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  1. #1

    Default Merchant Exploits

    I"ve been reading up on merchant exploits and I'm not sure what you do
    all I know is that you get a good resource e.g silk, gold, ivory and you get a F.M to build a fort on it you then place a full stack of merchants in it and they trade the resoursce? do you need to put a garrison in the fort?? does it work in neutral territory? thanks is there anything I've missed

  2. #2

    Default Re: Merchant Exploits

    You can only build forts in your own territory. You can do the same thing except with a cheap militia unit instead. You can move those to neutral territory. Keep in mind that neutral factions probably won't like you moving armies on their land though.

  3. #3
    tudor93's Avatar Primicerius
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    Default Re: Merchant Exploits

    Quote Originally Posted by PapaRosario View Post
    You can only build forts in your own territory.
    Uhm ... you can build forts everywhere, whether it is enemy, neutral or your own territory. Watch towers are the ones that can be built only in your own territory.
    Înfrânt nu eşti atunci când sângeri,
    nici ochii când în lacrimi ţi-s.
    Adevăratele înfrângeri,
    sunt renunţările la vis.

  4. #4

    Default Re: Merchant Exploits

    Oops my bad. Sorry for the misinformation OP.

  5. #5

    Default Re: Merchant Exploits

    ok so I just build a fort in my territory, put the merchants in it along with the cheapest unit possible

  6. #6
    Consulo's Avatar Laurifer Invictus
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    Default Re: Merchant Exploits

    You can build a fort on a resource and then stack merchants in said fort to gain absurd amounts of gold from said resource? How have I gone this long without knowing this? Not that I'll likely use it, but wow. Does it really stack for each merchant? Like will more merchants in a gold fort create more revenue from that resource?


    Feel free to add me.

  7. #7

    Default Re: Merchant Exploits

    Quote Originally Posted by Consulo View Post
    You can build a fort on a resource and then stack merchants in said fort to gain absurd amounts of gold from said resource? How have I gone this long without knowing this? Not that I'll likely use it, but wow. Does it really stack for each merchant? Like will more merchants in a gold fort create more revenue from that resource?
    Yup. It kind of ruins the campaign though. I remember in Stainless Steel making about 40k florins per turn just off a single silk deposit, and then I realized I should probably stop doing that.

  8. #8
    Tiro
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    Default Re: Merchant Exploits

    Some mods have already banned that.It's lucrative,but I think,not beneficial for the game.

  9. #9

    Default Re: Merchant Exploits

    Quote Originally Posted by flyingcat View Post
    Some mods have already banned that.It's lucrative,but I think,not beneficial for the game.
    Well the game will penalise you for having too much money, anyway - if you have more than 10,000 florins in your treasury at the end of the turn, your generals can acquire the "extravagent' or "aesthetic" trait -, so everything becomes more expensive and you get less income.
    Last edited by Sitalkes; December 03, 2012 at 05:03 PM.

  10. #10

    Default Re: Merchant Exploits

    Quote Originally Posted by Sitalkes View Post
    Well the game will penalise you for having too much money, anyway - if you have more than 10,000 florins in your treasury at the end of the turn, your generals can acquire the "extravagent' or "aesthetic" trait -, so everything becomes more expensive and you get less income.
    well that sucks its come back to bite you in the ass

  11. #11
    tudor93's Avatar Primicerius
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    Default Re: Merchant Exploits

    Quote Originally Posted by Sitalkes View Post
    Well the game will penalise you for having too much money, anyway - if you have more than 10,000 florins in your treasury at the end of the turn, your generals can acquire the "extravagent' or "aesthetic" trait -, so everything becomes more expensive and you get less income.
    I thought it was 50 000 ? I'm really interested who is right because whenever I play a campaign I try not to get above 50 000 so my generals won't get those nasty traits.
    Înfrânt nu eşti atunci când sângeri,
    nici ochii când în lacrimi ţi-s.
    Adevăratele înfrângeri,
    sunt renunţările la vis.

  12. #12

    Default Re: Merchant Exploits

    Quote Originally Posted by tudor93 View Post
    I thought it was 50 000 ? I'm really interested who is right because whenever I play a campaign I try not to get above 50 000 so my generals won't get those nasty traits.
    Triggers affected by treasury size:
    Spoiler Alert, click show to read: 
    ;------------------------------------------
    Trigger harsh_lifestyle1
    WhenToTest CharacterTurnEnd

    Condition Treasury < 0

    Affects Cheapskate 1 Chance 4
    Affects Miserly 1 Chance 4
    Affects Stoic 1 Chance 3
    ;------------------------------------------
    Trigger agent61
    WhenToTest CharacterTurnEnd

    Condition AgentType = princess
    and Treasury < 0

    Affects HumbleWoman 1 Chance 20
    ;------------------------------------------
    Trigger agent62
    WhenToTest CharacterTurnEnd

    Condition AgentType = princess
    and Treasury > 75000

    Affects PretentiousWoman 1 Chance 20
    ;------------------------------------------
    Trigger princess_random_birth_3
    WhenToTest CharacterComesOfAge

