About This Game Strategy, trade and empire building on the old Silk Road. Spice Road is a town building, social and economic simulation game full of original challenges."Deep in the mountains and deserts of central Asia, where life is hard and death is sudden, thin trails of gold, silk and spice trace a web between the industrial forges of the West and the exotic climes of the East."You are a colonial governor in the 18th Century, building a town on the Spice Road in a time of war and discovery. More than spice travels your roads – musket armies, philosophies, and power plays that span the globe are at your control. From palace to monastry, trade post to smugglers den – your town is worthless without the nobles, monks, merchants and rogues that chose to live in it – and keeping them all happy at the same time is never simple.Spice Road uses the StormRaid™ engine to deliver a beautiful fully 3D rendered world on high-end DirectX® graphics cards.Features: Advanced economic and trading simulation. 3 tiers of industry provide goods and services for populations of citizens, slaves and nobles with full control over wages and taxation. Build a network of farms, mines and caravan routes. Scout the map to find rare and exotic goods to export to distant lands. Defeat Bandit raiders, or pay them tribute to keep your routes peaceful. Compete against cunning corporate rivals. Choose diplomacy or raid their caravans and wage war on their cities. Meet your citizen's social and religious needs. Attract visiting explorers or pilgrims by developing the entertainment or spiritual side of your town. 20 Campaign Missions + generate new maps in Sandbox mode. Player Comments: "I think it's genuinely fantastic. I play many strategy games, and it's hard to find a mid-level title that is as solid as Spice Road in terms of gameplay." - Colin"This must be one of the best indie titles I've ever played. I really love it how new features that you unlock bring new challenges... the deep gameplay is something that I enjoyed most in Spice Road!" - Pawel"An excellent game... Having TONS of fun" - Unchayned 7aa9394dea Title: Spice RoadGenre: Indie, Simulation, StrategyDeveloper:Aartform GamesPublisher:Aartform GamesRelease Date: 24 Apr, 2014 Spice Road Torrent Download [addons] spice road bike tours thailand. spice route history. spice road bangkok. spice road bike tours. spices newton road great barr. spice road sydney. spice road vs splendor. red spice road $5 pork belly. spice road golem edition. spice road table epcot review. red spice road ubereats. red spice road functions. spice road epcot menu. spice road bramhall. century spice road app. spice route imperial. spice road phuket. spice sandringham road. johnnie walker spice road duty free. spice road pdf. spice route hotel. spice london road croydon. spice road 2 player. spice road cycling. century spice road rahdo. spice road epcot. spice road expansion. spice road pc download. spice road morocco. spice road def. spice 6 road no 12 menu. 1 spice rd fort mill sc. spice road studio city. spice road chiang mai. spices foleshill road phone number. spice road card game. spice route imperial menu. red spice road mckillop street. spices ayres road. century spice road uk. spice road table dinner at morocco. spice road vietnam. spice road definition. spice route imperial hotel. spice route halal. spice road usj menu. spice radcliffe road nottingham. spice route houseboat. spice road philippines. spice road eastern wonders. spice road board game. spices newton road menu. spice of life mack road. red spice road 27 mckillop street melbourne. red spice road artemis lane. spice road pork belly recipe. spice road restaurant. spice route ice cream tasting. spice road disney review. spice road uk. johnnie walker the spice road 1 litre. spice road subang jaya. spice road in epcot. spice road golem. spice pond road. spice route india I only bought because i got 90% off from a coupon for 20$ its very boring not much else to say. I find these raving positive reviews about this game highly suspicious.This game is very small on content, feels like a simple flash game.And it still looks more like an early beta game, even though it is advertised as a finished product.Beware.. This game is almost casual. Almost. Play is quick and clean. It is more an abstraction then a sim - and it is well done. Totally worth the price tag.. A very pleasing game. The graphics are adequate, although it's not that important here. It feels well designed, without bugs, super fast (loading, opening) and super light. The sort of things you sometimes get from indie developers. I put is on the same shelf as Mount & Blade and Banished.. I bought this game when it was in early release -- anyway, a few months ago. Played the campaign through and enjoyed it immensely. Fairly quick learning curve. Fun to play.. This game is a pure indie gem. It scratches the trading itch Railroad Tycoon III had left and the Port Royale series failed to take over with very nicely designed game mechanics. Add to it a bit of citybuilding and strategy and... voila !It is very replayable.. Dear reader,Below please find my unenthusiastic recommendation for Spice Road:The concept is interesting for about 7 hours.What kills this game is the repetitive click-fest (even with the game on pause) to build several practically identical towns, as every building has to be built individually. If you see screenshots of enormous towns for this game -- yeah. Every single building has to be placed individually, and if you have 6 or more towns that becomes a new clicking game of itself, which I don't enjoy.The game is not nearly as deep as I had hoped from some of the reviews.Worst of all, the tutorial "storyline" is mandatory to access all the buildings in sandbox. I would rather do away with the tutorial altogether, but forcing me to play it did show some interesting scenarios in the process. It also guaranteed I would not have an adequate comprehension of the game BEFORE my 2 hour request Steam for a refund period.So yeah -- the game is okay. It could certainly be better. It could certainly not force players through the tutorial and still allow for varied challenges if the developer had wanted to provide more options to the sandbox mode. But instead, sandbox is inextricably tied to the amount of the tutorial the player has accomplished.There is a technology tree, which allows access to buildings and building upgrades, but points for the technology tree only occur in the tutorial storyline as levels are completed. Hence the tree is merely a means of blocking sandbox access to the full building menu until all the whole storyline is completed.Once you start to win, once the wheel begins to