May 26, 2026
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"Silk & Silver" Dev Diary #3 - Merchants Vision

3/5 Moderate

DEV DIARYNew landless Merchant government type introduces family-run trade companies, company size progression, and specialized purposes like War Profiteer and Creditor.

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Key Changes

  • 1New landless Merchant government type focused on family-run trade companies
  • 2Company Size progression system from 'Aspiring Business' to 'Trade Empire'
  • 3Five specialized Company Purposes including War Profiteer, Creditor, and Artisan
  • 4New Patron/Beneficiary relationship with Merchant Charters for land development or prestige
  • 5Upgradable Company Palace (Domicile) that integrates with local city holdings
  • 6Merchant-specific House Unity mechanics balancing Prestige against Profit
  • 7New Trade, Unity, and Luxury Contract types for landless gameplay
  • 8Trader roles for family members to manage competition and acumen gain
  • 9Ability to transition from landed Duke/Count to landless Merchant via Decision
  • 10New 'Push for Advantages' mechanic for high-risk, high-reward trade schemes

All Changes

⚖️New Government Type(5)

  • newMerchant Government: Introduced the landless Merchant government type focused on family-run trade companies.
  • newCharacter Creator: Added 'Create your own Merchant' option to the game start menu.
  • newDecisions: Added a Decision for Dukes and Counts to become Merchants if their culture allows.
  • newDecisions: Added a Decision for Patricians and Adventurers to transition into the Merchant government.
  • newMerchant Government: Added ability for Merchants to 'settle down' by purchasing land from a Patron or joining/forming a Republic.

💰Company Management(9)

  • newCompany Size: Introduced Company Size tiers ranging from 'Aspiring Business' to 'Trade Empire', gated by Acumen and unlocked with Prestige.
  • newCompany Size: Higher Company Sizes now unlock Merchant Charters from higher-tiered rulers (e.g., Dukes at tier 2, Kings at tier 3).
  • newCompany Purpose: Introduced 'Reputable' Company Purpose, increasing family and Patron opinion.
  • newCompany Purpose: Introduced 'Artisan' Company Purpose, focusing on Artifacts and Inspiration.
  • newCompany Purpose: Introduced 'Creditor' Company Purpose, allowing players to lend gold for strong hooks.
  • newCompany Purpose: Introduced 'War Profiteer' Company Purpose, allowing players to sponsor wars with Men at Arms or Mercenaries.
  • newCompany Purpose: Introduced 'Caravaneer' Company Purpose, providing cultural bonuses and Luxury Contracts.
  • newCompany Palace: Introduced the Company Palace (Domicile) as a base of operations that increases max Trade Routes when upgraded.
  • newCompany Palace: Palace upgrades now require both Gold and Prestige and invest directly into the local city holding.

📜Contracts & Activities(5)

  • newTrade Contracts: Introduced Trade Opportunities to maintain routes, increase sell prices, and fight competing families.
  • newTrade Contracts: Introduced Unity Contracts to address business irregularities and family misconduct.
  • newTrade Contracts: Introduced Luxury Contracts for high-risk expeditions to capture exotic animals and acquire Domicile Artifacts.
  • newTrade Contracts: Added 'Push for Advantages' button to Trade Opportunities to gain bonuses at increased risk.
  • newTrade Contracts: Added ability to chain Trade Opportunities or send an Associate to handle them.

🤝Family & Diplomacy(5)

  • newTraders: Introduced Trader roles for Family or Associates: Manage Competition, Negotiate Deals, and Oversee Caravans.
  • changeHouse Unity: Adapted House Unity for Merchants: High Unity favors Prestige/Noble ties, while Low Unity favors Profit/Competitiveness.
  • newPatron: Introduced the Patron relationship, a new tributary type where the Merchant is a 'Beneficiary' of a landed ruler.
  • newMerchant Charter: Added Merchant Charters which can be used to defy a Patron for Prestige or reinvest in their land for Prosperity.
  • newCompetition: Introduced House Relations deterioration mechanics when competing over the same markets or Monopolies.

Summary

The Merchant Vision

This development diary outlines the upcoming landless Merchant government type, focusing on the 'family company' experience. Unlike traditional landed nobility, Merchants operate through a trade-off between Gold and Prestige, managing caravans and trade routes while navigating their status as non-nobles. Players can start as a Merchant, transition from landed titles, or eventually 'settle down' into landed roles or Republics.

Company Progression & Purposes

Companies progress through 'Company Sizes' (from Aspiring Business to Trade Empire) gated by Acumen (gold) and unlocked with Prestige. Players can specialize their company through 'Purposes' such as Artisan (artifacts), Creditor (lending), or War Profiteer (sponsoring wars). These specializations provide unique tools and bonuses to define the company's role in the medieval economy.

Contracts, Palaces, and Patrons

Merchants engage in Trade, Unity, and Luxury Contracts to build reputation and wealth. Their base of operations, the Company Palace (Domicile), is integrated into city holdings and can be upgraded to support more trade routes. Merchants operate as 'Beneficiaries' under a Patron (the local county holder), requiring careful diplomacy and 'Merchant Charters' to expand their influence or reinvest in the local land.