Great Merchant

Stalker0

Baller Magnus
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Dec 31, 2005
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So while the polls for GPs are still going on, we are already seeing a clear and decisive result for Great Merchants. Its clear the community thinks both the Town and Bulb could use some help. This thread is to try and finalize some ideas for them.

Towns
A number of ideas have surfaced in regards to the Town. A summary below.

Basic
  • More base yields: A simple but solid increase to their food, hammer, and gold bonuses.
  • More base yields + new yields: Some like the idea of adding in culture to better mimic villages. Or we could go with a simple +1 to all yields (Food/Hammer/Gold/Culture/Science/Faith/GAP/tourism?), as Towns seem to represent the most "general" of the GPTIs.
  • Better scaling: Increase their yields over time either through tech, through the Stock Exchange, or through their road/railroad bonus.
Advanced
  • Add +1 pop to the city when a town is founded.
  • Towns provide a virtual franchise, or some mechanism where you could gain a free franchise in an opponent city, perhaps using the current algorithm that assigns franchises in a random city when you hit that 5% random chance.
  • Towns provide a bonus to adjacent tiles.

Bulb
  • Stronger Scaling: More gold especially.
  • More universal WLTKD: Instead of +1 to its WLTKD bulb, +1 turn to all sources of WLTKD.


So my general thoughts. I like the idea the +1 all yields idea, I think its a strong way to get the towns back in favor, but also gives them a cool niche. Its the "everyman's GPTI", giving you a little bit of everything, which I think is a neat niche and is fitting for the flavor of a town. I think even with that though, you will still need food and gold scaling throughout the game.

While I really like the franchise ideas (a lot), I am worried about the balance there, as corporations are already really good and not guaranteed. So building a lot of towns only to see your one corporation sniped from you would feel horrible to a player.

You could argue that the +1 pop concept is "hoardable" meaning that a player could wait until late game in order to push the pop of their capital to maximum heights....but quite frankly I think that would be a worse strategy than just getting your pop up as quickly as you could. The issue here would be assigning what city gets the bump, you could just say its always the capital (which considering happiness issues is probably the smart play, as its the less likely to go into a happiness deficit when it grows). So with those notes, I think its another solid concept.

For the adjacent tiles, I think we should either go that route and drop the road/railroad bonus, or not go adjacent tiles. I don't like the idea of serving two masters, both are fun "puzzles", but having to consider both is just too restrictive to my tastes.

On the bulb side, I would suggest focusing the scaling on gold. While the WLTKD scaling is nice, I mean its the gold specialist, it feels like it should just be giving you more of the big G.

UPDATE: Town/Manufactory/Academy Bonuses

Its good to have a current summary of what the town gets for discussion.

Spoiler :


Base: 2:c5food:, 4:c5gold:
Road: +1:c5gold:, +1:c5production:
Railroad: +2:c5gold:, +2:c5production: (does that stack with the road or replace it? I think it replaces)

TR (road): +1:c5gold:, +1:c5production:
TR (rail): +2:c5gold:, +2:c5production:

Architecture: +2:c5food:
Banking: +2:c5gold:
Refrigeration: +2:c5gold:

Stock Exchange: +2:c5gold:

So this is how I think of the town at the moment.

"Base" (Road + TR): 2:c5food:, 6:c5gold:,2:c5production:
Banking: 2:c5food:, 8:c5gold:,2:c5production:
Architecture: 4:c5food:, 8:c5gold:,2:c5production:
Railroad (Rail + TR): 4:c5food:, 10:c5gold:,4:c5production:
Electricity (stock exchange): 4:c5food:, 12:c5gold:,4:c5production:
Refrigeration: 4:c5food:, 14:c5gold:,4:c5production:

lets actually do the same thing for manufactories and academies to give us a comparison point.

Manufactory

Base: 6:c5production:
Metal Casting: 9:c5production:
Industrialization (factory): 11:c5production:

Academy
Base: 6:c5science:
Physics: 9:c5science:
Scientific Theory: 12:c5science:
Plastics (research lab): 16:c5science:
Rocketry: 19:c5science:
Nuclear Fission: 22:c5science:


 
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I think better scaling would serve well. I get GMs early on and Towns have pretty decent yields at that point, but falls flat by the time most improvements get higher yields through tech/buildings. One thing that does not make sense to me though, is why it loses the +culture from villages as the way I see it Towns are just upgraded versions of it.

Other than that, I'm not too enthusiastic with giving it +1 to all yields. It sounds really... bland? Would prefer a more focused yield like other GPs. Maybe Gold/Food?
 
Other than that, I'm not too enthusiastic with giving it +1 to all yields. It sounds really... bland? Would prefer a more focused yield like other GPs. Maybe Gold/Food?

