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Thread: Limiting Merchants to 1 Per Building

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  1. #1
    Live2sculpt's Avatar Senator
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    Default Limiting Merchants to 1 Per Building

    Whops. I thought agent_limit merchant 1 would restrain merchant recruitment to just 1 agent for each building the line was designated for.
    But though it does restrict the availability to 1 at a time there is always 1 more available the following turn.
    Silly me. I forgot to put some part back in; What have I missed?

    Spoiler Alert, click show to read: 
    building market
    {
    levels corn_exchange market fairground great_market merchants_quarter
    {
    corn_exchange city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter GOV_LEVEL_1 1
    {
    capability
    {
    agent merchant 0 requires factions { northern_european, }
    agent merchant 0 requires factions { middle_eastern, }
    agent merchant 0 requires factions { eastern_european, }
    agent merchant 0 requires factions { greek, }
    agent merchant 0 requires factions { southern_european, }
    trade_base_income_bonus bonus 3 requires event_counter AI_bonuses 1
    trade_base_income_bonus bonus 2 requires event_counter AI_bonuses 0 and not event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 4 requires event_counter AI_bonuses 0 and event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 0 requires event_counter AI_bonuses 0 and event_counter negativemarket 1 and not event_counter positivemarket 1
    agent_limit merchant 1
    }
    material wooden
    construction 4
    cost 1200
    settlement_min town
    upgrades
    {
    market
    }
    }
    market city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter GOV_LEVEL_2 1
    {
    capability
    {
    agent merchant 0 requires factions { northern_european, }
    agent merchant 0 requires factions { middle_eastern, }
    agent merchant 0 requires factions { eastern_european, }
    agent merchant 0 requires factions { greek, }
    agent merchant 0 requires factions { southern_european, }
    trade_base_income_bonus bonus 4 requires event_counter AI_bonuses 1
    trade_base_income_bonus bonus 3 requires event_counter AI_bonuses 0 and not event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 5 requires event_counter AI_bonuses 0 and event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 0 requires event_counter AI_bonuses 0 and event_counter negativemarket 1 and not event_counter positivemarket 1
    agent_limit merchant 1
    }
    material wooden
    construction 6
    cost 2400
    settlement_min large_town
    upgrades
    {
    fairground
    }
    }
    fairground city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter GOV_LEVEL_3 1
    {
    capability
    {
    agent merchant 0 requires factions { northern_european, }
    agent merchant 0 requires factions { middle_eastern, }
    agent merchant 0 requires factions { eastern_european, }
    agent merchant 0 requires factions { greek, }
    agent merchant 0 requires factions { southern_european, }
    trade_base_income_bonus bonus 6 requires event_counter AI_bonuses 1
    trade_base_income_bonus bonus 4 requires event_counter AI_bonuses 0 and not event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 7 requires event_counter AI_bonuses 0 and event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 1 requires event_counter AI_bonuses 0 and event_counter negativemarket 1 and not event_counter positivemarket 1
    agent_limit merchant 1
    }
    material wooden
    construction 8
    cost 4800
    settlement_min city
    upgrades
    {
    great_market
    }
    }
    great_market city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter GOV_LEVEL_4 1
    {
    capability
    {
    agent merchant 0 requires factions { northern_european, }
    agent merchant 0 requires factions { middle_eastern, }
    agent merchant 0 requires factions { eastern_european, }
    agent merchant 0 requires factions { greek, }
    agent merchant 0 requires factions { southern_european, }
    trade_base_income_bonus bonus 8 requires event_counter AI_bonuses 1
    trade_base_income_bonus bonus 6 requires event_counter AI_bonuses 0 and not event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 9 requires event_counter AI_bonuses 0 and event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 2 requires event_counter AI_bonuses 0 and event_counter negativemarket 1 and not event_counter positivemarket 1
    agent_limit merchant 1
    }
    material wooden
    construction 12
    cost 9600
    settlement_min large_city
    upgrades
    {
    merchants_quarter
    }
    }
    merchants_quarter city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and event_counter GOV_LEVEL_4 1
    {
    capability
    {
    agent merchant 0 requires factions { northern_european, }
    agent merchant 0 requires factions { middle_eastern, }
    agent merchant 0 requires factions { eastern_european, }
    agent merchant 0 requires factions { greek, }
    agent merchant 0 requires factions { southern_european, }
    trade_base_income_bonus bonus 10 requires event_counter AI_bonuses 1
    trade_base_income_bonus bonus 8 requires event_counter AI_bonuses 0 and not event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 11 requires event_counter AI_bonuses 0 and event_counter positivemarket 1 and not event_counter negativemarket 1
    trade_base_income_bonus bonus 3 requires event_counter AI_bonuses 0 and event_counter negativemarket 1 and not event_counter positivemarket 1
    agent_limit merchant 1
    }
    material wooden
    construction 14
    cost 14400
    settlement_min huge_city
    upgrades
    {
    }
    }
    }
    plugins
    {
    }
    }

  2. #2
    Live2sculpt's Avatar Senator
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    Default Re: Limiting Merchants to 1 Per Building

    I do wish someone could give me this small tip soon. I can't continue playing my campaign this weekend if it spams merchants.

  3. #3

    Default Re: Limiting Merchants to 1 Per Building

    Quote Originally Posted by Live2sculpt View Post
    I do wish someone could give me this small tip soon. I can't continue playing my campaign this weekend if it spams merchants.
    IIRC setting all of them to 1 would allow you to only build one merchant each time the building is upgraded...this is the way my market tree is set up and i get one each time this building is upgraded...

  4. #4
    Live2sculpt's Avatar Senator
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    Default Re: Limiting Merchants to 1 Per Building

    Quote Originally Posted by valvegas1 View Post
    IIRC setting all of them to 1 would allow you to only build one merchant each time the building is upgraded...this is the way my market tree is set up and i get one each time this building is upgraded...
    Hmmm.. Well maybe it is a glitch due to my jamming the alteration in the middle of a campaign.

    I could start a new campaign and see if it's functioning normally in that one to confirm such.

    Meanwhile, it's my party, so I'll just swap the merchant to only be recruitable from merchant guild halls, double the resource values, and that could help to keep any merchant spam in my campaign to a minimum, while keeping them fun to play.

    Cheers!

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