Music by Josh :)))

Overview

You are a simple merchant trying to make your pilgrimage across the world. Travel isn't cheap and you'll need to use your mercantile wits and make use of whispered prophecies to ensure you can fund your journey.

Objective

Travel to the target city in time without running out of funds. If you can reach 10 cities, you win.

Controls

Left click a tile to place a waypoint on your route. Right click to remove the last waypoint on the route. Left click the final waypoint to start the journey along the route. The popup box will tell you information about each tile and your selected route, such as travel cost and risk. Goods can be purchased and hirelings can be hired by clicking on them at cities.

Mechanics

Each type of terrain costs a certain amount to travel across. Travelling over water is the cheapest mode of transport, but launching a ship has a flat cost of $30.

Bandit camps are represented by a red flag with a skull. Bandit will encamp themselves in mountains. Any tile in a 2 tile radius around the bandit will have a risk of getting raided. When you are raided any goods you are carrying with you are stolen. Bandit camps will also prevent those tiles from providing supply to their kingdoms.

Storms are represented by the dark water tiles. Storms move across the map in whatever direction the wind is blowing, and can change slightly over time. Travelling through a storm has a chance of shipwrecking. When you shipwreck you will lose any goods you are carrying and you will be moved to a nearby land tile.

Events happen frequently in the world, and can drastically affect the landscape and the resources available to a city. You can see which event is going to happen next in the sidebar.

City Prices

Each city buys and sells goods for a different price. The price that a city sets for a good is determined by the supply and demand for a good. The higher the supply, the cheaper the good will be. The higher the demand, the more expensive the good will be. All prices will be between $10 and $40. Each good has a different way of deciding supply and demand.

The demand for food is calculated by adding up all tiles in a kingdom. Each farm tile in a kingdom provides 1 food supply to a city.

The demand for wood is calculated by adding up all tiles in a kingdom that border the ocean. Each unburnt forest tile in a kingdom provides 1 wood supply to a city.

The demand for steel is calculated by adding up all tiles in a kingdom that border another kingdom. Each mountain tile in a kingdom provides 1 steel supply to a city.

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