HI all, I have come to the conclusion that merchants are one of the most important aspects to the game if used correctly, and I am not sure I am using them correctly!
I say they are super important because in the middle game when its still in the balance, without the extra 5-7K income from good merchant trade you are always a few stacks smaller than the AI. Also due to quite limited AOR recruitment of faction units, it becomes about who can afford mercenaries and their upkeep.
So my question is, specifically, how does monopoly, trade rights, etc... work? I know all the basics, distance to capital, trade rights with as many as you can etc... but in practice there is some dynamic I am not getting. For instance, as Kypchaks, I send a merchant to India, on elephants, and its 60 florins per turn. What can be further or rarer than that? But Seljuks send a guy to sit on some furs, and spies tell me he is generating 2,021 per turn. I send a merchant to silks by Baghdad and its pretty good at 600, but Abbasids send a guy to slaves in my area, even though they have them in their home provinces, and they make 1,500 per turn. same distance, AND they have the same resource, but triple the income. I go ~ and max a merchant, and he has a 35% chance to acquire another guy who is 4 stars worse than him. Is it because I am on Vh/VH?
If I did a toggle_fow and found somehow I had EVERY single fur resource blocked, does that drive the price up like crazy? Would EVERY merchant get the monopoly trait? I thought it was by region but it doesnt seem to work like that. Does it matter what total trade is in each province?
I know the put a fort on it trick but prefer not to use it. I routinely get 4-5K per turn so I am not doing bad per se, but from spying on other factions I see the AI making HUGE cash and I wanted some pointers if anyone has them. Also tired of seeing my 8 chivalry leader have 6 dread 15 turns later because I am ordering 2 hits every turn to kill the other merchants LOL...




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