![]() ![]() ![]() Two design decisions share the dubious honor of being the worst features of a game where very little thought have obviously been poured in. I won't be nitpicking about graphics and sound, because the gameplay is so bad that anything else is simply not worth mentioning. On paper, several great concepts share the spotlight : the game has pirates, legendary cities, the possibility to have a career devoted to trade or pirate hunting. Oh, and it does not take place in outer space, but in the Far East. A casual trading game that sounds a bit like "Elite", but with less options, so as not to be overwhelming. The prospect was appealing because, in theory, Tradewinds is based on a great concept. Tradewinds is my first "adventure in random gaming". I have decided to regularly play any game I stumble upon by following it. One of the things I love about Mobygames is the "Random Game" link. Players can target specific ships for their fleet to focus on, or attempt to flee.Īs the game progresses, more powerful ships become available, more valuable goods enter the market, and more deadly enemies scour the seas looking for prey. Shipyards offer repairs, new ships, and more cannons (at the cost of cargo space).Īt sea, the player encounters pirates and fights them in a simple turn-based battle. ![]() Port Authorities warn of pirate attacks, and pay bounties on the defeated enemies. Taverns offer tips and insider information about the markets. Moneylenders will help you in your time of need for a steep price. In the ports, players click on and enter various buildings: Bankers store your money where it accrues interest and is safe from thieves, but where you cannot spend it. Players select a playable character and begin sailing among seven ports, buying goods at low prices and selling them elsewhere at high prices. This casual game is set in a fictitious Far East, among coastal ports and and a secret floating pirate city. ![]()
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