[UI] (7-NS) Increase Merchant Specialist with Border Growth

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usadefcon1

Prince
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Original proposal:

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 better way to do it.

Thematically, the merchants are acquiring real estate.

It also gives another way to expand your borders outside of culture alone.

MAGI: UI and database changes necessary, database changes sponsored by Legen.

EDIT: Changed proposal so no UI changes are necessary.
 
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Better, but still, I don't know if it will be a reason to work the Merchant. It probably won't change my decision making, but it's nice that these specialist will suck a little bit less.
 
if the bonus was +2 at the start, I MIGHT work a merchant early on just for some border growth. Maybe....possibly. But that's about it, I don't think BGP is going to impact my decision any more than that.
 
Civil servants give >1 base yield because there is no yield type associated with them.
Adding alternate yields is the domain of abilities, policies, etc. I have no interest in adding base yields other than :c5gold: to Merchants whatsoever.
 
Civil servants give >1 base yield because there is no yield type associated with them.
Adding alternate yields is the domain of abilities, policies, etc. I have no interest in adding base yields other than :c5gold: to Merchants whatsoever.
In the current meta of the game gold is never a problem, giving me more doesn't help.
 
Gold is certainly a problem for those who never invest on it.
 
It's always a "yield" in code, but not part of "all yields".
 
It's always a "yield" in code, but not part of "all yields".
I know this but were there concerns about turning BGP into a regular yield like Food, Prod, Gold, Culture, etc.?
 
Need to first make sure BGP is supported for that table.
 
Need to first make sure BGP is supported for that table.
Just tested, it is supported, the issue is the UI.

Spoiler Merchant in tech tree :
merchantbgp.png


The 'Tech_SpecialistYieldChanges' table doesn't have the same UI support for grouping yields that the table 'Improvement_TechYieldChanges' has, so it ends looking like that.

Spoiler Lumber mill tech boost, for comparison :
lumber mill.png


This proposal will need someone that can code in Lua to adjust the UI, or it will result in this mess. I can stay as the sql sponsor, since I've already implemented to test it anyways, but I've never coded in Lua, so I won't offer guarantees on the UI part; better flag this proposal as also requiring an UI sponsor in order to go to the Voting phase.

@Recursive @Stalker0 @axatin @Hinin I'm requesting this proposal to be flagged as also requiring an UI change to how specialist yields are displayed, and a separate UI sponsor as well.
 
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It works for improvements but not specialists?
View attachment 689320
Yeah, the database table tech entry for improvements has code sections specifically meant to handle cases of multiple yield types in a single tech for the same improvement, see Lumber Mill. The database table tech entry for specialists (Tech_SpecialistYieldChanges) doesn't have it, so it doesn't know how to handle this case.
 
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