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Merchant gap

Posted: Thu Jul 14, 2005 6:39 pm
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 ?

RE: Merchant gap

Posted: Thu Jul 14, 2005 7:16 pm
by ericbabe
The numbers at the merchants are the base incomes; the base incomes is modified by a whole host of stuff.


RE: Merchant gap

Posted: Thu Jul 14, 2005 7:20 pm
by nukkxx5058
OK, but in this case, how can we perfom the econ management if the indicators are not reliable ?

RE: Merchant gap

Posted: Thu Jul 14, 2005 8:31 pm
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

RE: Merchant gap

Posted: Thu Jul 14, 2005 9:41 pm
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...

RE: Merchant gap

Posted: Thu Jul 14, 2005 10:11 pm
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.

RE: Merchant gap

Posted: Fri Jul 15, 2005 6:43 am
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?