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Thread: 6.4 merchants refresher please

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  1. #1

    Default 6.4 merchants refresher please

    Hello all, its been awhile since I have posted but I have a question that I need answered.
    1. Do other nations merchants using my resources do anything for me? If so do they need to be allied? or trade agreements? Does having merchants (your own, or allied, or other) benefit the settlement that the resource sits in?
    2. Does tier 1 2 and 3 of any guild make a difference as far as experience or talents of said guildmember ie merchant, or ship or other? Does creating a ship or merchant in an equal city with tier 1 guild do anything vs tier 2 or 3.
    Last edited by nosjo78; July 11, 2011 at 08:37 PM.

  2. #2
    caralampio's Avatar Magnificus
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    Default Re: 6.4 merchants refresher please

    Foreing merchants only benefit you if the resource is wheat, by increasing your population. No money. Likewise, your own merchants only benefit the settlement directly if the resource is wheat. But, their main effect is giving you money.
    Your second question isn't too clear. A greater guild should give you better traits, however in the case of merchants it seems to be bugged as you get a masters trait even from lesser guilds.

  3. #3

    Default Re: 6.4 merchants refresher please

    Quote Originally Posted by caralampio View Post
    Foreing merchants only benefit you if the resource is wheat, by increasing your population


    Really? I never knew this. So you're saying if the AI (or my own) merchant is harvesting wheat then the node closest benefits in terms of a bonus to population growth? I'm assuming when it's your own merchant the boost is higher than if it's the AI's? And this added population bonus only applies to wheat? Not honey? Or fruits? I'm generally in the habit of killing foreign merchants, but perhaps that isn't a very smart plan if it they're contributing to my population growth.


    Edit - I just moved one of my merchants onto a grain node and my population growth remained 1% in Hronda. I'll check back next turn to see if it is at 1.5%.
    Last edited by recentiy03; July 15, 2011 at 08:41 AM.

  4. #4

    Default Re: 6.4 merchants refresher please

    I've gotten the masters trait from a lesser thieves guild as well, is that normal?

  5. #5

    Default Re: 6.4 merchants refresher please

    What is the population bonus from merchant on the wheat? Does it depend on merchant skill or on the base farming value?

  6. #6
    Byg's Avatar Read The Manual
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    Default Re: 6.4 merchants refresher please

    Where is the code for wheat providing a population bonus? This is something I have never come across.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  7. #7

    Default Re: 6.4 merchants refresher please

    I had a quick look at a Denmark save this morning and it appeared the trade-based population boost was not limited to grain - there was also one for fruit and honey. Didn't appear as if a merchant present on the ressource made any difference btw.

  8. #8

    Default Re: 6.4 merchants refresher please

    @gurus above so is there really a population bonus from merchants? how do that work?

  9. #9

    Default Re: 6.4 merchants refresher please

    Quote Originally Posted by napoleonic View Post
    @gurus above so is there really a population bonus from merchants? how do that work?
    Me votes "No". Could someone provide some screens?

  10. #10

    Default Re: 6.4 merchants refresher please

    another one for: myths and legends of M2

  11. #11

    Default Re: 6.4 merchants refresher please

    There is some bonus from some agricultural resource though. I've read that before but I think the bonus is quite small unless already on a fertile farming base. I'll have to double check in the game. Its such a small bonus I forget about it most of the time.

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