High Seas, High Profits!
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About the Game
Build new businesses
Over 20 buildings
Travel the seas
Welcome to High Seas, High Profits! A game about putting on the dusty pants of a medieval capitalist, entrusting drunk sailors with trading your beer and enforcing the almost random desires of whimsy mayors who think famine is kinda bad, but throwing a harvest celebration is crucial!
You’re busy, let’s get down to business:
- discover the cities on your map and the bonuses that they offer
- trade between cities and build wealth
- buy old dusty ships or build your very own new and shiny ones
- learn about prices and set up trading routes
- build production businesses or enter auctions for city owned shops
- find new captains with awesome traits, or train the ones you have into… sucking less
- engage with the other traders, race them through the cities, help them out or work towards bankrupting them and taking over their business
- fight pirates, run away or just.. befriend them, for a chance at treasure and rare ship improvements
- enjoy chill, turn based gameplay that’s trying to accomplish that ‘just one more turn’ vibe
Steam User 21
Fun logistics game. -- If that sounds like a contradiction in terms, this game might not be for you.
Ship movement and trading can be manual, or convoys can automated based on user's route and price sheet. On the first few tries I automated myself into the poorhouse. The developer just added a history for each convoy, and it started to make sense and profit for me.
I've spent a ridiculous amount of time with this game recently. It feels and plays like a finished product now, but the developer is turning feedback into features to actively grow the game.
Steam User 26
Pros:
- Great visuals
- Intuitive gameplay
- It scratches the trading itch that most of the classics did
- The tutorial does a good job of getting you started and the game gets you hooked pretty fast.
Cons:
- I'd love to see some QoL improvements going down the line: being able to select my ship in map view, a quick view of all 'cheap' items from a city
- Not of fan of the font. It's pretty but hard to read.
Steam User 17
A modern Patrician 3 with frequent updates. Looking forward to see what it becomes!
Steam User 16
If you liked Patrician, this is your game. I've been disappointed with the latest Port Royale games, so this has been a refreshing, inexpensive yet deep find.
Steam User 11
A trading game like the Patrician series or Port Royale. Accordingly, the game mechanics are similar in trading, building and also in the quests and characteristics of the crew. However, the focus here is entirely on the core mechanics of trading, which is incredibly helpful and actually a lot of fun. It simply focuses on the essentials and not distracting with unnecessary stuff. For beginners, there are hints and warnings when goods are bought above the normal price. One can see what the goods production costs and so always have an orientation in which price range one should move. The pirates can be “removed” before the start of the game, depending on the difficulty level, and by selecting a turn-based game mode, you can put together an extremely comfortable, bustling trading session in which you can spend hours optimizing. The pirates already appear very aggressive on the overview map due to their cruising style and therefore the in-game description “suspicious” is - to put it kindly - accurate.
The generation of the map is particularly nice, as it really enables many new game variants. Every game is a new challenge for your optimization muscle. ;)
In short, a really nice game if you like that "buy low and sell high" games.
Steam User 7
Simple, quick to learn and with a satisfying gameplay loop.
Found this game while looking for a specific game from the early 2000s who's name I had forgotten (Tradewinds) and it really hits that same repetitive hyper fixation loop.
Steam User 7
Short version:
As someone who loves the trading sim genre, this game is pretty much THE spiritual successor to the classic Patrician series. It scratches a very unique itch: optimizing production and logistics in an economic sandbox driven by supply and demand.
If you're an excessive planner like me, half of the game is played in Google Sheets, while the game serve as a manifestation of your trade empire in graphical form. It's an utterly satisfying experience to see your grand designs play out exactly how you planned it.
The indie dev is also very responsive, actively engages with the player base in Discord. With continued development, I can definitely see the game fill a void in this genre.
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Long version
What I liked about the game:
1. Economic complexity - there are 21 goods in the game with almost half being processed goods, Each business cost different building materials, which would varies the amount of time it takes to break even. Combined all that with a RNG that assigns different pricing and maintenance values every game, players have plenty of factors to consider when deciding which industries to develop.
2. Tribute to the classics - besides the procedural generated maps, the dev specifically put in 3 custom maps: the Hansa, Caribbeans, and the Mediterranean. It allows players like me to recreate the nostalgia of playing Patricians, Port Royale, and Rise and Venice.
3. Progression done really well - similar to Patricians, you gain reputation by trading more with a city and can accelerate its gain by doing missions for the mayor. Each level gets requires progressively more points to level up, which encourages players to develop multiple cities after reaching a specific threshold, since reputation is tied to the # of businesses you can build in a city. Overall, pacing is a lot slower than Patricians, which rewards a more methodical approach to expansion.
Mechanics that need polish/rework:
1. Town management - while this is a matter of personal preference, I really don't like how I can't directly place dwellings or buyout AI industries. Since building space is limited, it always pisses me off when the mayor wastes a perfect 3 x 3 building slot by placing a 2 x 2 building on it. You also can't build housing for your population indefinitely, and can only influence the mayor to do it. Given how housing affects town satisfaction, it's punishing to not be able to control it in a more direct manner.
2. Population management - this is probably my biggest gripe with the game, in that population control is gradual and not instant. Players can control population by providing goods, housing and employment, which effects town satisfaction. Depending on the satisfaction level, the game uses a multiplier that increase/decrease the chance of population change. Satisfaction updates every month, so the change is gradual. Given the randomness of how population is calculated, you can never control how big a town grows. It also leads to cycles, which the town will grow up to the point which it becomes unsustainable causing goods shortages, then gradually decline back to a sustainable level. But if you've built industry in the city, it causes worker shortages. And since you can't move population around with ships like in Patricians, you just have to wait for an entire year in game sometimes for the population to stabilize. It also makes planning for consumption an impossible challenge, cause population swings wildly. I hope the dev gives us more tools to manage population, either let us move population around or cap the growth thru dwellings and/or employment. Another option is for the consumption to be tied to employed populations, as opposed to total population.
In short, give players more tools to alter the sandbox. Afterall, people that play this type of niche are all control freaks. I mean, what normal person plans the entire game out in excel before even starting the game? On a separate note, it does make my wife think I'm working though... while in fact, I'm planning my trade empire, muhahaha!