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This article is about culture affinity. For a Merchant reputation badge, see Merchant (badge). |
Summary[]
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Merchant Cultures favour a gameplay orientation focused on Money and trade. These cultures gain extra Fame from Merchant Era Stars for earning Money. |
Affinity Action: Power Investor[]
Can use Influence to marshal venture capital towards a Resource Deposit, either creating an Extractor or generating Money.
- If no Extractor exists, then one will be created instantly on the deposit.
- Otherwise, you will share a sum of Money with the owner. You'll both earn more Money the more Empires are buying the resource; and if the owner is an Independent People, their cut will count as a Bribe, improving relations.
Affinity Bonus: Mediation[]
Any resource you buy via trade can be re-purchased by other Empires, only if these Empires are not already buying the resource from the same third-party you are buying it to.
Transcendence Bonus: All that Glitters[]
Era Stars threshold formula[]
The same formula applies to the Merchant Era Stars of every Era in the Normal Game Speed.
- 1st or Bronze Merchant Star
- 2nd or Silver Merchant Star
- Earn a total of
(500 * Number of Era^3 + 100) * GameSpeed
Money.
- Earn a total of
- 3rd or Gold Merchant Star
- Earn a total of
(500 * Number of Era^3 + 100) * GameSpeed
Money.
- Earn a total of
Number of Era = [1] Ancient ... [6] Contemporary
Game Speed = 0.25 blitz, 0.5 fast, 1 normal, 1.5 slow, 2 endless
Example:
- 600 Money per star in Ancient (first star is slightly cheaper at 550)
- 4100 Money per star in Classical
- 13600 Money per star in Medieval
- 32100 Money per star in Early Modern
- 62600 Money per star in Industrial
- 108100 Money per star in Contemporary
Unlike other Affinities the next era Bronze star cannot be unlocked regardless of how much is earned past the Gold star threshold.
Merchant Stars Tips[]
Only Money income counts toward Star acquisition progression, so Ransacking, Demands, Affinity Action: Power Investor and War Reparations do not count.
- Secure Luxury Resources, Strategic Resources and enable resources trading with other Empires, as they may buy those resources which generate Trade income on Cities.
- Buy Money-based Luxury Resource in a way that the Money gain is greater than the maintenance (mostly for early game when income is low).
- Build Market Quarters next to Harbors and Artisans Quarters (+3 Money adjacency).
- Taxed Minorities Civic if State Religion is not widespread.
- Privatized Industries and Profit-focused Civics.
List of Merchant cultures[]
Ancient Era[]
Classical Era[]
Medieval Era[]
Early Modern Era[]
Industrial Era[]
Contemporary Era[]
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