Merchant ships

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

Moderators: Gil R., ericbabe

Post Reply
User avatar
goodwoodrw
Posts: 2665
Joined: Mon Feb 14, 2005 12:19 pm

Merchant ships

Post by goodwoodrw »

Am I vague or is it the manual. All have to do to make money with merchants is to send them off to a sea area with a port and watch the money roll in? or is it a bit more to it? and how do you find out what area is more profitable and what income a merchant is producing? [&:]
Formerly Goodwood

User avatar
Ralegh
Posts: 1548
Joined: Tue Feb 01, 2005 4:33 am
Contact:

RE: Merchant ships

Post by Ralegh »

If you hover your mouse over a merchant, you get an indication of the amount of raw trade it could generate. Move to a different area, and get a different guess.

Unfortunately, things aren't quote so simple - the actual cash received will be modified by the presence of other merchants/privateers in the area (incl your own) which might move into the area later, as well as by your feudal level, waste etc etc etc ad nauseum.

Still, for comparing one area to another, this value is useful.
HTH
Steve/Ralegh
tgb
Posts: 766
Joined: Thu Jul 07, 2005 11:14 pm

RE: Merchant ships

Post by tgb »

Since there is no "undo" key, how can you tell in advance the value of a sea territory before actually moving a merchant into it?
User avatar
Ralegh
Posts: 1548
Joined: Tue Feb 01, 2005 4:33 am
Contact:

RE: Merchant ships

Post by Ralegh »

hehe - you cant.

But the relatively constant values are pretty constant, so you quickly get an idea. The movement of ships prevents this being a set and forget - especially since I just do not understand the AI sometimes. (I have seen a flotilla of merchants from different countries all sitting off the sw of england, rather than moving around looking for advantage...)
HTH
Steve/Ralegh
User avatar
jchastain
Posts: 2160
Joined: Fri Aug 08, 2003 7:31 am
Location: Marietta, GA

RE: Merchant ships

Post by jchastain »

One of the things I have been meaning to test is building a new merchant. Based purely on memory (I'm out of town and don't have access to the game or the manual right now) I believe the manual states that the cost of a new merchant ship includes 200 textiles. However, with anything over 100 being consumed for happiness and with the 5x rule that consumes a super-amount if too much is built up, I don't think it is even possible for a nation to ever accumulate 200 textiles. It's something I mean to test when I return home as my memory may be off or the manual may be wrong. But if it really is that way, then clearly that isn't practical.
Reiryc
Posts: 1091
Joined: Fri Jan 05, 2001 10:00 am

RE: Merchant ships

Post by Reiryc »

It's only 100 textiles... 30 labor and 1 manpower.
Image
User avatar
jchastain
Posts: 2160
Joined: Fri Aug 08, 2003 7:31 am
Location: Marietta, GA

RE: Merchant ships

Post by jchastain »

Thanks. That's one more item of the list of things to check out. [;)]
User avatar
ezjax
Posts: 81
Joined: Tue Jul 05, 2005 5:29 pm

RE: Merchant ships

Post by ezjax »

100 textiles 4 Merchants, I hav noticed the more you put out the more USA Merchant show up and lower your profites. dam yanks
User avatar
dpstafford
Posts: 1329
Joined: Sun May 26, 2002 5:50 am
Location: Colbert Nation

RE: Merchant ships

Post by dpstafford »

ORIGINAL: tgb

Since there is no "undo" key, how can you tell in advance the value of a sea territory before actually moving a merchant into it?
The lack of an UNDO is problematic here as it is in virtually every other aspect of the game.
User avatar
Mr. Z
Posts: 1047
Joined: Thu Mar 24, 2005 5:33 pm

RE: Merchant ships

Post by Mr. Z »

On the other hand, just as in life, you don't know the true profitability of a market until you enter it.
User avatar
FirstPappy
Posts: 727
Joined: Tue Sep 12, 2000 8:00 am
Location: NY, USA

RE: Merchant ships

Post by FirstPappy »

That's a good point. I thought that the way this should work is you could click on a sea zone and get that info. Now I think it's more realistic to have to commit a merchant ship there first. This could also be a plus in multi-player as your allies can tell you where to find the "good spots" - or even not tell you as well!
Windows 10 Home 64
AMD Ryzen 7 3700x 3.70Ghz Processor
32 GB Ram
Nvidia GEFORCE GTX1080 w/8 GB
LG 32GK850F 2560x1440
Reiryc
Posts: 1091
Joined: Fri Jan 05, 2001 10:00 am

RE: Merchant ships

Post by Reiryc »

ORIGINAL: Mr. Z

On the other hand, just as in life, you don't know the true profitability of a market until you enter it.

