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Merchant ships
Posted: Sun Jul 10, 2005 1:50 pm
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? [&:]
RE: Merchant ships
Posted: Sun Jul 10, 2005 1:58 pm
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.
RE: Merchant ships
Posted: Sun Jul 10, 2005 2:02 pm
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?
RE: Merchant ships
Posted: Sun Jul 10, 2005 2:29 pm
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...)
RE: Merchant ships
Posted: Sun Jul 10, 2005 3:33 pm
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.
RE: Merchant ships
Posted: Sun Jul 10, 2005 3:37 pm
by Reiryc
It's only 100 textiles... 30 labor and 1 manpower.
RE: Merchant ships
Posted: Sun Jul 10, 2005 3:40 pm
by jchastain
Thanks. That's one more item of the list of things to check out. [;)]
RE: Merchant ships
Posted: Sun Jul 10, 2005 3:45 pm
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
RE: Merchant ships
Posted: Sun Jul 10, 2005 11:11 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 1:19 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 1:48 pm
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!
RE: Merchant ships
Posted: Mon Jul 11, 2005 3:28 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 4:26 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 4:57 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 5:09 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 7:09 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 7:16 pm
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.
RE: Merchant ships
Posted: Mon Jul 11, 2005 11:02 pm
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.
RE: Merchant ships
Posted: Tue Jul 12, 2005 1:05 am
by ericbabe
I'm working on an undo feature! Don't know when it'll be finished.
RE: Merchant ships
Posted: Tue Jul 12, 2005 1:11 am
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.