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Trade Empires

 
AMG AllGame Guide:

Trade Empires

Game Description

Trade Empires is a strategy game that challenges the player to build and maintain a mercantile domain across dynamic world conditions that span the course of human history. By developing efficient and profitable trade routes and leveraging advantages to dominate any competition, the player gains wealth and power that allows further development and new advances. The game is broken into 15 episodes. As the world's civilization evolves, new technologies call for new goods and allow new means of distribution. Players must change with the times to exploit new markets, lest they end up a forgotten footnote in the pages of history.
~ T.J. Deci, All Game Guide

Review: Overall

While many business simulations look ahead and speculate on the future of industry, a small number of sims revisit earlier economic eras. Trade Empires strips away stocks, bonds, and Wall Street to explore a less developed, but more dangerous, time of trading. Gamers looking to give up trading on rice futures for trading rice grains from the past should try this title.

Before the onslaught of train, truck, and airplane trafficking, the world relied on basic transport like camels, mules, and horse-driven drays for goods. Highway bandits looking for a caravan laden with gold often targeted merchants. Only the most careful caravan owner could establish a safe path for supplying items to meet the needs and wants of growing cities eager for exotic commodities. In Trade Empires, you take the reins on the road to riches through wealthy India, ancient China, and an industrialized England by building roads, employing guards, and paying for city upgrades to attract settlers to increase demands for goods.

Trade Empires provides developments in technology to help the novice trader learn the ropes of commerce. Improvements are reflected in the modes of transport, ranging from mules and donkeys to the earliest breed of the iron horse. Missions also offer production buildings that begin with refining one resource into items and ends with complex goods requiring multiple items such as cannons. Placement of such buildings must take place in the realm of influence, similar to the towns in Sid Meier's Civilization III, and boundaries expand as bigger markets provide more room for recent inventions in production. It's a changing landscape with people drawn to the cities that boast the most goods.

Although the game does not fuss with the more modern aspects of money, like a stock market and portfolios, it is still a complicated system to maintain. The "supply and demand" principle grows teeth quickly when several products come into play in a wildly fluctuating market. Players manage multiple cities through simple menus, but the more than 200 units and 30-plus upgrades spread over 18 scenarios makes money management difficult. Money that could be used for a new route often pays for new upgrades to capital cities. The game quickly grows into a delicate balancing act of improving the cities for more customers and investing in the company for new product routes.

Trade Empires uses more than a few design ideas from the Railroad Tycoon II simulation. Individual merchants have special traits like faster movement or better prices on goods, similar to the manager for hire in Railroad Tycoon II, and trails and roads are laid out like train tracks. Even the upgrades that help growth in both games are similar -- fans of the train business simulation will be able to dive into Trade Empires with little preparation.

While Trade Empires takes place on four continents, there are only modest differences in graphics from land to land. Unlike Sid Meier's Civilization III, though, you can't enter cities to review your industries, as towns are viewed from a static isometric perspective with the only animation being merchants scurrying from market to market. The game needs more artwork, such as portraits of merchants and city screens depicting a closer view of towns.

Sounds aren't much better than the graphics. While the soundtrack features different generic songs for each level's region, the sound effects are nearly nonexistent with audio cues indicating when a merchant is ready to embark or that items have been sold. The inclusion of even a few dialog lines to help set the atmosphere could easily have enhanced the effect, but, as with the graphics, the designers opted for the bare minimum.

The most serious complaints center on game design flaws. Even with several good ideas borrowed from other titles, Trade Empires misses the boat completely in some areas, such as offering no multiplayer action despite some levels involving up to four families battling for supremacy. There's no cohesive storyline, no character trying to regain the family fortune, nor anyone seeking to disrupt enemy trade routes. It's left to the gamer to supply the motivation behind his or her passion to build a trade empire. Scenarios can be played in any order with no advancement needed, and, finally, the market values in bigger towns simply bounce from high to low with no warning, making it difficult to keep adjusting the merchant loads on the fly. Smart city managers or intuitive merchants indicating that an item has fallen from public favor might have helped. While these issues don't necessarily ruin gameplay, they do limit replay value.

