
If he gains this point, he gains two more points with 33% probability. 1(2)/-2(3)/-2 AND -1(6) Finance AND PersonalSecurityĪ merchant gains a point in ShadyDealer on creation with 50% probability if he is created in a settlement with no town hall or better. Antitrait GoodMerchant.Ī merchant gains a point of MerchantEnemies with 25% probability on a successful acquisition. A merchant gains a point in MerchantsGuildMember on creation if the faction has a Master Merchant's Guild or better, and another point if the faction has a Grandmaster Merchant's Guild.Ī merchant gains a point in MerchantsGuildTrained on creation if he is trained in a settlement with a Merchant's Guild or better.Ī merchant gains a point in BadMerchant with 33% probability each time he fails to acquire another merchant. Notably, it seems the game designers forgot to include "Merchant's Guild Journeyman" as the second level of this, if they wanted the agents to be consistent. Then he have chance to gain second level with 50% probability, and if he gains second level, he has chance to gain third level with 33% probability.

Antitrait ShadyDealer.Īt the end of any turn in which a merchant has a distance to capital greater than 40 and ends his turn on a resource, a merchant gains a point of WorldlyMerchant with 20% probability.Ī merchant gains a first level of NaturalMerchantSkill on creation. If he gains first level, and the settlement has a city hall or better, he possibly gains second level with 33% probability.

+1(5)/+2(10)/+3 AND -1(20) Finance AND PersonalSecurityĪt the end of any turn, a merchant gains one point in Monopolist if he has a trading monopoly.Ī merchant gains first level in LegalDealer on creation with 50% probability if he is created in a settlement with a town hall or better. +1(1)/+2 AND -1(3) PersonalSecurity AND FinanceĪ merchant gains a point in SecurityMerchant with 50% probability if he suffers an assassination attempt. Antitrait BadMerchant.Ī merchant gains a point in SecureMerchant with 50% probability if he suffers an acquisition attempt. Merchant traits and gaining trade skill Ī merchant gets a point in GoodMerchant each time he successfully acquires another merchant.

Some bad skilled merchant should be placed in settlement with Caravan Stop to gain ancillary for all merchants in faction. If the merchant gets too old, transfer to younger merchant.
#THIRD AGE TOTAL WAR 3.2 CHEATS DRIVER#
This can be tested this by hovering over the resource with a merchant selected, and a trade monopoly will yield about twice as many florins as trading the resource regularly.Ĭaravan Driver only transferable ancillary. Merchants can remove other faction's merchants, and in doing so they earn some money and increase their Finance skill.Ī trading monopoly seems to be defined as- your merchant is trading a resource in a region that has two or more instances of that resource, and the other instance(s) of that resource are not being traded by any other faction's merchants (though his factions other merchants can). The higher the merchant's Finance skill, the higher the income from resources. Merchants increase settlement trade income.

The Merchant's main purpose is to trade resources on the map.