I like the uncertainty of what a seazone offers for trade and hope it isn't changed.

Image
User avatar
carnifex
Posts: 1294
Joined: Mon Jul 01, 2002 8:47 pm
Location: Latitude 40° 48' 43N Longtitude 74° 7' 29W

RE: Merchant ships

Post by carnifex »

On the other hand, just as in life, you don't know the true profitability of a market until you enter it.

Rationalizing away the complete lack of undo function in this game will take pages and pages - best not to start.
User avatar
Krec
Posts: 539
Joined: Fri Mar 09, 2001 10:00 am
Location: SF Bay Area
Contact:

RE: Merchant ships

Post by Krec »

i concur with the not knowing what a sea zone pays. it takes some getting use too, but after time i have come to like the no undoing things. look at it this way , orders were givin and are in the process of being carried out. it takes time to undo what was previously ordered. much like real life. especially in the time frame we are dealing with.
i make a list and try to stick with it. although i still miss something from time to time, but that makes things interesting. if everybody knew exact details about everything the game wouldnt be as fun IMO.
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton

Image
User avatar
FirstPappy
Posts: 727
Joined: Tue Sep 12, 2000 8:00 am
Location: NY, USA

RE: Merchant ships

Post by FirstPappy »

ORIGINAL: carnifex

Rationalizing away the complete lack of undo function in this game will take pages and pages - best not to start.

No one here was rationalizing away the need for an undo in all situations. These responses adress a specific instance concerning merchant ships where an undo may adversely affect the game play. There are some games out there, Patrician for instance, that are based around merchant ships going from port to port. In those games you don't have the luxury of knowing what the commodity prices are in each port until you get there. I hope others on this board ignore your advice and speak their minds as they see fit.
Windows 10 Home 64
AMD Ryzen 7 3700x 3.70Ghz Processor
32 GB Ram
Nvidia GEFORCE GTX1080 w/8 GB
LG 32GK850F 2560x1440
User avatar
Krec
Posts: 539
Joined: Fri Mar 09, 2001 10:00 am
Location: SF Bay Area
Contact:

RE: Merchant ships

Post by Krec »

back to the point , i personally like exploring for that big dollar zone. adds adventure to the game . although if not supported with more ships you might lose your mechants to hostile forces in the process. i try and protect my merchants . they can be very profitable if use wisley.
"No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton

Image
Naomi
Posts: 654
Joined: Mon Jun 20, 2005 11:22 pm
Location: Osaka

RE: Merchant ships

Post by Naomi »

Set your merchant boats on a venture into the Baltic Sea, offering a good trade return and AI is not fond of very much.
User avatar
eMonticello
Posts: 525
Joined: Fri Mar 15, 2002 7:35 am

RE: Merchant ships

Post by eMonticello »

ORIGINAL: dpstafford

ORIGINAL: tgb

Since there is no "undo" key, how can you tell in advance the value of a sea territory before actually moving a merchant into it?
The lack of an UNDO is problematic here as it is in virtually every other aspect of the game.
In this particular case, it's appropriate. Merchants didn't run on regular schedules until mid-1830s with the Atlantic Ocean packets ... so they never knew how much they were going to get for their goods until they arrived at port.


Few things are harder to put up with than the annoyance of a good example. -- Pudd'nhead Wilson
User avatar
ericbabe
Posts: 11852
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Merchant ships

Post by ericbabe »

I'm working on an undo feature! Don't know when it'll be finished.
Image
Reiryc
Posts: 1091
Joined: Fri Jan 05, 2001 10:00 am

RE: Merchant ships

Post by Reiryc »

ORIGINAL: ericbabe

I'm working on an undo feature! Don't know when it'll be finished.

If you do this, please make sure that if something is revealed from FoW, that the person can not undo his move.
Image
Post Reply

Return to “Crown of Glory”