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1. Further they are, they generate more income.
2. You need trade agreement if they are not on your territory. That means if you at war with a faction and your merchant is on their territory, they won't generate any income.
3. They will never generate any income in the territory of their home town.
4. You don't really need to put them directly on the node, however if you do, they generate a little bit more money (depends on the resource, of course). However, if there are more than 1 merchant in the territory, you will trade only the resource you are standing on.
5. You can hold shift with mouse cursor over a territory to see how profitable for merchant it is.
6. Enemy merchants are great way to train your Assasins. ;)
7. AI doesn't use assasins much but it really like to spam merchants and use hostile takeover against your merchants. I play on VH/VH and it seems that enemy merchants are always better than mine. I don't bother with hostile takeover unless my merchant is at least 3 pips better than enemy target.
Hope it helped little bit and if I messed something up, be sure to call me out. ;)
you can go to export_descr_ancillaries to find out more
It's just not worth the hassle.
Sounds nice. Certain ancillaries were always restricted to certain cultures before, looks like you get a chance to import them now.
I agree merchants in Medieval were super stupid, but this appears to be not similar in Rome 1 remastered.
I'm pretty sure most of that is wrong or misleading. Just watch the video linked in the first post by General Idea.