Mercatorio is a browser-based economy simulation game set in medieval times. The game runs at hourly ticks with players interacting through economic competition and cooperation, chasing financial success and, ultimately, prestige.
Production and logistics are core elements in Mercatorio, and will be recognizable to players familiar town-building or economy simulation games, like the great games of the Anno and Victoria series, with chains of production buildings and production methods refining raw materials into more valuable finished products, and ships or carts bringing raw materials in or shipping the finished products to their markets.
What is new in Mercatorio is a mercantile environment where prices and product availability are determined exclusively by the supply and demand of other market participants, akin to how modern mercantile exchanges function.
In addition, and maybe in contrast to this, Mercatorio strives to simulate the medieval economy as historically accurate as possible, with buildings, products and production methods all modeled after the activities of the era. Put this together and you get a game with a lot of depth and possibilities to explore, hopefully offering an interesting and challenging experience.
See more at mercatorio.io
The Mercatorio July update is now live, with new content and some handy new features.
As those around you, be it bots or other players, make their business decisions and adjustments, this will often impact your businesses operations as well. If the supply of a crucial product is reduced or the price increased, you may experience shortfalls and production disruptions. If the market demand is reduced or your price undercut, your cashflow may be impacted.
With new other split feature (available in warehouses), this impact may be reduced.
Let's say you need some ropes for your operations to run smoothly and rely on the market for obtaining them. Previously you'd have to choose between setting a high price, paying extra at price spikes even when you have reserves, or setting a low price and risk not getting the inputs your operations require.
By splitting the order, you can have a regular order component set near the typical price, which will supply your business at good rates during normal times. Then you split out an "emergency" section which offers a much higher price but activates if supplies are running low.
Similarly, you can set up orders to sell incrementally larger volumes if the price goes up (say 10 units/turn at price 5.00, 5 units more at price 6.00, etc). The warehouse now supports setting up to 3 different prices for each product.
Towns are growing and the new row-houses are introduced to house the commoners. They require more maintenance than the current cottages, but promises to free up valuable urban real-estate.
ooops
The bottom tier (0 / simple) production methods have been merged into 1 / basic. This should not have any gameplay impact as both are accessible from the start.
The first larger update during season 1 will go live tomorrow June 1st just after 16:00 CET. New ship, new buildings, new production methods and balancing...
Breaking down the complexities of moving through some of the rougher areas of Mercatorio, as well as the tools and automation available to assist you.
Local markets for timber, regional markets for ships, funding and reservations for pending bids and asks. Paying the sticker-price to get that shiny snekkja...
Regional markets makes it easier to find counter-parties for buying or selling ships and carts. Also, season 1 will have bees.