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Population shrinkage actually cuts down on the types of resources the towns produce. So it feels like you have to juggle some spinning plates there, trying to keep the blighters on your route sedentary and working those industries. Port Royale 4 really, really wants you to move those commodities, because people start leaving towns as if the plague is upon them. Look, a boatĪnother problem exists on the strategic map.
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There’s no visual nor audio impact to battle, and even the tactical play doesn’t excite me at all. Maybe it’s that Port Royale 4 is early in development, but I haven’t been so underwhelmed with ship battles since Sid Meier’s Starships. You also have powers you can use – some are consumable, gained from carrying out the missions I mentioned before. And since each boat has two broadsides, the desire is to get to fire both during the turns. The goal is to get in position and shoot the enemy boat. A ship’s stats determine how fast it can move and how much it can turn per hex. In Port Royale 4, the turn alternates between the sides. Too bad the turn-based battle system is not exciting at all. The well-known pirate tactics of “Dropping Shit-Sized Napalm Patches.” At least the interface shows if you already set goods to be picked up or sold at other towns on the route. In ‘Port Royale 4’ you will take control of a colony as a young and ambitious governor who is eager to learn what it takes. So you have to go set sell/buy orders for every town on the route. Unfortunately, there’s no way to do such simple settings automatically. Usually, the calculus is easy: buy whatever the town produces and sell whatever you bought in the other towns. Once you slap down some towns into a route, you go into managing what gets bought and sold where. Too bad the route interface in Port Royale 4 isn’t the greatest. Kalypso Media and developer Gaming Minds Studios have announced the launch of the closed beta for Port Royale 4. Hopefully, you took the wind direction and draft of your ships into consideration. And the way to have a good stable income is to connect a few towns with trade routes. But as the towns grow, so do their appetites. These commodities are tiered, with the first tier containing basic food stuff and material inputs. Each town has certain goods that it produces, hungering for what it can’t make itself.
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