2. In this game, you are the Mayor of a village and make choices about harvesting raw
materials such as wood stone and wheat for the purpose of building with them, and
inevitably expanding the village. You need to build logging camps, quarries and
farms and employ villages to work at them.
Logging
Camps
Farms
For more workers to gather
resources, you need more houses.
And for more houses you need more
resources
At the bottom of the screen, there is the tally of the resources that have been gathered.
These can be used to trade with, or to make new buildings or facilities (e.g. Bakeries).
3. Resources are not unlimited, and this can be related to the economics concept of
scarcity. The village requires various infrastructures, such as an updated Town Hall
to develop, but the player has to ensure they are producing in order to consume.
Short cuts can be made by
using ‘magic beans’,
however these are also not
unlimited and must be used
strategically.
There is sufficient wait time needed in this game, for resources to be gathered by
workers. This practices restraint and can allow the player to consider what stages are
needed to be completed before we are able continue on the production cycle.
4. Strategies have to be considered. For example, is it better to spend small amounts and
produce less in a short time, or spend more and produce more even if it takes longer.
My strategy is to sacrifice a larger input for a greater output.
Earns 15 coins in 45 seconds and
costs 1 bale of wheat.
Earns 225 coins in one hour and
costs 30 bales of wheat.
My other strategies have been to spend more money on logging camps, as there is a
higher demand for wood, compared to wheat and stone.
5. Achieving Success in
Trade Nation
Players achieve success by expanding
the village and eventually growing it
into a flourishing city.
I am yet to progress too far, but I’m sure
the more you produce, build, trade and
consume, the more becomes available to
do these things better.
Gradual success can be achieved as you
move up levels, unlocking more utilities
and town features to buy and build.
These small successes that lead to the
end success, will encourage people to
continue to play and make good
economical choices for the town.