Counterproposal of:
Current Merchant:
Base: +4
Currency: +1
Economics: +1
Internet: +3
The base yields are perfectly fine. You unlock your first Merchant at Market, and it's good to work if you need some quick Gold.
After Classical era, there's zero boost on Merchants until late Renaissance and they're stuck at +5 each unless you grab some policies or beliefs that boost specialists.
Then they become +6 for pretty much the entire mid-late game.
Proposed tech boosts:
Currency: +1
Guilds: +1
Economics: +2
Corporations: +2
Internet: +3
Now this can compete with Engineers, Scientists, and even the cultural specialists.
(7-35) Increase Merchant Specialist To 5 Gold
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.
forums.civfanatics.com
[UI] - (7-NS) Increase Merchant Specialist with Border Growth
Original proposal: https://forums.civfanatics.com/threads/7-44-increase-merchant-specialist-to-5-gold.688952/ Proposal: Give Merchant Specialists +2 Border Growth Points and +2 BGP at Banking. Rationale: We want to avoid yield inflation but buff Merchant Specialists and I think this is a...
forums.civfanatics.com
Current Merchant:
Base: +4
Currency: +1
Economics: +1
Internet: +3
The base yields are perfectly fine. You unlock your first Merchant at Market, and it's good to work if you need some quick Gold.
After Classical era, there's zero boost on Merchants until late Renaissance and they're stuck at +5 each unless you grab some policies or beliefs that boost specialists.
Then they become +6 for pretty much the entire mid-late game.
Proposed tech boosts:
Currency: +1
Guilds: +1
Economics: +2
Corporations: +2
Internet: +3
Now this can compete with Engineers, Scientists, and even the cultural specialists.