in an enemies city..

    One thing I would like to see in spies is a loyalty level though, low loyalty could provide slightly false information about things and very low could see them swapping sides. At the moment I think they are a bit too reliable in what is a very uncertain and generally unreliable profession.

    Assassins are generally more specialised than spies and a 1 per settlement limit might not be a bad idea, again they have multiple roles and you could do with more than 1 per settlement for sure depending on how you play, but it would just mean prioritising more.
    Hit them as hard as you can, as fast as you can, where its going to hurt them the most..... and preferably when theyre not looking!

  11. #11
    Zem's Avatar Laetus
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by King McStrom View Post
    Thanks for the advise

    but just to clarify here

    one city , one market place , one merchant.... only
    NOT
    one city, one Market, two three etc + Merchants
    More precisely: there is a global limit how many merchants you can have. It depends on the number & type of your marketplaces. If you don't have any of these kinda buildings the limit is zero. Every 'Grain exchange' raises the limit by 1, every 'Market' raises the limit by 1 (so if you had a market you would be able to rercuit 2 pieces), every Fairground raises the limit by 1 ... etc
    Example: you have 1 Fairground and 1 Great Market. The max merchants you can have is 3+4=7.

    see exp_descr_buildings.txt for details

  12. #12
    DrIstvaan's Avatar Artifex
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by Zem View Post
    More precisely: there is a global limit how many merchants you can have. It depends on the number & type of your marketplaces. If you don't have any of these kinda buildings the limit is zero. Every 'Grain exchange' raises the limit by 1, every 'Market' raises the limit by 1 (so if you had a market you would be able to rercuit 2 pieces), every Fairground raises the limit by 1 ... etc
    Example: you have 1 Fairground and 1 Great Market. The max merchants you can have is 3+4=7.

    see exp_descr_buildings.txt for details
    This formula is wrong; please, don't confuse the asker. Any market from Grain exchange up to Fairground increases the global limit for Merchants by 1; the two top-level markets provide +1. Thus, 1 Fairground+1 Great Market=1+2=3 to global merchant level.
    Anyway, I've altered the agent limit system in my small mod, exactly because I found it to be that good, making it -IMO- more thought out.

    You may want to take a look at my small mod, Like Orange in Black Chocolate.
    Under the patronage of Silver Guard

  13. #13
    Zem's Avatar Laetus
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by DrIstvaan View Post
    This formula is wrong; please, don't confuse the asker. Any market from Grain exchange up to Fairground increases the global limit for Merchants by 1; the two top-level markets provide +1. Thus, 1 Fairground+1 Great Market=1+2=3 to global merchant level.
    Anyway, I've altered the agent limit system in my small mod, exactly because I found it to be that good, making it -IMO- more thought out.

    I checked it. I was wrong. But you were slightly wrong as well. The right formula:
    All the marketplaces set the agent_limit to 1. It doesn't matter if you have 5 'Great markets' or you have 5 'Grain exchanges' you can have max 5 merchants even if you have the Merchant'Guild HQ. Only the Merchant Vault (HRE, Venice, Milan) increases the agent_limit to 2.

    It`s a bit different with the churches & priests. All the churches above Abbey set the agent_limit to 2.
    Examples:
    1 Small Chapel + 1 Abbey let you recruit 1+2=3 priests.
    1 Cathedral + 1 Huge Cathedral let you recruit 2+2=4 priests.

  14. #14

    Default Re: Limit to Merchants ?

    Check for 'agent_limit merchant' in exp_descr_buildings.txt and up that (mind you, there's several - and keep it logical)

  15. #15
    sharky4u's Avatar Civis
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by Spurius View Post
    Check for 'agent_limit merchant' in exp_descr_buildings.txt and up that (mind you, there's several - and keep it logical)
    Have you actually done this before and got it working?
    There are two kinds of officers, sir: killin' officers and murderin' officers. Killin' officers are poor old buggers that get you killed by mistake.

    Murderin' officers are mad, bad, old buggers that get you killed on purpose - for a country, for a religion, maybe even for a flag!

  16. #16

    Default Re: Limit to Merchants ?

    Quote Originally Posted by Spurius View Post
    Check for 'agent_limit merchant' in exp_descr_buildings.txt and up that (mind you, there's several - and keep it logical)
    One thing to keep in mind when doing this is that whatever you change the value to affects not only your faction's buildings but affects the AI factions' buildings as well so if one wanted to go about merchant spamming they should expect nothing less than that from the AI.

  17. #17
    Zem's Avatar Laetus
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    Default Re: Limit to Merchants ?

    Quote Originally Posted by miccofl View Post
    One thing to keep in mind when doing this is that whatever you change the value to affects not only your faction's buildings but affects the AI factions' buildings as well so if one wanted to go about merchant spamming they should expect nothing less than that from the AI.

    You are probably right. But you can never tell with the AI. Raising the limit may not change anything in the AI. Who knows?

  18. #18

    Default Re: Limit to Merchants ?

    I like the idea about spies having loyalty. It would make you wonder wether or not to trust the information given. Being able to bribe an enemy spy to give the AI false information would be a lot of fun.

  19. #19
    Civis
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    Default Re: Limit to Merchants ?

    What i want is to be able to disband agents. Yes, I'm looking at you, diplomat created with religious intolerant trait. But then it could be exploited to get the guilds. Or I could use the console and kill the unit.

    The limits are necessary, else you would be able to spam agents very early which would make the game even easier because the AI wont take advantage of it too. Imagine, no gate would be locked, more cash then you know what to do with because of infinite merchants, an entire college of cardinals in the first 50 turns. You could even build wall of agents along your borders to prevents access.

    What i want is an agent limit on elite units.

  20. #20

    Default Re: Limit to Merchants ?

    Quote Originally Posted by HANDsolo View Post
    What i want is to be able to disband agents. Yes, I'm looking at you, diplomat created with religious intolerant trait.
    This is possible, but at a price.

    Build a ship, cheap one is best, load it with required agent or even general etc and send it against your enemy or rebels.

    Hey Presto !!!! one funeral similar to how the viking did it. (If you use your imagination)

    Of course best to cram as many onto one ship as possible to save the costs if you see what I mean.


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