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[Vote] (7-35) Merchant Specialist Buff Proposals

Approval Vote for Proposal #35


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Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.

All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.

VP Congress: Session 7, Proposal 35

Discussion Thread: (7-35) Increase Merchant Specialist To 5 Gold
Proposer: @rkkn
Sponsor: @L. Vern

Proposal Details
A merchant specialist gives +4 :c5gold:, -1 :c5food:. Aside from the great person points, this is about on par with working an unimproved bare hill (2 :c5production:). Kinda terrible. All of the other specialists give better yields.

Proposal: Increase the gold to 5.



VP Congress: Session 7, Proposal 35a
Discussion Thread: (7-35a) Increase Tech Boost To Merchants
Proposer: @azum4roll
Sponsor: @Legen

Proposal Details
Current Merchant:
Base: +4 :c5gold:
Currency: +1 :c5gold:
Economics: +1 :c5gold:
Internet: +3 :c5gold:

The base yields are perfectly fine. You unlock your first Merchant at Market, and it's good to work if you need some quick :c5gold: Gold.
After Classical era, there's zero boost on Merchants until late Renaissance and they're stuck at +5 :c5gold: each unless you grab some policies or beliefs that boost specialists.
Then they become +6 :c5gold: for pretty much the entire mid-late game.

Proposed tech boosts:
Currency: +1 :c5gold:
Guilds: +1 :c5gold:
Economics: +2 :c5gold:
Corporations: +2 :c5gold:
Internet: +3 :c5gold:

Now this can compete with Engineers, Scientists, and even the cultural specialists.
 
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