So here are a couple of "how to"s that I learned on my own as they are not in
any article that I have seen and nobody seemed to care to "mentor" me on:
1. How to manipulate the market. Buy low, sell high, but there are catches.
First, you need to buy out, i.e. purchase the entire offered amount of the
product you want to manipulate in order to get the maximum price increase.
Because of their nation bonuses, Northmen are particularly endowed to
manipulate the market. Second, the nation sell limit seems to run in the
neighborhood of 20,000 gold in the 2950 scenario. Therefore you may not be
able to sell all you have bought the next turn. So, buy and transfer
portions of your purchase to some of your allies the same turn, each of whom
can sell at the higher price the next turn.
2. I found it impossible as a neutral nation to change allegiance with less
than 45 command skill.
3. I found it impossible to "Influence Other" with emissaries of less than
60 skill. Higher pop center level and higher loyalty make this order less
likely to succeed, so skills of 80 or more may be required to produce a
reasonable chance of success. It is not advisable to influence using just one
or two emissaries because the enemy will take measures such as challenging or
assassinating before a desirable result is obtained. A half-dozen good
emissaries may be sufficient to achieve an ownership change in one turn.
4. Even though your ally agrees to do something, such as moving an army or
attacking an army or assassinating an enemy army commander, which will
protect you from some disaster, it is advisable to take some precautions
yourself as well if it is really important.
The above reflects my experience in a half-dozen or so games, making me still
a newbie. Old hands obviously will know better.
An emissary in their 40's can do it against a Friendly pop.
50's are not worth it against the enemy, 60's fairly reliable.
The amount influenced down is said to be directly proportional
to the emissary rank. 60's emis between 5-10, under less than,
70 and over 10+, etc. Your company requirements depend on the
target. A town just conquered by a 30 commander is at 15 loyalty,
and only requires a lone emissary to influence away. Camps and
villages have lower loyalties, while taxes and combat make towns
and sometimes even major towns likely targets for 3 in their 60's,
as by the time you have 3 natural 60+ emissaries, much combat
(destruction=lower loyalties) has ensued.
3. I found it impossible to "Influence Other" with emissaries of
less than
60 skill. Higher pop center level and higher loyalty make this order
less
likely to succeed, so skills of 80 or more may be required to
produce a
reasonable chance of success. It is not advisable to influence using
just one
or two emissaries because the enemy will take measures such as
challenging or
assassinating before a desirable result is obtained. A half-dozen
good
emissaries may be sufficient to achieve an ownership change in one
turn.
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An emissary in their 40's can do it against a Friendly pop.
50's are not worth it against the enemy, 60's fairly reliable.
The amount influenced down is said to be directly proportional
to the emissary rank. 60's emis between 5-10, under less than,
70 and over 10+, etc.
RD: Hey Brad, what's your source for this? I've long suspected it,
and it sounds logical, but is there any hard evidence?
Richard.
"Read it somewhere". I'm presuming MoS original sources, could
have been someone elses web page (from MoS?). It was some time
ago when I tripped over it, and have since simply accepted it's
somewhat generalized nature to be as close to the truth of the
programming code we'll ever get.
I do forget the "ranges" I originally read. Considering the
525 is between 5-15 loyalty.
Loyalty is Y, Emissary rank is X, graph a line...
Brad
···
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