Its always funny how one person's "oh that's exciting" is another person's "bland" :) I think the culture makes sense, as you said a lot of people see the Town as the big brother of the village (because in real life...that's what they are). So perhaps a +1 culture to its base yield just to round it off a bit, and then scale up the food and gold more.
 
Its always funny how one person's "oh that's exciting" is another person's "bland" :) I think the culture makes sense, as you said a lot of people see the Town as the big brother of the village (because in real life...that's what they are). So perhaps a +1 culture to its base yield just to round it off a bit, and then scale up the food and gold more.
:lol: I tend to focus on yields I really want so if the Town does end up having +1 to all yields, 8 times out of 10 I'd probably still prefer working Holy sites, Academies and Manufactories rather than "a little bit of everything"

As for the increase in scaling I'm all for it. But on how much would be appropriate, I've no idea. I'd leave the math to you fellas :hatsoff:
 
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I think that Town should have only +1 culture (so that it doesn't compete directly with Venice) but multiply base food and base gold current scaling x2. Apart of course from improving WLTKD by +1 in all sources. And apart from all of that, put production per city connection or trade route to +2 instead of +1
 
+1 WLTKD to all sources.

What is all sources? Luxuries + circuses + churches?

Luxuries cause 15 turns, right? So if you give up 5 turns now, you get that to be 16. After 85 turns (5x16, + 5 more to reset the luxury 5 times) you break even. Then if you activate a 6th, on the 16th turn of that, you'll finally have earned 1 more.

That's a really long time to payoff and much of the value from a merchant WLTKD is in resetting what luxury your cities want, like if your capital gets stuck on a resource that isn't available at all.

I don't think this really moves the needle for planting a town. The only situation I plant a town is if I have the +4:c5faith:4:c5science: to great person tiles, and even then I'm not sure if this is actually a good idea compared to taking a few hundred :c5gold: right now.

A thing with towns is that several hundred :c5gold: now is much more valuable than later, while if you drop a scientist or writer now it's much weaker than later, and the great work or academy boosts the future a lot.
 
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+1 WLTKD to all sources.

What is all sources? Luxuries + circuses + churches?

Luxuries cause 15 turns, right?

Stadiums as well now (that was new as of this version), and China's UA. Luxs are actually 20 turns.
 
I added in the bonuses for the town, manufactory, and academy in the OP to aid discussion.

So here is my proposal to scale up the Town. My argument and reasoning are in the spoilers:

All numbers assume road (or rail) + a TR

New Base: 2:c5food:, 6:c5gold:,2:c5production:,1:c5culture: (7:c5science: vs Academy 6:c5science:)
Banking: 2:c5food:,10:c5gold:,2:c5production:,1:c5culture: (9:c5science: vs Academy 9:c5science:)
Architecture: 8:c5food:,10:c5gold:,2:c5production:,1:c5culture: (12:c5science: vs Academy 12:c5science:)
Railroad: 8:c5food:,12:c5gold:,4:c5production:,1:c5culture: (15:c5science: vs Academy 12:c5science:)
Stock Exchange: 8:c5food:,14:c5gold:,4:c5production:,1:c5culture: (16:c5science: vs Academy 16:c5science:)
Refrigeration: 8:c5food:,24:c5gold:,4:c5production:,1:c5culture: (22 :c5science: vs Academy 19-22:c5science:)

In this model we try to keep rough equivalency between a Town and a Academy (using yield equivalencies shown in the rationale. The town starts a little stronger, but the academy scales faster in the early game, and then the town scales faster in the later game).

Rationale
Spoiler :

So if we start with the common yield conversions that we like to use around here (its never perfect but its a start).

1:c5production: = 1:c5science: = 1:c5culture: = 2:c5gold: = 2:c5food:

Base Town: 6:c5science: vs Academy: 6:c5science:, so starting out their is rough equivalency. That said, getting the road and the TR are a big deal at this point as well, and the town has a long time before it gets its first scaler.

So I like people's idea of a +1:c5culture:, that would make the town look more like a "big village". Note I will include this in my calculations going forward.

New Base: 2:c5food:, 6:c5gold:,2:c5production:,1:c5culture:

Banking: Town 7:c5science: vs Academy: 9:c5science:

So the town is not only behind the ball, but its had to wait a long time to get this bonus. Banking makes sense to be an "uber" tech for towns, so lets push it a bit.

Banking: +2 -> +4 gold
Banking: 2:c5food:, 10:c5gold:,2:c5production:,1:c5culture:

Architecture:
Town 11:c5science: vs Academy: 12:c5science: (technically academies get this at scientific theory but that's right around the corner, and the town had to wait last time darn it!)

