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Merchants/Tradepost decision change with patch?
Posted: Sat Dec 22, 2012 8:56 am
by Bullman
Hi
Just noticed that after the patch the Decision "Merchants" and "Tradepost" now can NOT be placed in a region you own!!!???
It now says "Must target a region you do not own".
Is this intended? It is the opposite to what it used to be.
Posted: Sat Dec 22, 2012 8:15 pm
by pantsukki
Bullman wrote:Hi
Just noticed that after the patch the Decision "Merchants" and "Tradepost" now can NOT be placed in a region you own!!!???
It now says "Must target a region you do not own".
Is this intended? It is the opposite to what it used to be.
They used to be possible only in foreign regions before too?
Posted: Sat Dec 22, 2012 10:39 pm
by Jim-NC
the rules for a lot of the decisions changed going from 1.00 to 1.01. Among them that merchants are now placed in areas you don't control. Many decisions that were free now cost something to play as well.
Posted: Sun Dec 23, 2012 1:11 am
by Bullman
Jim-NC wrote:the rules for a lot of the decisions changed going from 1.00 to 1.01. Among them that merchants are now placed in areas you don't control. Many decisions that were free now cost something to play as well.
OK, but was it even a deliberate change? Even so, if some rules for decisions did deliberately change (I'm not so sure about that as this is not even mentioned in the patch change log however), what is the thinking behind an action that does not really make any real sense both in game sense and real world sense?
Why can players only add merchants/tradeposts to ENEMY areas and why would they want to? For a start, it would give the enemy income bonuses, and secondly in the real world, what is this even simulating? How could you even be allowed to do anything within enemy controlled areas like setting up "commerce"? Surely it's something you could only and would only want to do within one of your own regions.
Totally confused with what the thinking here is.

Posted: Sun Dec 23, 2012 1:21 am
by Bohémond
The Decisions rules changes are deliberate.
Merchant and Tradepost decisions are a simulation of foreign trade. Not owned regions are not always enemy region.
Playing merchant decisions means taking a risk for player. He can earn money but his merchant structure can be destroyed any time.
Regards
Posted: Sun Dec 23, 2012 3:16 am
by Bullman
Bohémond wrote:The Decisions rules changes are deliberate.
Merchant and Tradepost decisions are a simulation of foreign trade. Not owned regions are not always enemy region.
Playing merchant decisions means taking a risk for player. He can earn money but his merchant structure can be destroyed any time.
I think the thinking behind this new undocumented rule change needs to be explained more.
So the game lets a player to "plant"/"construct" merchants/tradeposts in OTHER regions, but not their own, even if that region is enemy owned??
And these merchants/tradeposts are then supposed to give an advantage to the player as far as generating more denarii?
Realistically, what does it mean to make merchants/tradeposts in enemy regions and for them to then be beneficial to the player?
Why would an enemy region even allow you to even do that?

Posted: Mon Dec 24, 2012 11:50 am
by Pocus
That's not the exact right way to look at that. Tradeposts can give you profits if you trade in foreign land, so not your own. The best strategy is to plant them in neutral territories, but you can also take the risk of establishing one in an hostile one, that's just not the optimal strategy. Also, don't think in a too modern way. You can establish a Roman tradepost to get money from Gauls wine for example, in a region where these people might be hostile. But there is no centralized Gauls government that will immediately send troops to burn the tradepost... That's just that it may happen that a Gallic tribe can kill the merchants, but perhaps not.
Posted: Wed Dec 26, 2012 4:43 am
by Bullman
Pocus wrote:That's not the exact right way to look at that. Tradeposts can give you profits if you trade in foreign land, so not your own. The best strategy is to plant them in neutral territories, but you can also take the risk of establishing one in an hostile one, that's just not the optimal strategy. Also, don't think in a too modern way. You can establish a Roman tradepost to get money from Gauls wine for example, in a region where these people might be hostile. But there is no centralized Gauls government that will immediately send troops to burn the tradepost... That's just that it may happen that a Gallic tribe can kill the merchants, but perhaps not.
Ah! I have just zoomed out of the map I am playing and can now see all the possibilities for where I can place Merchants/Tradeposts. Despite reading the details/constraints on their placement, I was not expecting to be able to place them in regions in FOW (I was just looking at regions local to my own). I see now as Sertotians in "The Great Mithridatic War" that I an place Merchants/Tradeposts in lands as far away as the Pontic regions.
Does the AI place Merchants/Tradeposts as well? You mention they can be destroyed by "enemies". How is this done? Would a player have a particular option to do so if an enemy nation (AI or PBEM) placed merchants/tradepost in one of their own regions or is it automatic if a unit enters the region?
You talk about "neutral" territories. When you mouse over a unit, it tells you their standing. If you don't see any unit (because of FOW), is there a way to view their standing?
Posted: Thu Dec 27, 2012 1:00 pm
by Bohémond
Bullman wrote:Ah! I have just zoomed out of the map I am playing and can now see all the possibilities for where I can place Merchants/Tradeposts. Despite reading the details/constraints on their placement, I was not expecting to be able to place them in regions in FOW (I was just looking at regions local to my own). I see now as Sertotians in "The Great Mithridatic War" that I an place Merchants/Tradeposts in lands as far away as the Pontic regions.
Does the AI place Merchants/Tradeposts as well? You mention they can be destroyed by "enemies". How is this done? Would a player have a particular option to do so if an enemy nation (AI or PBEM) placed merchants/tradepost in one of their own regions or is it automatic if a unit enters the region?
You talk about "neutral" territories. When you mouse over a unit, it tells you their standing. If you don't see any unit (because of FOW), is there a way to view their standing?
About Neutrals territories, if you click on the first filter icon (Minimap), you will see the map colored with Faction colors. The factions you are not at war with are neutral.
Regards
Posted: Fri Dec 28, 2012 1:35 am
by Bullman
Bohémond wrote:About Neutrals territories, if you click on the first filter icon (Minimap), you will see the map colored with Faction colors. The factions you are not at war with are neutral.
That was simple. Thanks!
Posted: Fri Dec 28, 2012 1:38 am
by Bullman
pantsukki wrote:They used to be possible only in foreign regions before too?
No, only in your own regions.
Posted: Wed Jan 23, 2013 8:15 pm
by Hobbes
I've just realised after spending 25 VP that the cost for Tradeposts has changed! I had to revert to a previous turn. It would be nice to see some mention in patch notes if decision costs or benefits change as many players must get an understanding of these and then never check them again (but I may have missed patch notes on these changes?)
Cheers,
Chris
Posted: Sun Jan 27, 2013 7:35 pm
by barkmann44
Caeser supposedly possessed a map drawn up from the reports of merchants that had traded all over gaul and even brittania
long before the roman military ventured there.