Since the distant 1992 was the light of the first The Patrician, a lot of water has flowed. By the standards of the rapidly developing gaming industry, in which "five years ago" sounds like "under the king-priest", eternity passed even at all. There is no longer ASCARON ENTERTAINMENT, which released the first “patricia”, which he already created by the economic strategy of the “German school” is perceived as something that has always been and will be forever ..
And "patricians" everything lives and almost does not change over time.
The wind of history
Around the middle of the eighteenth century, the guild of merchants, and then the free trade cities of Northern Germany began to unite in alliances designed to protect common interests. They can be understood – in the yard there was a height of the great era, later called the Middle Ages, and the active part of the population spent its time in various amusements, such as: disornse wars, pestilence, knightly tournaments, papal bulls, robberies, murders and the like. All this did not contribute to trade – probably because citizens occupied by such exalted affairs looked at the production of goods, the search for sales markets and the receipt of commercial profit with contempt, and to merchants – exclusively as a source of immediate personal enrichment.
Unions created to protect the trade from robbers, pirates and local feudal lords grew and widened, and in the end the Great Hansa – an alliance of one hundred and sixty free trade cities and settlements, from Novgorod in the east to London in the West, and Norwegian Bergena in the north to Cologne in the south. Hanse traders controlled by the city of Hansa actually reigned on the waters of the Baltic and North Seas, defending their interests in wars with pirates, and occasionally even with states and uniting trade all northern Europe.
Actually, the alter of the ego player in the economic strategy Patrician IV (and in any other game of the series) is one of the novice merchants of the second half of the fourteenth century. And its main task is to get rich, become a patrician and achieve the maximum possible influence and respect in Hansa.
Market laws
As it should be according to the laws of the genre, at first the player has only large ambitions, a battered boat and a funny amount of thirty thousand gold for “promotion”. The only reasonable application of such money is to purchase goods in their native port, which are here in abundance, take them to where they are in short supply, sell, and put the difference in their pocket. And better – put into business, having purchased goods necessary for the native city and go on the return trip.
The beginning of the career of the future Patricia, in general, will take place in such unpretentious "shuttle" trips. Nevertheless, these rather simple operations are fascinated in earnest at first glance. The fact is that the games of the Patrician series from the first part are very accurately emulated by market relations. We found a convenient route and with a satisfied look you run it with a couple of items of goods that bring fabulous profit? Do not rush to relax. Soon your efforts (or through the efforts of your competitors) the market will be saturated and the benefit will fall to a penny. To succeed, trade must be approached creatively, deftly juggling with successful routes and supplying the cities of Hansa exactly what they need at the moment.
The situation in the market changes dynamically, but obeys certain laws. For example, cities producing meat will almost always need salt, and where salt is produced – always in the price of a tree. In addition, the larger the city and the more powerful production in it, the more goods will be required to satisfy demand, and the more benefit you can get there.
The initial stage of the game is entirely devoted to the search for successful transactions and routes. But it costs the capital, the fleet and the reputation of the player in the eyes of the Hansa grow, how a new element of the gameplay comes into business – the ability to expand their own production. In order to get the right to build something in any city, we must gain a reputation, join the local guild and pay a little. But it’s worth it, because, controlling both production and trade, you can already try to impose your prices and rules of the game to the market. True, for this you need to build entire production complexes, but in the end, all key products have at the disposal of your corporation.
Let's say it is very good to be able to produce meat yourself. This is a very running product in most cities of the Hansa, and it will be much more profitable to trade your own than just resell. But this also needs salt, because taking raw meat by sea, if before the invention of the refrigerator for another six hundred years is not the best idea. The massacre in the city is probably not one, so the demand for salt is huge and it costs the corresponding money. You can, of course, buy it, but it is much more profitable to expand your own production of salt and thereby reduce the cost of meat.
The problem is that each of the twenty cities of Northern Europe has its own specialization-only four to five types of goods produced. And it just so happened that salt and meat are never produced in the same city. So, salt will have to be delivered by sea, and its difficulties are connected with this.
