avl8
Prince
- Joined
- Oct 4, 2010
- Messages
- 364
Some details about great merchants can be found here:
http://forums.civfanatics.com/showthread.php?t=398647
Great merchants come earlier and much easier
Great scientists come way too late and way too hard to get during medieval/renaissance.
First scientist specialist slot comes with Education, late medieval technology that require huge number of beakers spent on Civil Service and Theology.
Assuming one wants to win via culture/spaceship/diplo, or just wants to runaway via tech lead, RAs are the best choice to improve research rates postpatch.
But RAs are rather expensive toys, especially when you are era ahead of your partner. Even if your in the same era, you cant just spam RAs unless you have some serious economy working.
Comparing to GS, great merchants now come much faster. Tech required is early medieval Currency, one can reach it with a SHORT BEELINE:
Archery>>Mathematics>>Currency
Then we have market (120 hammers) vs univercity (200 hammers), and both get us 1 specialist slot.
Next GS specialist slot comes via Astronomy/Observatory, early renaissance tech, BUT requires a mountain hex in a first ring of the city. One slot, 180 hammers, rare hex required.
Compare this with Banking, which is also early renaissance tech that lets you build banks. 220 hammers, TWO merchant slots, you can build bank in any city, no mountains or any kind of rare hexes required.
Then comes late renaissance tech Scientific theory with Public schools, no specialist slots, but with a small bonus of +1 great scientist bonus. Yes, it has nice beakers boost, but it wont get you extra great scientists!
Then we have Electricity/Stock exchange building that has ONE merchant slot, early industrial era, 650 hammers worth.
And finally, in early modern era we have Research labs, 600 hammers, two (or one?) scientist specialist slots, that requires public school.
Well, as we can see, merchant slots come earlier than scientist' and we have 3 reliable merchant slots in early renaissance when one can have only 1 reliable scientist per city.
What benefits we have?
Both great people can start a golden age and build an improvement. Both improvements comes kinda late to have a decent ROI.
Great scientist can bulb a tech.
Great merchant gets you raw cash depending on era your in AND gives you 30 influence points with a desired CS (around 250 gold saved?)
Heres old table that shows raw gold numbers you get from trade mission:
Era/Gold
--------------------
Medieval 450
Renaissance 500
Industrial 550
Modern 600
Future 650
As we can see, with each successful trade mission you can start almost 2 research agreements!
Well, some people mentioned that they got more than 1000 gold via trade mission in a distant CS, but it still needs to be proved via screenshot.
Even if you get 450+ gold via medieval trade mission it lets you get 2 FREE technologies later. Unless RA is broken, your partner has been conquered etc etc.
Its however needs to be microed, but still its
2 technologies per one great merchant!
Comparing to bulbing its a bit unstable, but gives you more beakers per great person points spent than with great scientist.
Onto the cool strategies
Great merchants are cool postpatch. They also awesome.
They fit very well into spaceship strategies since youll need every RA you can get.
They make a great addition to fast diplomatic victories, since its scientific/commerce victory and these guys brings shiny things AND influence with CS.
I can imagine great merchants boosting culture wins via RAs and influence with cultural CSs.
Well, warmongers also need mass research agreements postpatch to keep up with AIs on immortal and above!
And Im not the guy who says "forget libraries/univercities/national college and observatories". We still need'em, but we can rushbuy these pretty buildings with cash great merchant brings you!
We can also start with great merchant to pump early RAs then switch to GSs when we have enough slots.
And last but not least, extra cash can be spent on bribes. That means damn Genghis will fight Gandhi instead of you
Still got some questions...
Which civs are best for this kind of strategy? Arabia, Greece, France, Persia?
Am I missing something with these great merchant abilities?
Which path gets you to space faster: early national college or early market/bazaar?
Does bazaar currently bugged?
http://forums.civfanatics.com/showthread.php?t=398647
Great merchants come earlier and much easier
Great scientists come way too late and way too hard to get during medieval/renaissance.
First scientist specialist slot comes with Education, late medieval technology that require huge number of beakers spent on Civil Service and Theology.
Assuming one wants to win via culture/spaceship/diplo, or just wants to runaway via tech lead, RAs are the best choice to improve research rates postpatch.
But RAs are rather expensive toys, especially when you are era ahead of your partner. Even if your in the same era, you cant just spam RAs unless you have some serious economy working.
Comparing to GS, great merchants now come much faster. Tech required is early medieval Currency, one can reach it with a SHORT BEELINE:
Archery>>Mathematics>>Currency
Then we have market (120 hammers) vs univercity (200 hammers), and both get us 1 specialist slot.
Next GS specialist slot comes via Astronomy/Observatory, early renaissance tech, BUT requires a mountain hex in a first ring of the city. One slot, 180 hammers, rare hex required.
Compare this with Banking, which is also early renaissance tech that lets you build banks. 220 hammers, TWO merchant slots, you can build bank in any city, no mountains or any kind of rare hexes required.
Then comes late renaissance tech Scientific theory with Public schools, no specialist slots, but with a small bonus of +1 great scientist bonus. Yes, it has nice beakers boost, but it wont get you extra great scientists!
Then we have Electricity/Stock exchange building that has ONE merchant slot, early industrial era, 650 hammers worth.
And finally, in early modern era we have Research labs, 600 hammers, two (or one?) scientist specialist slots, that requires public school.
Well, as we can see, merchant slots come earlier than scientist' and we have 3 reliable merchant slots in early renaissance when one can have only 1 reliable scientist per city.
What benefits we have?
Both great people can start a golden age and build an improvement. Both improvements comes kinda late to have a decent ROI.
Great scientist can bulb a tech.
Great merchant gets you raw cash depending on era your in AND gives you 30 influence points with a desired CS (around 250 gold saved?)
Heres old table that shows raw gold numbers you get from trade mission:
Era/Gold
--------------------
Medieval 450
Renaissance 500
Industrial 550
Modern 600
Future 650
As we can see, with each successful trade mission you can start almost 2 research agreements!
Well, some people mentioned that they got more than 1000 gold via trade mission in a distant CS, but it still needs to be proved via screenshot.
Even if you get 450+ gold via medieval trade mission it lets you get 2 FREE technologies later. Unless RA is broken, your partner has been conquered etc etc.
Its however needs to be microed, but still its
2 technologies per one great merchant!
Comparing to bulbing its a bit unstable, but gives you more beakers per great person points spent than with great scientist.
Onto the cool strategies
Great merchants are cool postpatch. They also awesome.
They fit very well into spaceship strategies since youll need every RA you can get.
They make a great addition to fast diplomatic victories, since its scientific/commerce victory and these guys brings shiny things AND influence with CS.
I can imagine great merchants boosting culture wins via RAs and influence with cultural CSs.
Well, warmongers also need mass research agreements postpatch to keep up with AIs on immortal and above!
And Im not the guy who says "forget libraries/univercities/national college and observatories". We still need'em, but we can rushbuy these pretty buildings with cash great merchant brings you!
We can also start with great merchant to pump early RAs then switch to GSs when we have enough slots.
And last but not least, extra cash can be spent on bribes. That means damn Genghis will fight Gandhi instead of you
Still got some questions...
Which civs are best for this kind of strategy? Arabia, Greece, France, Persia?
Am I missing something with these great merchant abilities?
Which path gets you to space faster: early national college or early market/bazaar?
Does bazaar currently bugged?