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Resources and tools are inconsistent.Bronze is a tool that is only required and not spend. But pottery is a resource that is spent when getting water. Illogical.Bronze is listed as "using" while it is only "required". Generally, it seems you throw these "require" and "used" without much thought (the descriptions on the status and on the worker allocation simply does not match).Why bronze is listed in red while I require only 1 and have 50?As said before, I strongly belive that displaying tools and resources in separate parts of the page is crucial (even you, as a designer, have a trouble determining which is which).
The sliders in worker allocation is bad and misleading (clicking Go button), the previous one was much more better.
I have no clue what things my citizens need.
I have an option to "Press olives" but no option to get "olives" Smiley This is a serious flaw of the interface.
Suggestion. I think it is crucial to make some icons next to workers allocation. It is very hard to get at a glance what which slider do.
I have an option to "Press olives" but no option to get "olives" Smiley This is a serious flaw of the interface.You might not have an option to grow your own olives, but other players may do and you will be able to trade for them.
QuoteSuggestion. I think it is crucial to make some icons next to workers allocation. It is very hard to get at a glance what which slider do.I'm not sure I completely understand. Do you mean, for example, an icon of a farmer (or of wheat) next to the "farm wheat" task?
This is a strange design choice... Well, nevermind.
BTW, I like your game, because you make similar mistakes I do. When I look at it I clearly see why some thing are lame and I fix these in my games
If this were a modern-day ads-board in a newsagent, Aegium would put up a note saying "Have 4000 wood; need 1000 stone". Brauron would see the note, be delighted that they could get a better deal than what they were planning, and get in touch. If Brauron's merchants happened to be first in the newsagent, putting up a note saying "Have 1000 stone; need 3000 wood", Aegium would be delighted they could get all the stone they need, but only give 3000 wood - saving themselves 1000 wood.So an advertisement board arrangement means that the person first to announce their trade gets the worse deal. In a trading game, that's definitely not desirable - people will stop putting up their own deals, hoping always to be coming into the newsagent and spotting someone else's.The approach in Xiphos is different. Rather than one side of the deal putting all their cards on the table and allowing the other side to exploit that, both sides equally compromise, deciding on a price which is fair to both.
Cartels only work when all members agree to abide by price fixing. Potential cartel members will probably be on different islands - my plan is that the rivalry between island members will be enough to overcome the benefits of cartel fixing. It's a good point to be aware of however.
when a city is large, it will not be able to produce enough food for itself and must import it
Finally on market limitations - I haven't implemented the code for this but players will only be able to trade the goods they can carry in the boats they have built. This should act as a partial brake on disproportionately large trades.
I could require boats to require 1 person to be set aside when trading. That would impose a significant limit.