To be done:
- Merchant License unlocks proper large merchant ships for purchase:
- Allows you to do business with merchants in hostile towns (provided you have no hostile LoM), NOTE: It would be tricky (but not impossible) to distinguish here between store owners and tavern/shipyard owners!
This is to be done in the 'TradeCheck' function in PROGRAM\Characters\CharacterUtilite.c
- DO NOT: Affect skill/perk influence on pricing [DONE]
- DO NOT: Limit trading in any way
- Merchant License unlocks proper large merchant ships for purchase:
To be handled through a new attribute in ships_init.c, which is checked in PROGRAM\INTERFACE\shipyard.cNothing that widespread. Two specific types - Heavy East Indiaman (all variants, bearing in mind every nation has its own) for "Spanish Main" and "Golden Age", and Fast Merchantman (two variants) for "Colonial Powers" onwards. Merchant guilds shouldn't really even exist in "Early Explorers" but we can probably find something suitable for them to claim if they do need to exist, and need to restrict access to a ship type, in that period.
- Allows you to do business with merchants in hostile towns (provided you have no hostile LoM), NOTE: It would be tricky (but not impossible) to distinguish here between store owners and tavern/shipyard owners!
This is to be done in the 'TradeCheck' function in PROGRAM\Characters\CharacterUtilite.c
- DO NOT: Affect skill/perk influence on pricing [DONE]
- DO NOT: Limit trading in any way
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