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What exactly changed with mercanlism?

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  • What exactly changed with mercanlism?

    The patch notes said:
    "can now add two specialists in size 1 city with Mercantilism..."

    But i'm still geting only 1 free specialist in each city(including size 1 cities). So does anyone know what was changed?

  • #2
    Perhaps before you couldn't make the population unit into a specialist in size one cities under mercantilism.

    -Drachasor
    "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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    • #3
      Are specialists added automatically or does the player have to go and manually pick a specialist in each city?

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      • #4
        I hazard a guess. Normally without Merchantism, for a size one city, you could place your one population as a specialist and that was it.

        With Merchantism, you get the bonus specialist and the patch fixes it so you can still use your normal free 1 populaton for a second specialist. Before patch you could not.

        That was a very minor bug to fix. Not used much though AFAIK. Maybe if you got the food reserves, it can boost production while your city starves to get an item built fast.

        A quick start, so it may have been important to get new level one cities up and running fast. Making Merchantilsm something to consider. I use it to get my new cities from a pop 1 to 2 quick via hurring the Granary; or if a culture boundary expansion is needed, I use it to hurry building a Theater or Temple to get an expanded border quickly to claim extra land.

        I used it to great extend on a 'Arid World Map' where food was scarce, and I need high production quick to grow the new city from a size one to a two.

        Are specialists added automatically or does the player have to go and manually pick a specialist in each city?
        It depends if you have AUTO select in the city window. Disable the button to remove the effect. You can make the free specialist do whatever you want, as long a your city can support the venue. (Say you want a Priest instead of an Engineer; you still need a Temple or Forge).

        Perhaps before you couldn't make the population unit into a specialist in size one cities under mercantilism.
        I agree.
        Last edited by Xerxes712; November 25, 2005, 02:48.

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        • #5
          Originally posted by Xerxes712
          I hazard a guess. Normally without Merchantism, for a size one city, you could place your one population as a specialist and that was it.

          With Merchantism, you get the bonus specialist and the patch fixes it so you can still use your normal free 1 populaton for a second specialist. Before patch you could not.

          That was a very minor bug to fix. Not used much though AFAIK. Maybe if you got the food reserves, it can boost production while your city starves to get an item built fast.
          Yes I think that must be the change, thanks.

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