Merchant gap

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.

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nukkxx5058
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Merchant gap

Post by nukkxx5058 »

I have 3 merchants bringing respectively:

+89 +53 and +14

But in my nation econ screen, merchants are reported for a total of + 31

why ?
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ericbabe
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RE: Merchant gap

Post by ericbabe »

The numbers at the merchants are the base incomes; the base incomes is modified by a whole host of stuff.

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nukkxx5058
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RE: Merchant gap

Post by nukkxx5058 »

OK, but in this case, how can we perfom the econ management if the indicators are not reliable ?
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ericbabe
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RE: Merchant gap

Post by ericbabe »

ORIGINAL: nukkxx
OK, but in this case, how can we perfom the econ management if the indicators are not reliable ?

The number on the merchant unit reliably shows the merchant's base income. The number on the Econ Adviser screen reliably shows the modified aggregate merchant income. I'm not exactly sure what you mean by "perform the econ management" -- but if you want more money from your merchants, move them to areas where their base income is higher. If you want to see how much this affects your total merchant income, check the Econ Adviser.


Eric
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Tanaka
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RE: Merchant gap

Post by Tanaka »

ORIGINAL: nukkxx

I have 3 merchants bringing respectively:

+89 +53 and +14

But in my nation econ screen, merchants are reported for a total of + 31

why ?

privateers and other merchants in the same hex can change these numbers as well...
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Naomi
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RE: Merchant gap

Post by Naomi »

I am concerned much more about AI's fleets (fans of English Channel) obstinately piling into a sea zone even if they are producing meagre (if not nil) income.
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nukkxx5058
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RE: Merchant gap

Post by nukkxx5058 »

ORIGINAL: ericbabe
ORIGINAL: nukkxx
OK, but in this case, how can we perfom the econ management if the indicators are not reliable ?

The number on the merchant unit reliably shows the merchant's base income. The number on the Econ Adviser screen reliably shows the modified aggregate merchant income. I'm not exactly sure what you mean by "perform the econ management" -- but if you want more money from your merchants, move them to areas where their base income is higher. If you want to see how much this affects your total merchant income, check the Econ Adviser.


Eric

Well, by "perfom the econ management ", I simply mean that if I'm short -20 a turn in cash, I'd like to be able to add one merchent in a +20 sea zone to balance my budget. Or if I place my merchant in a +35 sea zone, I'd like to be able to know that my cash will increase +15/turn. Or if there is a "base indicator" and a "net indicator" (after modification), then both figures should be dispayed. No ?

I think this is one problem of the game's eco management:
we have lots of "base indicatiors" which are then modified in a black-box. I don't understand what does it bring to the game appart useless complexity?
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