(6-17a) Great Merchant Gold based on net gold, but with a minimum amount

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axatin

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Counterproposal to Great Merchant Makes Their Money On Gross Gold Per Turn

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.
 
Can you explain how Net and Gross work in game? What are the factors?
 
Gross Gold - Total gold income from all sources (worked tiles, buildings, specialists, trade routes, trade deals with other civs)
Net Gold - Gross gold minus expenses (unit/building/road maintenance). The amount of gold that you get/lose per turn

A wide player has both high gross gold and high expenses, that's why the OP would be stronger for wide civs than for tall civs.
 
A wide player has both high gross gold and high expenses, that's why the OP would be stronger for wide civs than for tall civs.
It's the same for science and culture bulbs.
 
MAGI: Locked. This thread is being absorbed into the master voting thread.
 
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