MERCHANTS* the goal of these changes is to limit the increase of time the player deals with the merchants as the faction grows. The fewer merchants but each providing more income will be good for playing experience.
- availability limited to a few per faction. They'll be provided by:
(1) each capital (ie if you take another faction capital, you can recruit an additional merchant)
(2) guilds: Merchants, Explorers & Hanseatic (only after Ostsiedlung event).
(3) large cities in North Italy and in the Low Countries (if Warehouse is built).
(4) all huge coastal cities (if Docklands are built).
- information windows on their impact have been included.
- the traits of the merchants have not yet been reviewed after 092, but they seem to work more-or-less ok.
DIPLOMATS
* the goal of these changes is to limit the processing time of the turns since the AI diplomats sometimes keep on trying to bribe cities and that makes turns longer if they are numerous. Another reason is to decrease the diplomat spam the player makes, keeping a diplomat at each of the enemy faction.
- every faction should have an access to a diplomat from the very beginning. However, there'll be fewer diplomat in-game overall because: 1. many AI diplomats very often checked the other cities for bribe and this slowed the processing time much, 2. there's a Noble Lady script: each faction gets a princess every ca. 40 turns. To this end the diplomat are available from:
(1) the administrative buildings in the capitals only (ie. provinces with hidden resource capital: if the player conquers another faction capital, he'll have access to another diplomat).
(2) Explorers Guilds, Theologian Guilds (note: the Latin Europe factions will get this ability only after 4th Lateran Council).
(3) Universities.
- information windows on their impact have been included.
- the traits for the diplomats had been reviewed for 096.