Money and power
Over time, there is an opportunity to trade with the Mediterranean and influence the political life of cities and the Hansa itself. However, the policy here is so intertwined with the economy that it is impossible to draw a clear border between them. For example, in order to win the elections and become the mayor of the city, you need to earn a reputation among the townspeople than the current mayor. Its reputation is usually 100% and is not going to fall just like that. Good -natured burghers appreciate those who bring them the necessary goods, help the city, conduct all charity, but most of all those who give them work. But somehow it turns out that most of the city industries almost always belong to the mayor.
The player’s reputation can be very high – he brings the necessary goods, he feeds the poor at the church, he performs quests of the city council … but 90% and even 95% – still less than 100%. What to do? Bake out production capacities from the mayor and become an employer himself? This is difficult – the competitor is not a fool, it will break up an unusual price for them ..
We have to invent countermeasures. For example, to redeem all the resource in the market for the work of these enterprises, at the same time paying familiar pirates to block the port. You can import goods produced in it in it, but sell them below the cost, ruining local factories. Such frauds will greatly hit the owner of the enterprises, and he, gritting his teeth and reluctantly, will be forced to drop the price.
In such combinations, lion's lion's share of charm Patrician IV lies. It's a pity, but there are not very many opportunities to turn the original plans here. Most of the time you have to mess with ships, warehouses and markets.
The growing business opens up new interesting opportunities, and the construction of its trading empire requires clear planning and leadership. On the other hand, the modern player is more accustomed to the fact that the game entertains him, and does not offer an alternative, albeit interesting, but still work. The need to constantly keep in the mind the movement of several trading flotillas and the situation in the market over time is annoying.
Of course, trading routes can be automated. But under the direct leadership of a person, trading goes tangibly more efficiently, and to do the player whose ships are trading themselves without any intervention, there is often nothing here.
The developers honestly tried to diversify the game, introducing small quests – to deliver goods, to marry (the same delivery of products – to a wedding feast), to destroy the pirates and satisfy the requirements of local princes ..
Give a robbery
Pirates – in fact the main enemy of the player's business. To fly into the pipe at the very beginning of the game simply because the sea robbers cleaned the convoy with goods for a decent amount, more than real. To counteract the pirates, the ships have to be hung with guns to the detriment of the carrying capacity.
In a collision with the enemy, it is allowed to both rely on an automatic battle and personally hold a battle. At the same time, autobos often leads to completely unpredictable results, and personally the most convenient management and poverty of tactics interferes with the command of the flotilla personally. Say, the use of special shells (crankcases and knilers) does not make the slightest meaning.
I want to scold the interface separately. Management for the most part is quite intuitive, but offensive punctures also occur, greatly hitting the general convenience of the game. The interaction of warehouses and shopping centers, for example, was not very successful, and there are times when instead of loading the load onto the ship, the player loads it into the warehouse, even not noticing this.
The system of assigning warships in the group is also very inconvenient. Without setting up a special inconspicuous box, even a ship hung with cannons will never enter the battle with a pirate and simply cowardly surrendered at the first danger. While you find this checkmark, it can go like a lot of time.
The problem of Patrician IV is that sooner or later what is happening on the other side of the monitor begins to be perceived as an ordinary routine, most of the time does not require serious solutions from the player. Having organized the right production and sales routes, you can go to drink tea or do something else. When everything is correctly configured correctly, virtual managers will lead the company themselves, maybe not so efficiently, but evenly and confidently, constantly increasing capital.
But fortunately, in the course of business growth, the player is opening new opportunities – the policy of the struggle, sending expeditions in the Mediterranean. These new elements always appear just in time, so as not to get bored. But in any case, this is only superstructures over the basis of the game. But the basis here is still boats moving from point A to point B and back.
• • •
Most of humanity always acts as passive players in the economic arena. The real business is fraught with risk and losses and requires extraordinary personal qualities, so few risk it. The genre of economic strategies exists for those who would like to try on the role of a businessman, and Patrician IV is good for these purposes. Yes, at times it is quite monotonous, but in the end it only helps to get used to the difficult role of the Hanseatic merchant.