Trade Empires is a mostly enjoyable step into the past that offers a change in venue if not a change of pace, and incorporates the flurry of fine-tuning available in other business simulations. With a little more work and another round of polish, especially in the design choices, the title could have supplied more demand. As is, Trade Empires will likely fade away as a near miss.
~ Christopher Allen, All Game Guide

Review: Enjoyment

Starts as an interesting niche in the business simulation market, but quickly suffers the effects of dubious design choices.
~ Christopher Allen, All Game Guide

Review: Graphics

Aging isometric graphics represent cities that grow increasingly cramped; picking out the market in a crowd of buildings can be a tad difficult. More diversity would have been welcome, such as portraits of the merchants.
~ Christopher Allen, All Game Guide

Review: Sound

Beyond simplistic songs, there aren't any sound effects worth mentioning. Voiced dialog would have enhanced the various stages and established atmosphere.
~ Christopher Allen, All Game Guide

Review: Replay Value

There's no story to explore or replay, no multiplayer, and no requirements for playing through to more difficult levels. Most gamers will try a few levels and move on.
~ Christopher Allen, All Game Guide

Review: Documentation

The tutorial is helpful, especially since each step in the menu is highlighted to avoid confusion. The manual is adequate, but contains no historical text explaining the difficulty of maintaining a caravan in ancient times.
~ Christopher Allen, All Game Guide

Production Credits

Company 1: Frog City Software; President: Rachel Bernstein; Game Design: Bill Spieth, Ted Spieth; Lead Programmer: Mark Palange; Programmer: Andy Fredericksen, Jon Edwards, Rachel Bernstein; Art: Vadim Vahrameev; Data Wrangler: John Van Dinther; Installer: Warren Mar; Tester: Warren Mar; Sound Effects: Audiosyncrasy; Company 2: Eidos Interactive; VP Of Development: Nick Earl; Producer: Clayton Palma; QA Manager: Brian King; QA Lead: Eruch Adams; Assistant QA Lead: James Cabot; QA Tester: Jesse Andrews, Nevin Chou, Carlo Delallana, Erik Kennedy, Jeffrey Lowe, Ralph Ortiz, Henry Perez, Fernando Robles, Nick Wilson; Additional Tester: Ross Allan , Timothy Beans, Steven Briggs, Doug Bulna, Jim Jerz, Tim Mitchell, Alan Nemeth; Music: David Rovin; Marketing Director: Chip Blundell; Product Manager: Renee Pletka; Marketing Coordinator: Randy Stukes; Public Relations: Michelle Seebach, Bryan Davies; Instruction Manual: Hanshaw Ink & Image; Special Thanks: Eidos Team, Moore Design Group
~ Keith Adams, All Game Guide
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Trade Empires

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Trade Empires
Trade Empires UK box art.png
Retailed box art in the United Kingdom
Developer(s) Frog City Software
Publisher(s) Take-Two Interactive (UK)
Eidos Interactive (US)
Platform(s) Microsoft Windows
Release date(s)
  • NA 25 September 2001
  • EU 11 February 2001
Genre(s) Business simulation game
Media/distribution PC CD-ROM
System requirements

64MB RAM
DirectX 7 compatible 8MB 3D Accelerated Video Card
DirectX 7 compatible Sound Card
4X CD-ROM Drive
300MB Hard Disk Space

Trade Empires is a PC game developed by Frog City Software in San Francisco and published by Eidos Interactive. During development its working title was The Silk Road; however, this was changed by Eidos Interactive as they were concerned about the title being too highbrow.

Trade Empires is a pausable real-time strategy game about building a merchant empire. Gamers build vast transport and trade networks that change over thousands of years as new technologies are developed and more modern products are discovered. The rules of the game are simple; the variety comes in through the discovery of new products to trade and new ways to transport those products.

Gameplay

  • Play the first trading and transporting simulation to emphasize the effects of technological change over thousands of years on the relatively simple model of producing and delivering commodities to make more money than the competition.
  • Start out simple, with one merchant and his donkeys. Gradually build up your merchant empire until you control a vast trading web.
  • Manipulate the supply and demand economy to dominate the other merchant families. Corner the market. Undercut their prices.
  • Explore and Exploit: Continually discover new markets and products, from silk in the Far East to steel in industrial Europe.
  • Adapt your family's trading network to an ever-changing economy or instead face defeat when your competitors purchase advanced technology and deliver superior products.
  • Span the centuries and the world, in regions from Ancient Sumeria to 19th century Europe.
  • Build vast transportation networks, using anything from dirt trails to railroads.
  • Compete against other merchant families who are powered by a clever artificial intelligence that plays by the same rules you do.
  • Rendered units and buildings on a 3D map.
  • More than 200 structures and 30 units in 15 different episodes.

Campaigns

The game features 19 campaign scenarios based on historical trading periods in human history. A step-by-step walkthrough is playable by users on the Learn to Play mode for the Shang Dynasty of China (1700-1100 BC). The game imitates the historical period through the supply and demand process of that time. Goods such as rice, millet, silk cloth and jade idols are traded during the campaign. The Tang & Song Era (AD 615-1280) of China is also depicted, although not as a Learn to Play option.

Other Asian trading periods include First Civilization (2500-2310 BC); based around the regions of the Indus Valley, Afghanistan, Zagros, Mesopotamia and Assyria.

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AMG AllGame Guide. Copyright © 2012 All Media Guide, LLC. Content provided by All Game Guide ®, a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia on Answers.com. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article Trade Empires Read more

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