Build Menu
Under the Build menu, i.e. the hammer icon, a player can choose to build buildings, decorations, castle or to expand his land. Various description and information of the buildings / deco are available by clicking the small little 'i' circle. There are decorations which add to the gold and experience gained. Often these additions are in small amount, i.e. <1% to a few %. Some decorations, especially those purchased with magic beans, can have much more pronounced effect.
Shops come in different varieties. Some shops, e.g. the stalls selling fruits, meat etc need a villager to man it and no resources are required (wonder how they get their fruits and fishes). Other shops, e.g. Pubs, Carpenter, Baker do not need villagers as staff, but they will consume resources instead.
Personally I don't think the percentage boost is not as critical as managing the different goods production, i.e. a player in Trade Nations can level up and gain gold more easily by managing the goods production in his shops.
The keep / castle buildings are often the most expensive to build. For example, the current most expensive Citadel will need 500,000 gold, 50,000 lumber, 30,000 cloth, and 75,000 cut stones! These expensive advancements are needed in order to build other buildings.
The other expensive item to 'build' is the land expansion option. At some point players in Trade Nations will run out of space to put new buildings and decorations. There are current 9 land expansion stages. Resources are not needed for land expansion but he gold required is significantly more than the Keep / Castle selections. For example, 'Increase Land 8' option will cost the players 1.5 million gold!
Among the newer buildings and decorations available, those in the Carnival category are interesting. Trade Nations introduced them as a mean to liven up those little towns and villages that players are building. So players can have Theatre, clown, Big Top and many little carnival tents. These buildings seem to add more gold and experience faster than the traditional shops.
Market & Trade
Last but not least, Trade Nations has an innovative world wide 'market' function. When players produced too many resources to keep in the storage, it is profitable to sell them at the market. Click on the picture below to get a sense of the buying and selling prices of the different resources.
Here's a personal tip: buying and selling of resources from the market can yield great golds for the smart players in Trade Nations. For example, cut stones can be bought from as low as 220 gold for 100 cut stones, but it can be sold subsequently for near to 300 gold! So if a player has more space for storage, buying and selling of these resources will be worth the effort.
The trade cycle in the market is not refreshed in real time, i.e. prices do not change instantly. Thus this means that when prices are high or low, the player could sell or buy respectively in infinite amount, barring the capacity of the storage.
Trade Nations is a fun game on the iPad platform. It is somewhat therapeutic to see the little villagers moving about in the town you created. Decorations and the buildings help to keep a flavour that reminded me of the story of Jack and Beanstalk somehow. The amount of time spent for Trade Nations is not all consuming, unlike other games with conquest elements. Thus overall Trade Nations is one of those games that keep the players coming back, and is worth your time to give it a try (if you have not).
- iPad - Trade Nations: Review & Guide Part 1
- Trade Nations - Building a Citadel without using Magic Beans
- Trade Nations 3.3 - Far East Additions