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	<id>http://firstfeudal.harpoon.games/index.php?action=history&amp;feed=atom&amp;title=Merchants</id>
	<title>Merchants - Revision history</title>
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	<updated>2026-06-01T02:17:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://firstfeudal.harpoon.games/index.php?title=Merchants&amp;diff=486&amp;oldid=prev</id>
		<title>Admin at 10:08, 11 February 2022</title>
		<link rel="alternate" type="text/html" href="http://firstfeudal.harpoon.games/index.php?title=Merchants&amp;diff=486&amp;oldid=prev"/>
		<updated>2022-02-11T10:08:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Origin|name=Merchants&lt;br /&gt;
|img=Merchants.png}}&lt;br /&gt;
== Slogan ==&lt;br /&gt;
Gold can solve any problem&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Experts in trading. Merchants can buy and sell anything at the best prices, but they are terrible at crafting equipment. Thy are also good at solving problems with gold: they can get a 50% discount or even buy a peasant for the village. Trading is available right from the start.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
 - The &amp;quot;Trade&amp;quot; science is unlocked right from the start&lt;br /&gt;
 - Traders arrive twice as often&lt;br /&gt;
 - The amount of gold required for event decisions is halved&lt;br /&gt;
 - Gold has a 5% yield every day. This income is brought to the trade tent&lt;br /&gt;
 - The maximum price for goods can&amp;#039;t be higher than 300% of the base price (instead of 1000%), and the minimum price can&amp;#039;t be lower than 70% (instead of 20%). The price of goods is also less affected by the player trading&lt;br /&gt;
 - Price bonus from intelligence is doubled (from 1% to 2% per INT point)&lt;br /&gt;
 - Crafting equipment takes ten times longer&lt;br /&gt;
 - The price for the feudal lord and peasants&amp;#039; traits is doubled&lt;br /&gt;
&lt;br /&gt;
== Starting bonuses ==&lt;br /&gt;
 - Resources for building a trade tent&lt;br /&gt;
 - &amp;quot;Trader&amp;quot; trait: no penalty for selling goods to a merchant who don&amp;#039;t specialize in this type of goods. Income from trading using a trade tent is increased by 10%&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
 - Can buy a peasant from passing caravans (price depends on village population)&lt;br /&gt;
 - The decision to rob a bard is replaced by another one&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
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