So again lets balance the books:
Architecture: +2:c5food: -> +6:c5food:
Architecture: 8:c5food:, 10:c5gold:,2:c5production:,1:c5culture:

Railroad
Academies have a long way to go before they scale again, so if they were roughly equivalent before, no need to push towns too hard here, lets keep things the same, about equal to 15:c5science:

Railroad: 8:c5food:, 12:c5gold:,4:c5production:,1:c5culture:

Electricity
Town: 16:c5science: vs Academy: 16:c5science:, Academy doesn't get its scale for a bit longer yet, but I also I think the research lab is a better overall building, and food is really losing value at this point as well. So lets keep this bonus as is.

Stock Exchange: 8:c5food:, 14:c5gold:,4:c5production:,1:c5culture:

Refrigeration
Town: 17:c5science: vs Academy (nuclear fission): 22:c5science:

So we are equal in tech to rocketry (19) at this point, but academies does get one more scaler tech that towns do not. On the other hand, how much do those later bonuses really matter at this point?. On the other other hand, GS are really magnifying those science bonuses, and I think it could be well argued that science has increased in value at this point. And on my 4th hand, I could say that Nuclear Fission and Rocketry are better techs overall than Refrigeration imo. So lets go big, I'm giving the town the full scaler of the maxed out academy.

Refrigeration: +2 -> +10!

Final Town: 8:c5food:, 24:c5gold:,4:c5production:,1:c5culture:
 
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An idea to boost late-game scaling: all WLTKD bonuses boosted by +2% for every town that you have created.

This change would bring the Merchant more in line with the Scientist and Engineer by incentivizing planting GPTIs early in exchange for more powerful bulbs in the late game. Increasing the strength of WLTKD would be far more impactful than increasing the duration.

I'm proposing this in addition to - not instead of - the base tile yield increases. Making the bonus tied to only towns you have created (rather than all towns you own) will avoid absurd warmonger situations where one player controls tons of territory and dozens of towns.
 
Stadiums as well now (that was new as of this version), and China's UA. Luxs are actually 20 turns.
Then +1 turn is even less relevant, in practice it would only impact China significantly.

An idea to boost late-game scaling: all WLTKD bonuses boosted by +2% for every town that you have created.
Something like this would do a much better job. I think +5% or +10% of one thing would be better than 2% of all sources. Something like 10% growth during WLTKD would make me consider it.
 
I like the idea of towns giving +1 franchise. Simple straightforward boost to corporations. Comprehensible and discernible, which I like.

you forgot in your OP that a TR through a Town gives another 1:c5gold::c5production: and 2:c5gold::c5production: at railroads.

so that’s +4:c5gold::c5production: for a town on a railroad with a TR
 
:c5science:
you forgot in your OP that a TR through a Town gives another 1:c5gold::c5production: and 2:c5gold::c5production: at railroads.

so that’s +4:c5gold::c5production: for a town on a railroad with a TR

I did include the rail bonus (noted it as a boost at railroads) but I may have done it wrong, is it +2 on top of the road (aka +3 overall), or is rail +2?
 
Rail and road bonuses don’t stack. You get 1 on a road and 2 on a rail, and the bonus doubles if a TR passes through. So max of 4
 
Rail and road bonuses don’t stack. You get 1 on a road and 2 on a rail, and the bonus doubles if a TR passes through. So max of 4

great, so I believe my numbers are right then, at railroad you get an additional +2 gold and +2 hammers, assuming rail and a TR
 
I'm not sold on involving corporations, simply because not all civs are guaranteed a corporation.

I do like the idea of making WLTKD stronger, with each placed Town increasing a city's food and gold during WLTKD by 5 and 10%, respectively. After planting 5 Merchants, cities celebrating would receive a 35% growth rate (WLTKD already providing 10%) and 50% gold increase. That leaves some room for other WLTKD bonuses (Brazil/China, Theocratic Rule, etc.) to do their thing, while not making the synergy too OP. Alongside buffing tile yields, I think this is the easiest solution.
 
base yield for Town increased to 2:c5food:6:c5gold: and Stock Exchange increased to +2:c5gold: on Towns
 
I've seen two arguments against the franchise option.

1) Civs might not get a corporation
2) Corps are already powerful

What if Towns are a defensive option against foreign franchises and they siphon their yields or gain some bonus based on them? It'd solve the first issue and could dampen the second, so you have another way to stop trade routes from franchising you except war/sanctions.

Investing in great merchants can be a choice mostly by working specialists, so if their bonuses are too tied towards a corporation, you can simply not go and get great merchants. Because of this, I think it's not a huge drawback anyway.

This thread should probably think about how the industry tree policies factor in as well, since that makes great merchants a lot more frequent.

Most simple action is to just boost WLTK power percentage and yields though, but less interesting.
 
Slight buff: every Franchise increases a certain yield of all Towns worked by the city, in addition to the resources they buff.
 
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