Verdict: Large -scale and detailed work simulator of business in Europe from the late Middle Ages. Sometimes it requires a too serious attitude to itself, and a slightly greater variety of the gaming process would not hurt. Fans of the genre, however, will be satisfied – business is a business, a frivolous approach does not tolerate.
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MANAGEMENT
Hansa fleet
Ships are the basis of your business and well -being, it is thanks to them that your goods reach profitable sales markets, and pockets are filled with gold. There are seven types of ships in the game.
Table 1
Ships
Picture name Carpeting speed (in nodes) sea / river cost + initial cost of materials
SNAIKKA 200 4-7 universal 1000 + 6000
Crayer 300 5-7 universal 15000 + 11000
COG 500 4-6 marine 25000 + 17000
Hulk 650 4-7 Morskaya 32500 + 22600
Hanseatic COG 1000 4-6 sea 50,000 + 30,000
River Cog 1000 4-6 Universal 50000 + 30000
Caravel 2000 6-8 sea 100000 + 60000
Initially, only the first three are available for construction, the rest will open after the relevant studies at the university. But only the mayor can order research, and only a merchant of a very high rank can become it.
However, with starting drawings, you can easily create an impressive trading fleet. The first two types of ships are great for trading with cities – both on rivers and seas, and the third, KOGG, a very good and reliable ship for sea transportation of large batches of goods.
Optimal sea merchant convoy-three or four kogg. The main threat that your company is faced at first is the pirates, and such a group can already stand up for itself. The main thing is not to forget to put the guns on the ships (it is desirable that at least one guns have twenty) and the status of the "fighting" in the order panel.
The ships are much more vulnerable. The fact is that only three ships on each side can participate in battle, and small vessels are obviously inferior to large in strength and firepower. Therefore, the optimal group of small ships looks like three fully armed and, if possible, understood by the sailors of the vessel, and a couple of unarmed ones, designed to compensate for the losses that have arisen due to the guns in the carrying capacity.
Note that on all ships after Hulk’a it is impossible to install weapons. Apparently, the developers did not fool themselves with a change in the combat balance after the appearance of new ships and simply cut off their opportunity to fight. This reduces the value of new developments.
Trade
The secret of effective trade is in skillfully following the conjuncture, thoroughness and willingness to enter new markets. Do not focus on the same trade routes – if you carry goods from Germany for a long time to the Baltic states and vice versa, they will fall great in price and there and there. Looking for new trade routes
Also more often pay attention to the priority needs of cities, displaying on a map in the form of icons depicting goods. If you see that some city is absolutely necessary for salt, then why not make a small hook and help out a little more money?
To evaluate the saturation of the market and its prospects on it, just look at the shopping center at the trade table. The first column in it is the name of the goods that does not need the comments, but in the second it shows how rich the market is. There are five saturation levels:
The goods are not enough, it is very expensive and is vital for the city. Its purchase is unlikely to justify itself economically and will lead to a decrease in the player's reputation in the city.
The goods are present in the market in a volume sufficient to satisfy internal demand, but not more than. Buying will justify itself only if you sell it in a city, which is not enough for this product.
The goods are present in abundance, buying it here is profitable, but you should not sell it.
Goods in excess, buying it here is very cheap, selling it is more expensive.
Whatever it is, soon the streets will begin to pave them here. The market is oversaturated, there is too much product, and it is sold below the cost.
Further in the table there is a real amount of goods in the city’s warehouses, the current value (with each unit purchased it will increase, with each sold – to decrease), the amount of goods in warehouses and ships of the player and its cost (the average cost of manufacturing or purchase).
Captains and expeditions
The concept of captains is one of the most non -obvious in the game. Many players recall that their convoys lead some captains there only when they open the opportunity to send an expedition to the Mediterranean Sea and suddenly find out that they cannot do this, because for this we need a captain with the experience of navigation 3.
Table 2
Captains
The field of experience restriction effect
Combat experience increases the damage caused by the convoy in battle. Each level gives an increase in 2%. No
Trading experience reduces simple in ports in automatic trading mode, each level reduces the time of stopping by 10%. The player’s leadership claims that the captain needs at least 1st level to create automatic trade routes. But this is not so, at least in version 1.1.3 My brave captain calmly traded with the number 0 in this column.
