Market update - preparing for more features
Some new updates as we prepare to introduce some more complex mechanics to the game economy!
There are well over 100 different ports in the game, as well as 150 towns linked to the ports. These towns will find their use in a future update. Below is a screenshot of some of the ports now in the game!
With more towns and ports comes more commodities and licenses to the game, with an update to the supply/demand system too. This still needs some refining but it's getting there.
Have tweaked the sailing mechanics too - now distances between ports are slightly extended, and sailing speeds of ships reduced so all in all making sailing take more time. This might need a nerf to weather events, but will see! Have also made the cost of purchasing stores vary based on the tier of a city. Buying stores for your fleet in Venice or Constantinople for instance will be a lot more expensive than buying them in Bejaia or Bonifacio.
Pirates now come in four tiers - from local pirates to fearsome Black Hand corsairs. They come after the player based off the combined value of your gold and cargo in your fleet... It's worth investing in good sailors and cannon!
Lastly added a notary to the game, who will change the name of your ships, and eventually perform other functions like let you know your monthly profits n losses etc.
Other then that there were some general bug squashing. Appreciate the reports coming in!
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Medieval Merchants
Merchant roguelike sim set in the medieval world
Status | In development |
Author | Hawkwood |
Genre | Simulation, Role Playing, Strategy |
Tags | Economy, Management, Medieval, Roguelike, trader, Trading, Tycoon |
Languages | English |
More posts
- Minor bug squashingJul 07, 2023
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