[Vote] (6-13) Great Merchant Bulb Changes

Approval Vote (select all options you'd be okay with)


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Stalker0

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(6-13) Great Merchants Make Their Money On Gross Gold Per Turn​

CurrentProposedRationale
Great Merchant's Instant Gold from Trade/Diplomatic MissionsGreat Merchants generate 5 Turns worth of their Origin Civilization's Net Gold Per Turn + Instant Gold within that interval. Each Town adds +25% of this amount of Gold generated.Great Merchants generate 3 Turns worth of their Origin Civilization's Gross Gold Per Turn + Instant Gold within that interval. Each Town adds +25% of this amount of Gold generated.Great Merchants will always make money with this proposal. There can be an awkward interaction where you can be in debt and your instant gold won't make up for it! This means you will spawn a Great Merchant that can't trade! This will help poorer nations who might be suffering from a losing war. Let a Great Merchant help solve their economic crisis. Also means your Great Merchant isn't seriously hampered by a spy siphoning some gold as they were made.

And historically some nations pretty much operated on debt and their Great Merchant made great riches off that.
Great Merchant's WLTKD from Trade/Diplomatic MissionsGreat Merchant grants 5 Turns of WLTKD in every City. Each Town adds +25% of this (so 1.25 but we use integers so it's rounded down until it can be a solid number)Unchanged-

(6-13a) Great Merchant Gold based on net gold, but with a minimum amount​


Proposal: Great Merchants gold yields are calculated as 5 Turns of (Net Gold per Turn + Instant Gold Yields), but at minimum 200 Gold, scaling with era. This value is increased by 25% for each town.

Rationale: This will make sure that Great Merchants are always able to perform trade missions, and they will get a minimum amount of gold of 200 in ancient/classical and 1400 in information, scaling with the amount of towns. It is better to use net gold instead of gross gold because gross gold income is much higher for wide players than for tall players and the OP would be too strong for wide. Also, being too greedy and having more buildings/units than can be maintained shouldn't be rewarded by having a Great Merchant yield calculation that completely ignores gold expenses.


(6-13b) Great Merchant bulb based on gross Gold per turn, but with lowered multipliers.​


Problem:
The numbers in the original proposal are too high. Gross GPT is way higher than net GPT most of the time. Changing the multiplier from 50% to 30% won't cut it.

My proposal:
CurrentProposed
Great Merchant's Instant Gold from Trade MissionsGreat Merchants generate 50% of the last 10 turns of net GPT + instant Gold generated. Each owned and self-built Town adds +25% of this amount of Gold generated.Great Merchants generate 20% of the last 10 turns of gross GPT + instant Gold generated. Each owned and self-built Town adds +20% of this amount of Gold generated.
Great Merchant's WLTKD from Trade MissionsGreat Merchant grants 5 Turns of WLTKD in every City. Each owned and self-built Town adds +25% of this, or 1.25 turns, rounded down. Duration scales with game speed.Great Merchant grants 5 Turns of WLTKD in every City. Each owned and self-built Town adds +20% of this, or 1 turn. Duration scales with game speed.

Modify "owned and self-built" accordingly if this proposal or any of its counterproposals pass.
 
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