    Condition AgentType = princess
    and Treasury < 10000

    Affects HumbleWoman 1 Chance 50
    ;------------------------------------------
    Trigger princess_random_birth_4
    WhenToTest CharacterComesOfAge

    Condition AgentType = princess
    and Treasury > 30000

    Affects PretentiousWoman 1 Chance 50
    ;------------------------------------------
    Trigger governing1
    WhenToTest GovernorBuildingDestroyed

    Condition Treasury > 10000

    Affects Despoiler 1 Chance 10
    ;------------------------------------------
    Trigger governing7
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and GovernorTaxLevel = tax_low
    and GovernorLoyaltyLevel > loyalty_disillusioned
    and Treasury < 0
    and TimeInRegion > 3

    Affects StrategyChivalry 1 Chance 33
    Affects KindRuler 1 Chance 8
    ;------------------------------------------
    Trigger governing8
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and GovernorTaxLevel = tax_extortionate
    and GovernorLoyaltyLevel < loyalty_happy
    and Treasury > 10000
    and TimeInRegion > 3

    Affects StrategyDread 1 Chance 33
    Affects HarshRuler 1 Chance 8

    ;------------------------------------------
    Trigger governing9
    WhenToTest CharacterTurnEnd

    Condition IsGeneral
    and Treasury > 50000
    and Trait StrategyChivalry > 0

    Affects StrategyDread 1 Chance 33
    ;------------------------------------------
    Trigger governing21
    WhenToTest GovernorBuildingDestroyed

    Condition Treasury > 10000
    and Trait StrategyChivalry < 1

    Affects Unjust 1 Chance 20
    ;------------------------------------------
    Trigger selfperpetuating59
    WhenToTest CharacterTurnEnd

    Condition Trait PretentiousWoman >= 1
    and Treasury > 20000

    Affects PretentiousWoman 1 Chance 4
    ;------------------------------------------
    Trigger corruption1
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and Treasury > 50000

    Affects Corrupt 1 Chance 3
    Affects Aesthetic 1 Chance 3
    Affects ExpensiveTastes 1 Chance 3
    Affects Epicurean 1 Chance 3
    Affects Embezzler 1 Chance 3

    ;------------------------------------------
    Trigger corruption2
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and Treasury > 100000

    Affects Corrupt 1 Chance 3
    Affects Aesthetic 1 Chance 3
    Affects ExpensiveTastes 1 Chance 3
    Affects Epicurean 1 Chance 3
    Affects Embezzler 1 Chance 5

    ;------------------------------------------
    Trigger corruption4
    WhenToTest CharacterTurnEnd

    Condition EndedInSettlement
    and Treasury > 150000

    Affects Corrupt 1 Chance 5
    Affects Aesthetic 1 Chance 3
    Affects ExpensiveTastes 1 Chance 7
    Affects Epicurean 1 Chance 3
    Affects Embezzler 1 Chance 8

    The last three that I bolded are the big ones to look out for. They happen at 50k, 100k, and 150k.

  13. #13

    Default Re: Merchant Exploits

    yeah its absolutely ridiculous but.. hey I spend insane amounts of money just building things let alone upkeep so I'll try it

  14. #14
    shikaka's Avatar Domesticus
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    Default Re: Merchant Exploits

    How do you build a fort on a resource? Or is right next to it or what?

  15. #15

    Default Re: Merchant Exploits

    Quote Originally Posted by shikaka View Post
    How do you build a fort on a resource? Or is right next to it or what?
    Top right corner. Same place you'd put a merchant.

  16. #16

    Default Re: Merchant Exploits

    Those traits arent too common and you most likely already have over 10,000 anyway, and too little money gets you even worse traits.

  17. #17
    tudor93's Avatar Primicerius
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    Default Re: Merchant Exploits

    Yep, those were the ones I was talking about . Thanks for clearing that up, Rosario.
    Înfrânt nu eşti atunci când sângeri,
    nici ochii când în lacrimi ţi-s.
    Adevăratele înfrângeri,
    sunt renunţările la vis.

  18. #18

    Default Re: Merchant Exploits

    I think you should worry about other things. Exploits are fun, and interesting, yet I think it takes away from the creative vision... If you really need the benefit of the extra money, why not just create a simple mod that gives your faction's capital (for an easy example) an extra 100,000 florins a turn?

  19. #19

    Default Re: Merchant Exploits

    But running out of money isn't as bad as having too much of it. The cheapskate trait improves tax income and reduces construction costs (though it increases squalor).


    If you don't see these traits happening very often it's because you don't have that kind of money left over often and because your general has to end his turn in a settlement with 100% movement points - so moving him out and back each turn will avoid it.

    "If a general ends his turn in a settlement with the treasury greater than 50000, he gains a point of Expensive Tastes wit 3% probability. If the treasury is greater than 100000, with 5% probability. If greater than 150000, with 7% probability.... At the end of any turn, a general with one or more levels of Expensive Tastes gains a point with 4% probability." (Page 160 of the Medievalopedia)

  20. #20
    Vipman's Avatar Protector Domesticus
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    Default Re: Merchant Exploits

    an extra 100,000 florins a turn
    And how would you do that more exactly???

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