Scaling Great Merchant

Machiavelli24

Mod creator
Joined
May 9, 2012
Messages
818
Scaling Great Merchant
Scaling_Great_Merchant_splash.jpg

Improves Great Merchants to make them comparable in value to Great Scientists and Great Engineers! This mod is compatible with most other mods.
  • Trade Mission: now gives more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival civilization!
  • Customs House: now gives more gold and its gold yield is improved by researching Optics, Currency, Banking and Economics.

Great Merchant
Scaling_Great_Merchant_details.png

The Steam Workshop entry has additional information. If you like the mod and want me to prioritize development of it rate it and favorite it on Steam and post here.

Download Locations:
- The Steam Workshop entry.
- From CivFanatics.

FAQ:
Q: Is this mod compatible with the Titans of Commerce, Science and Industry mod?
A: No it is not. However, Titans does everything this mod does and more so it would be redundant to use both.

Q: How do Great Merchants of Venice work?
A: A Great Merchant of Venice will provide double gold and +30 Influence.

Q: Why did nothing change after I started a game with this mod?
A: Are you running Civilization 5 in a language other than English? English is the only language currently supported in Scaling Great Merchant.

Q: Is this mod compatible with mod X?
A: This is not an easy question to answer but the vast majority of the time it will be compatible. If the mod adds new eras it could cause problems or it could be fine. In game you would be able to identify issues caused by new eras if your Great Merchants have promotions that do not match the era.

Change log:
Spoiler :

V 3 - 7/30/2014 - (Minor housekeeping update)
Spoiler :

  • Updated internally used components.

Older versions:
Spoiler :

V 2 - 9/22/2013 - (removed logging code)
Spoiler :

  • Removed some left over logging code.

V 1 - 9/22/2013 - (release)
Spoiler :

  • Public release.


 
Fully Supported already subbed
 
I am considering expanding the scope of this mod to include changes to Great Engineers and Great Scientists. Would people be interested in such an expanded scope or would they prefer this mod stay narrow and focused?
 
I am considering expanding the scope of this mod to include changes to Great Engineers and Great Scientists. Would people be interested in such an expanded scope or would they prefer this mod stay narrow and focused?

You might consider a version focused only on GM changes and another including the others.

Also, it seems that with Influence gain set low early game, there would be little motivation to conduct a Trade Mission with a GM early game rather than build a Customs House.

My view may be skewed by the fact that I don't tend to ally city-states till the Medeival-Renaissance era, when I have more gold.
 
If I expanded the scope of this mod to include other changes it would be configured in such a way that users could easily disable chunks of the mod they didn't want to play with. For example, they could disable the Engineer changes and only play with the Merchant and Scientist changes. I don't have an opinion on doing one mod or many in a collection.

As for using a great merchant early, is it really feasible to get one before Medieval? A Medieval era merchant would provide 60 Influence, enough to turn an almost friendly city-state into a short term ally. I doubt your view is skewed, people don't usually have the spare gold to ally city-state until Medieval and rely on completing quests.
 
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