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Thread: Whats wrong with the merchant guild HQ?

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  1. #1

    Icon5 Whats wrong with the merchant guild HQ?

    im sure you know that when you have a Assassin HQ all the assassins in your kingdom start with a journeyman bonus, as do the the priests with their theologians guild and the spys with their theives guild. But why can the merchants only ever be apprentices? not sure if it is my game or if it is the same for everyone but if it is something Sega/Creative Asembly forgot to include does anyone know of a mod that is just a fix for this problem?

  2. #2

    Default Re: Whats wrong with the merchant guild HQ?

    i think merchant guilds not only give a bonus to your merchants, but increase tradeable goods worldwide. i think that after you get the HQ, every merchant you train will be an apprentice, instead of the one just in the city
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  3. #3

    Default Re: Whats wrong with the merchant guild HQ?

    I know that the bonuses are global. what i want to know is why the merchant you train isn't a "Merchants Guild Journeyman" is it because of the other bonuses that the Merchant HQ has? If anyone knows of any mod that just adds this trait (and its respective trigger) could you please give me the website or location
    Last edited by Wasindear; July 04, 2008 at 10:58 PM. Reason: I didn't think

  4. #4
    clandestino's Avatar Primicerius
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    Default Re: Whats wrong with the merchant guild HQ?

    Merchant trained in city with HQ should have journeyman trait but the merchants trained in other settlements can get only apprentice trait or just finnancial training trait, it depends from distance. On the other hand if merchant don't recive journeyman trait, he receives other traits such as legal nouse wich compensate lack of journeyman triat.
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  5. #5

    Default Re: Whats wrong with the merchant guild HQ?

    but none of my merchants have journeyman (inlcuding the one trained in the same city) i tried to get it by cheating to see whether it was a faulty trigger, but it didn't come up, the apprentice level did but the journeyman didnt. "MerchantsGuildMember 1" is the apprentice level but there is no "MerchantsGuildMember 2" which, looking at the other guild based traits, would be journeyman also im pretty sure that the guildmembership trait is a definate trait if the HQ is in your kingdom, or at least it seems to be with spies and assassins

  6. #6
    clandestino's Avatar Primicerius
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    Default Re: Whats wrong with the merchant guild HQ?

    Is it possible that they don't receive journeyman trait at all, but receive some other traits as compensation?
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  7. #7

    Default Re: Whats wrong with the merchant guild HQ?

    i suppose so but i'd still like to be able to add it in so the merchants guild traits are consistant with all the other guild traits.
    is the file easy to edit or is it more bother than is worth

  8. #8

    Default Re: Whats wrong with the merchant guild HQ?

    i've discovered another problem with the merchants guild
    the description of the merchants guild (from the merchants HQ) is the description for the assassins apprentice
    i'll put up a screenshot of it in a day or so

  9. #9
    Andy B's Avatar Decanus
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    Default Re: Whats wrong with the merchant guild HQ?

    you could just type

    give_trait this MerchantsGuildMember 1

    give_trait this MerchantsGuildTrained 1

    for a quick solution =]

  10. #10
    Double A's Avatar person man
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    Default Re: Whats wrong with the merchant guild HQ?

    There is not Merchant Guild Journeyman trait because CA forgot to put it in...
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