Hi colorrr:
As you say the documentation is a bit out of date... this thread, and perhaps some mentions in the econ thread are the best indication of where things stand.
For now profits are only by what the good is, and what the local economy wants to pay. There are no magical effects as in civ where trading with another civ gives better results. That said, other civs are more likely to have critically needed resources, and so give more profit. Also there will be trade effects on tech that Will be greater if trading with different civs and cultures.
There is also no arbitrary bonus needed for numbers of trade routes since their Value is clear from the underlying detailed local economy. This is one of the advantages of the detailed economic simulation, very few arbitrary rules are needed. But as you say a merchant will pay taxes, pay for ship, wagons guards, and the lot.
This is possible in the long run. But I want to get the basics going before we get too far into deep details like this.
Not moving on the map I agree with! But I think it should be possible to see the paths. I think some players would like to see, on a small map what their whole "trade web" looks like.
Thanks for your input!
As you say the documentation is a bit out of date... this thread, and perhaps some mentions in the econ thread are the best indication of where things stand.
Originally posted by colorrr
The merchant operates from his province to other provinces, which could be the same civ or another civ. Another civ would give more potential income. Another race/religion/cultre could also give boosts.
The merchant operates from his province to other provinces, which could be the same civ or another civ. Another civ would give more potential income. Another race/religion/cultre could also give boosts.
When the merchant starts out he does not have much impact on the civ economy as his net worth is not that much. For every trade route, the total gain gets divided in percentage between various factors. That means some part of the gain goes to the merchant himself (raising his net worth and making him more powerful), some part go as taxes to augment the civ economy (variable by the player setting taxes), some part goes to hire guards, workers, some goes to corruption/black market (depending upon civ type/racial traits/social level etc), some to warehouse maintenance. When the merchant starts out he could only have one route, but as his net worth raises by the money generated per turn, he'll get a nice pool of savings. He can try to set up (controlled by AI) another route. Setting up a new route could also be a failure, making that merchant suffer a setback.
The merchant could have reference to social class/race taking some of the traits of these into account in different calculus. F.instance a merchant from an aggresive race would be more prone to set up risky, long but profitable routes instead of shorter, safer but low value ones. Maybe some cultures/races trade better than others, some don't trade at all.
I think the merchants should be abstract, not moving on the map, neither should it be possible to see the path. Each merchant should just list his trade routes in a simple from (with x goods) to ( with x goods).
Thanks for your input!
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