Shipbuilding reduces repair time. Each level accelerates the repair by 5%. No
Navigation of the speed of the convoy increases by 2% for each level. The convoy needs a captain with a third level navigation in order to be able to go on an expedition to the Mediterranean Sea.
As you can see, the captains and their abilities are not forgotten from scratch, but simply because their abilities are an empty place. Spend 10,000 gold in a tavern on an increase in 1 combat capabilities of the commander, thereby increasing the attack of the squadron by 2% – this is … let's say, money can be found better. It is worth paying attention only to navigation, because a trip to the Mediterranean with its cheap wine and fabrics, as well as spices that simply do not produce in Northern Europe, promises fabulous young ladies.
There are five trading ports in the Mediterranean Sea, but at first, oddly enough for the XIV-XV centuries, their location is unknown. First you have to explore the coast in search of shopping centers.
Sea battle
If the enemies attack a defenseless convoy, the only thing that can be done is to escape. As a rule, such attempts are unsuccessful and the pirates joyfully expropriate the most expensive goods.
If the attack was committed on a convoy with security, then the sea battle will begin.
The combat unit in Patrician IV is very weak. The battle is controlled by two buttons – the right is responsible for movement, the left (when clicking with the mouse on water) – for the onboard salvo. At the same time, if the player does not give orders, artificial intelligence will intercept control of the ship and will lead him into battle.
This is interesting: It's funny, but in this way the computer wins much more often than with ordinary autoboy.
The main thing in the battle is to maneuver, evading volleys, and hold the enemy ships on the line of the shot of each other. Artificial intelligence is stupid and joyfully fits in its. But the decisive factor will always be superiority in firepower, so do not skimp on guns.
Shoot in battle only cores. Knippels are almost useless, and the map is useful only when shelling the last ship of the enemy – kill the cannon calculations, and he will hand over the ship by replenishing your fleet.
City buildings
These buildings are in any respecting city of Hansa. All trade and the life of the city are spinning around them.
MARKET HALL – a building to interact with which you will be 90% of the time spent in cities. It is through it that all trade passes through it, and (one of the most non -intuitive moments in the game) it is here that you can load goods from warehouse to ships, and vice versa.
Shipyard (Shipyard) – serves for the construction, repair and weapons of ships.
Municipality – allows you to interact with the city on various political issues. Here you can find out your popularity among citizens, get a task, sponsor the construction of one of the special buildings, and also send your military convoy to patrol the coastal zone in search of pirates (increases reputation).
Guild – here is bought membership and permission to produce goods in the city. Also in the guild, the right to conduct expeditions in the Mediterranean is bought and detailed information on their results is given.
Church – is responsible for charity. In the first -level church, you can pray and sacrifice money for its development (both increases the reputation). When the temple develops to the second level, it will be possible to engage in feeding the poor (also improves the opinion of residents about you). The majestic cathedral, into which the church turns upon reaching the third level, also allows you to buy an indulgence that removes all negative effects from your reputation.
Tavern – Here you can hire additional sailors (you need only in a battle to accelerate the charging of guns) and arrange a local criminal element for some dark case against competitors. Also sometimes in taverns there are coaches, for a fee, increasing the characteristics of your captains.
Architect – It is necessary for the construction of commercial buildings. All production buildings and residential buildings belonging to the player are ordered here.
City gates – If an image of a wax seal appears over the city gate (means the appearance of a new message), a merchant’s rank CouunCilman can meet with the messenger of the local prince and find out what he wants from the city. He wants, as a rule, money or goods. But there are original tasks – for example, to lower the standard of living of the population in one of the cities of Hansa. The fulfillment of tasks increases the favor of the feudal lord to the city and the reputation of the merchant who fulfilled them in the eyes of Hansa. Their malicious ignoring leads to the fact that the enraged prince comes with his army.
Special buildings
These buildings can only be built by the mayor. If you are not a mayor, but the construction of one of them is necessary, you can also try to sponsor the construction through the municipality, but it is expensive.
