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Thread: Merchants/Resources in SS 6.1

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  1. #1

    Default Merchants/Resources in SS 6.1

    On turn 50 as the TO, and I can't find any provinces nearby or to the far east that have 2 of the same resources. It looks like each province has 1 resource which is great but how are you really going to train up your merchants if you're cut off of the monopolist line of traits? Am I missing something here?

  2. #2
    Senator
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    Default Re: Merchants/Resources in SS 6.1

    well... what i do is put my merchants, about 6, in italy. theres lots of good resources there.

    btw are you saying that merchants leveled faster if they were on the same type of resource in the same province?
    Last edited by lesterthenerd; May 12, 2008 at 12:30 PM.


  3. #3
    Wolfgrin's Avatar Semisalis
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    Default Re: Merchants/Resources in SS 6.1

    Yes, they would get the monopolist line of traits, which are good. As it is now in SS 6.1, my merchants get mostly bad traits. Some get ONLY bad traits. It's pretty bad, especially in a game where money is so tight (playing H/VH). I've gone into the export.descr.character-traits file and tweaked a bit.

  4. #4
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    Default Re: Merchants/Resources in SS 6.1

    Quote Originally Posted by Wolfgrin View Post
    Yes, they would get the monopolist line of traits, which are good. As it is now in SS 6.1, my merchants get mostly bad traits. Some get ONLY bad traits. It's pretty bad, especially in a game where money is so tight (playing H/VH). I've gone into the export.descr.character-traits file and tweaked a bit.
    hmm never knew that.

    i wouldnt mind having the resources from 5.1 back. theres should be a way to do this. just need to search in mod workshop.
    Last edited by lesterthenerd; May 13, 2008 at 04:44 AM.


  5. #5

    Default Re: Merchants/Resources in SS 6.1

    you just have move them about more to get the traits - its easy enough you just have to be prepared to travel

  6. #6

    Default Re: Merchants/Resources in SS 6.1

    You have to move them more to get them to trade different resources, or you have to move them more/farther to get to provinces that have 2 of the same resources? If it's that provinces with 2 of the same resources exist, they're just farther, can you tell me which ones they are?

    There are more resources in Italy, yes, but I don't recall seeing any provinces in/near Italy, Contantinople, Outremer, or Baghdad that had 2 of the same esources. These provinces all had 2 of the same resources in Vanilla/LTC.

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: Merchants/Resources in SS 6.1

    Nile delta and the area around Damascus are also good for resources.

    (but not having played the TO I don't know which resources they do best on) and that might also depend on where the TO has set itself up.)

  8. #8
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Merchants/Resources in SS 6.1

    I was wondering what the thought process was for the reduction in resources spots from previous versions of SS? I'm just starting my first
    SS6.11 campain (Byzantium M/M) and wanted to make sure I have'nt miissed out on need to know info. for 6.1? I guess Merchant Farming/Herding just got a little more intriging.

    thanks in advance.

  9. #9

    Default Re: Merchants/Resources in SS 6.1

    Mega Tortas
    My belief is that resouces were reduced to cut down on cash available to the player, something I am fully in favour off. To much cash = too easy. Merchants are a long term investment, so I feel that a resource should pay for a merchant after about ten turns, so say 55 florins. Having seen how this now works traits wise, I am looking more at the campaign db file to reduce cash,, but its hard to do in MTW II as there is no clear economic control mechanism ie you would logically place a wool resource in York, as it was famous for its wool trade, yet this reduces the value that you get from wool, as you already have this resource.

    Another concern is that merchantile buildings increase the value of cash generated by a settlement, so at the start you may be poor, but add in a few ports, markets, merchant guilds and cash picks up quiet nicely, so its the mid game where your true concern is. I have added into my mod more resources, river ports, silk trade route etc, for accuracy, but need to play some, to balance these, so that I do not have silly cash.

    To err is human, but to really foul things up you need a computer.
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  10. #10
    Mega Tortas de Bodemloze's Avatar Do it now.
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    Default Re: Merchants/Resources in SS 6.1

    Quark.............

    Thanks alot for your thoughts, they are much appreciated. That puts things in Crystal clear perspective.

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