Chapter 9 Hunting Plan
But correspondingly, when Ian saw through Gou's conspiracy, this information instantly became the biggest card in his hand at the moment.
Now, Ian's next plan has become clear - he will change his initial characteristics, and then go to squat other players in places that are most likely to be regarded as allies' meeting points.
The place he is currently at is Harrenhal, so the closest meeting point to him that may be chosen by other players is obviously the Crossroads Inn at the intersection of the north-south Kingdom Avenue and the east-west River Avenue and Valley Avenue.
It is the intersection of the North, the Riverlands, the Valley and the Kingdom. Ian believes that many players will definitely appear there, whether they have agreed to go there to form an alliance or are just passing by.
The next question is, how to disguise yourself? And after successfully hiding yourself and discovering other players, how do you defeat them?
Neither problem is easy to solve.
The first is to change the initial characteristics. This idea is beautiful, but it is not easy to operate.
Because none of the equipment that is an obvious feature of Ian's body is superfluous.
Whether it's weapons, armor or horses, these are Ian's core equipment at the moment. Even the reason why he chose to start as a hedge knight was because of this set of equipment.
With only 200 silver deer on his body, he couldn't afford better armor. In other words, if he wanted to change his image, he would have no choice but to change to worse equipment, which would undoubtedly greatly reduce his combat effectiveness.
At that time, it is very likely that after discovering other players, he may try to trick or attack them, but he will not be able to defeat them.
Unlike me, who was a civil servant in my previous life and whose combat power relied solely on the support of the page, many of the other players attracted by the huge bonuses were martial arts champions or cold weapon fighting masters in their previous lives.
With their rich combat experience and skills, they can undoubtedly exert their strength far beyond what is printed on the page.
Unless his average attribute is no more than 5?
"Traveling merchant!" Ian suddenly thought of this profession.
If he is a traveling merchant, even if the soul of the Magic Mountain or the Divine Sword is put into his body, it will not help, right? After all, he couldn't even pick up their weapons.
Just like before Erya passed the training of the Faceless Men, she took her sewing needle to kill the hunting dog. The hunting dog stood still and let her prick it, but she couldn't penetrate it.
So, is it possible for me to hunt a traveling merchant?
As soon as this idea popped into Ian's mind, clues started to connect crazily in his mind.
First of all, it is unmistakable that the Traveling Merchant is a popular start, and there must be a lot of players choosing the Traveling Merchant.
Secondly, driven by the "First Blood" mission, the powerless traveling merchants will definitely not dare to meet the agreed allies, because they neither have the capital to kill other players nor dare to believe in the appointment. allies.
Unless they recruit mercenaries, which happens to be the most popular start with the least obvious characteristics, recruiting mercenaries is a very risky thing for them, and they even need to go around places where mercenaries often hang out.
Therefore, the traveling merchants at the beginning are indeed good hunting targets for Ian. They have neither allies nor mercenaries.
But the traveling merchants did not dare to join their allies, which also brought about a problem, that is, Ian did not find any clues about them.
"No," Ian shook his head immediately, "There are still clues."
Without being able to gain points by killing other players, the traveling merchant's only hope of gaining points lies in the main mission.
So what is the main mission of the traveling merchant?
Ian may not be able to guess what the main tasks of other professions are designed to be like, but as for traveling merchants, no matter how they are designed, their tasks are nothing more than running a business to make money.
Moreover, the Traveling Merchant has a huge natural advantage at the beginning, that is, unlike the Mercenary Knights and others who have no gold in their bodies, they start with a full 100 gold dragons!
For Ian, a task like "earning 1,000 gold dragons" is almost a fantasy, but for traveling merchants, if they operate it properly, it is not impossible.
Therefore, those businessmen will most likely choose to run business after the start.
As for running a business, the Riverlands where Ian is now is a good place.
The Riverlands are connected in all directions, and it is not in chaos like it was after the War of the Five Kings. On the contrary, under the rule of the Tully family, the public security here is considered to be exemplary in the entire Westeros, and bandits and bandits are everywhere. Too few.
It's obviously a good idea to run a business around here.
The question is, which product is better to run?
Northern fur? This is good. You can collect furs at low prices in northern villages and sell them in southern cities.
This is a perfect business route, because the price of furs in the north can double in the big cities in the south (it can be even higher if smuggling does not pay customs duties).
But there are some problems with time. Westeros is too big. Even if you start in the north, it will take at least two months to transport goods to the south. If you start in the south, it will take even longer.
For players who will be drawn by assassins in two months, the fur trade may not be attractive.
If the fur doesn't work, then what about the iron ore from the Western Region?
This thing is also highly profitable, and the business route is shorter. The distance from the Western Region to the ideal shipping point in the Riverlands or the Reach is less than one-third of the northern business route.
Unfortunately, when the system backpack only has 1 cubic decimeter, the ore can only be transported by mules and trucks. If the volume of this thing is too small, it seems that the profit will not be increased.
Moreover, iron ore may still be a government-owned commodity. According to the enfeoffment system of Westeros, it is almost impossible for any commodity to be government-owned. Wait...government-owned? !
"Salt!" Ian immediately became excited.
Things such as salt and iron have always been government-run in the ancient times of the Great Celestial Dynasty. However, due to the enfeoffment system in Westeros, the management rights of large and small territories are scattered in the hands of hundreds of lords, and the royal family has no way to monopolize them. The salt and iron trade was left to the lords and merchants to do their own business.
Converting salt for personal use was a crime punishable by beheading in the ancient times of the Great Celestial Empire, but it still didn't stop people from flocking to it. The profits involved can be imagined.
Let me ask, among all the merchant players who start in the Riverlands or near the Riverlands, who can resist the temptation of salt?
"If they want to engage in salt trade," Ian flipped through the map of Westeros that he had long known by heart.