Monastery school – for an unknown reason, increases the influx of poor immigrants (and hence the number of working hands and the speed with which the city grows). Can be improved and turn into ..
University – allows you to conduct research. Among other things, here you can open the secrets of building new types of ships and even the opportunity to establish a new city.
Hospital – reduces the likelihood of an epidemic in the city. For reliable health care, you need one hospital for three thousand people.
Mint – increases the standard of living of the people. In the city with a monetary yard, there are much more wealthy burghers.
Chapel – reduces the discontent of the townspeople in difficult times.
Commercial buildings
These buildings always belong to private individuals. Hanseatic merchants build or buy them to obtain the necessary resources and influence in the city.
Office – This is the first structure available to the player for building. It is impossible to conduct a serious business and produce goods in the city without a representative office of your company. Serves as a warehouse, which receives goods produced at their enterprises. The administrator is also hired here, through which you can automate the sale of your products right on the spot. However, selling it somewhere behind the sea is usually more profitable.
At home – Citizens live in houses. The owner of the house collects Rentu from residents.
Sawmill – produces six units of wood per day. Production does not require additional materials for work. Wood is required at many enterprises, and forest production is beneficial throughout the game.
Brick factory – gives six bricks a day and also does not need raw materials. However, building materials are not such a running product as wood – as a rule, it is possible to saturate the market quite quickly. Before the start of large construction in the city, it is recommended to make a large batch of wood and bricks there – since the cost of construction includes the cost of building materials, the savings will turn out to be a fair.
Grain farm – grows six units of wheat, does not need raw materials. Large batches of grain are a good product, especially at the beginning of the game.
Himbow farm – six hemp measures per day, does not require additional materials for work. Hemp is needed primarily for cities producing fish and skins.
Sheepfire https://sister-site.org/bubbles-bet/ – releases four units of wool, does not need raw materials. Wool is needed in cities with developed fabric production.
Coaling – produces four units of metal per day. Metal is perfectly appreciated throughout the Hanse, but especially in demand in cities with a well -set blacksmith.
Apia produces honey. Despite the fact that in the Middle Ages honey was the main sweet product, the game is not considered particularly valuable. However, making a business “on honey” is quite real, and the cities that produce meads tear off this product with hands.
Cheese man – The last structure of those that do not require raw materials. Produces two units of cheese per day – running goods valued in all Hanseatic cities.
Saltworks – produces four units of salts per day, four units of wood are required to work. In general, salt is a product of average value, but, selling it in cities producing meat and fish, you can get a serious profit.
Forge – For work requires two units of metal and one unit of wood per day. Of them produces two units of tools. Tools – excellent goods in demand almost always and everywhere.
Breeding factory – very profitable business, especially at first. It makes three beer measures per day, while consuming less grain units. Beer – a running product, but not the most profitable.
Brewer -breeding factory (mead) – Reminds the previous one, only then two units of honey are used, and at the exit we get two barrels of mead. A little more is appreciated than beer.
The weaving shop – makes two units of fabric from two units of wool.
Tailor – sews one unit of clothing from one unit of fabric. It is in cities with clothing manufactories that makes sense to sell the fabric. Clothing is valuable and expensive goods, but it is quite easy to saturate the market for them, especially at first.
Smokehouse – consumes one and a half measures of salt and three units of hemp, in return gives three units of dried fish. Fish is a valuable food product and cities are needed almost always.
Cattle -breeding farm – produces meat – very expensive and prestigious goods. For the manufacture of one unit it needs one and a half measures of salt every day.
Smallness – Of the one and a half units of wood, makes two units of resin. The resin is not used in the part of the farm visible to the player and belongs to the products of the average value.
Hunting house – produces skins. For work, it requires half a single hemp and the same number of tools every day.
Vinokurnya – produces 0.5 wines per day. In Northern Europe, there is production only in France, but imports from the Mediterranean are possible. The wine is very profitable, but, like any luxury, has very limited sales markets. However, in large and wealthy cities, his lovers will always be found.
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