Originally posted by: Kelvrick
Yea, it took a lot of time and effort for them to get going. Taking over other merchants and getting to the resources far from your capital (slaves/gold in africa and middle east). Usually by the time my merchants were pulling in noticeable income, I was steamrolling the comp.
On campaigns where I only played 1 turn a day and played as carefully as possible, the merchants still didn't do much. The resources for another unit of archers or spearmen could have made the difference. Maybe I just wasn't as good a merchant player.
That's the thing. I can either spend lot of time training agents or just steamroll the comp's faction with an army. By the time I can assassinate their guys, or rape their merchants, my troops were already in their capital. I guess I'm just too battle-orientated player, hence I'm terrible at Civ games.
I know the "fire at will" command. I just wanted them to shoulder their weapons when enemy's in range, but not fire until I give the order. If I turn off "fire at will" and click on an attack order against an enemy marching at the unit, the guys takes 5-10 seconds just to shoulder their arm and fire. It's either fire too soon and watch the balls miss, or fire too late and have the line smashed.
CA really need to fix their naval path-finding though. It's god-awful. My ships goes down by collisions more than enemy fire...
And speaking of fire, they need to place a fire icon on the unit card, if a ship's on fire. It's near impossible to tell which ship's on fire, especially when the fire is in lower deck, and the blaze doesn't poke through to top deck. The explosion's nice though.