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Thread: Merchant income dropped

  1. #16
    Member ryshad73's Avatar
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    Yes I went from 88k to 67k an hour, which should have been 91k instead.
    Hopefully this gets fixed ASAP.
    My lord, I suggest OMAC sends his programmers back to elementary school to teach them basic math again. Even my dumb mountain boy arse knows 2+2 = swingers party

  2. #17
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    Watch the language guys, I know it's screwed up but you still need follow the rules.

  3. #18
    Game Support Bishop's Avatar
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    Merchant bonus should not double building caps. But it should make banks x2 as effective,
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page |
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  4. #19
    Enthusiast CGG's Avatar
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    ...

  5. #20
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    Problem is that banks are 1x effective not 2x right now!

  6. #21
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    Quote Originally Posted by Bishop View Post
    Merchant bonus should not double building caps. But it should make banks x2 as effective,
    What you are saying banks work twice as efficient (less required to do the same job) Effective means your end result is better (aka cap is twice as high)
    Please reinstate merchant as it is clearly communicated banks will be twice as effective for merchant

  7. #22
    Enthusiast CGG's Avatar
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    Twice as effective should be like twice the BE which would still be the same cap, which is what it is after the second patch.

  8. #23
    Game Support Bishop's Avatar
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    the cap is not meant to be broken.
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  9. #24
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    The max income you can get from banks (the % part only) is 31.25%.

    If the building page for a merchant lists banks at more than 15.625% (remember survey page doesn't list personality or race mods) then it's probably simply that your hitting the maximum effect for banks.

    If your at 100% BE (you almost certainly are right now) then you will cap your banks % bonus at about 15% of your land in banks.

    The formula btw is:

    Effect = Base Effect * BE * % of building * (100% - % of building)

    (don't forget to double that amount for appropriate personalities)

    From the Wiki:

    Base Effect for banks is 1.25%
    Base Effect for Thief Den is 4% and 3% respectivly

    Cap for banks is 31.25%
    Cap for Thief Den is 100% and 75% respectivly

  10. #25
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    Quote Originally Posted by Bishop View Post
    the cap is not meant to be broken.
    One can not tell that when new age changes were announced...

  11. #26
    Member ryshad73's Avatar
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    Ok Bishop, so put this in simple terms for me.

    If the cap is 50% land for max effect then it does me no good to have 26% banks as merch (since doubling the effect would put them over the 50% barrier)?

  12. #27
    I like to post Landro's Avatar
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    Running more than 25% banks as Merchant is not beneficial
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  13. #28
    Enthusiast CGG's Avatar
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    Well you get 50gc per bank still, so there is benefit still. How that relates to other buildings I dunno.

  14. #29
    Game Support Bishop's Avatar
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    Quote Originally Posted by Regular Joe View Post
    One can not tell that when new age changes were announced...
    You shouldn't need an announcement to know that caps cant be broken - they are hard capped for a reason.

    banks still produce 50 gc per building, building over the income modifier cap still produces a benefit.
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page |
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  15. #30
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    Quote Originally Posted by Bishop View Post
    You shouldn't need an announcement to know that caps cant be broken - they are hard capped for a reason.

    banks still produce 50 gc per building, building over the income modifier cap still produces a benefit.
    Let me explain my understanding of double effectiveness: 1% of banks acts like 2% of banks.
    So what a non merchant has at 25% banks, a merchant should have times 2.

    You are still defending your banks as being more efficient, i suggest for next age you call the bonus "Banks are twice as efficient".

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