Merchants Can Now Establish New Trade Routes That's to say if you send a Merchant down the road to a nearby settlement and leave him there for 40 years generating coin from wood (when there is wood literally all over your empire), he won't make as much coin as he would if you sent him halfway across the world to buy and sell expensive (and rare) dyes. Resources that are very uncommon near your empire also generate more coin Resources that are far away from the empire typically generate more coin That means any tips and tricks you had for Medieval 2 will work here, too. This makes sense: the games were originally designed on the same engine. It seems like Feral Interactive took the mechanics of Medieval 2's Merchants and slotted them right into Rome Remastered. Sending out an army of Merchants is a bit like utilizing Priests in Medieval 2. Merchants have no upkeep costs, everything they generate is pure profitĮach city can train up to three merchants There's a similar strategy that works well in Total War: Rome Remastered. However, with the proper strategy, Merchants could turn into absolute money-generating powerhouses. No one really bothered with them because it didn't seem like they made much money.
This was always a big problem with the Merchants in Medieval 2: Total War. RELATED: 10 Best Cities In Rome: Total War There's a lot of wine and pottery in Northern Italy, for example, but you won't find any wine in the wooded wilderness of Southern Britain. It should also be noted that resources are relevant to the area. Resource nodes are represented by icons on the map (Wood, Stone, etc) Merchants act like other agents (Diplomats, Spies) and can move around the map Merchants can be trained at a Town or City with at least a Market building present This scales with the overall level of the Merchant, which is boosted by either surviving a rival Merchant's buyout or by successfully outpricing another faction's Merchant on a nearby resource. Leave your merchant next to the Resource node and they will generate a small amount of income per turn. You train them (you need a Market building in your City or Town) and send them out into the world to look for Resource nodes, marked on the map with a little image of a pile of wood, a pot of wine, or whatever resource is common in that region. Merchants are very simple and work much like they did in Medieval 2: Total War ( one of our favorite Medieval strategy games of all time).