turn, there's practically nothing to stop you. But getting to that point can be an interesting challenge.I would only recommend this to die-hard tycoon fans.. TL:DR; Uneccesary 3d graphics, most engaging action is holding the speed button, extremely boring title.Review: 5\/10 at bestGame is really boring, and boredom kicks in way too soon. You basically put buildings, watch them go up and it changes some numbers around. All while holding speed button, which makes it feel a bit like idle game.Nothing to do here, really, except perhaps unlocking easy achievements.. I find these raving positive reviews about this game highly suspicious.This game is very small on content, feels like a simple flash game.And it still looks more like an early beta game, even though it is advertised as a finished product.Beware.. Some of the other reviews give this game a thumbs down for not being SimCity; I give this game a thumbs up primarily for not being SimCity. It tries to do something different, and while it could use a TON more polish and mechanics that add a bit more depth and variety that keep it fresh for a longer period of time, the game is different enough that it scratches a managerial itch of mine I have trouble finding good ways to scratch. Unlike a lot of trading games that demand you manually perform boring, routine transactions yourself, Spice Road automates nearly all the routine tasks. That said, this is where it starts to run into problems, because it has the Final Fantasy XII problem of automating the simple, routine actions, but then not adding in anything else for you to actually do once you've set up the routine. That said, to counter one of the complaints about the game made by some of the other reviewers, there's nothing particularly wrong with being able to hold TAB and speed the game up until things happen. The game's base speed is a super-slow-motion, so that you can make tons of decisions in a relatively short span of time within the game, then, once all your orders are done, you just hold TAB until you're ready to take more actions (such as waiting for more money to come in to build the next building), and hitting F4 even explicitly exists as a "fast forward until the next building gets built" button, although I rarely bothered using that instead of TAB. The interface in general is rather lacking, however. It's great that things are automated, but at the same time, it's extremely hard to understand what's actually going on behind the scenes. You can be told, for example, that a goods workshop consumes ore and tools, plus hires 10 workers and pays a salary to them, in order to craft goods... but then it doesn't say HOW MUCH ore is used to make how many goods. Control over your city basically runs on seeing a HUD that has green lights when things are good, and which turns yellow, orange, or red when you need more of something, but beyond that, the game makes it very difficult to reverse-engineer anything about what's going on below the surface. This often matters while playing, because you can have a city that produces tons of food or goods, but still have a yellow food or goods indicator because your city is trading away all the goods because some off-map trading node will pay more for your goods, and your merchants will trade away their own lunch and starve if it makes them an extra dollar of profit (then blame you for starving). In most cases, it almost doesn't matter at all, however. Outside of the "Isolation" mission, the only thing you really need to do is look at what's making profits, and look at the price indicator on the world map. The only thing that actually seems to matter is the price of different commodities, so if something is expensive, you just try to build more of that thing. I find the supply chain dissappointingly short. Basically the only thing that you use to actually manufacture secondary goods is ore. You need food, ore, one kind of "recreation" good (alcohol -which is for some bizarre reason not grown in the same place as food and vice versa in spite of anything you can brew almost definitionally being edible-, opium, and tea), and one luxury good (and one of the luxury goods can be manufactured through ore, so that's not even necessary). This basically means that you need ore and food, and the rest is just fluff that you exploit solely to drive up profits. Ore is used to make tools (needed to run almost everything), goods (needed in freakishly large quantities by your population), weapons (needed by soldiers for combat), and artisan (artificial luxury goods). These make you all the money you will ever need, and beyond that, you just need access to food and a recreation resource. (And you can easily trade for the latter, although you need enough food that there will be problems if you solely rely upon importing food.) Likewise, there's a halfhearted attempt at having "inns" that allow for "tourism", but you basically just set down more churches and saloons and they generate money even if you have no other resources to exploit, which makes the other resources even more meaningless.Beyond this, there are cities, where you invite nobles to your city to buy more things you can sell them for a profit, but which make increasing demands upon your city's infrastructure to the point that once you set down the palace and actually turn a town into a city, then unless you have leveled-up buildings, then you cannot build more infrastructure to meet needs fast enough. (Build a palace, and it demands more security, so you build more barracks or a fortress, but then it needs more repair, so you build repair yards, then it needs more population, so you build apartments, but then you need more healthcare and recreation, so you build a hospital and casino, but then you need more population, so you build apartments, but then you need more religion, warehouse space, and water, so you build a cathedral, 3 more warehouses, and more wells, but then it needs more security and population...) You can level up your buildings to make them more efficient, but the problem is that the high-tier buildings you get in cities require geometrically more experience to level up, and since you need to keep building more and more of everything, you never get the chance to level those things up. Because of this, there's basically never any reason to have a city except to satisfy arbitrary mission objectives for one. If you CAN build a city, then you're obviously making money hand-over-fist already, and therefore don't NEED a city to make any more money. (Cities are generally just giant pits you throw money into, anyway...)This brings us to the common failing of so many management games, which is that difficulty exists only in the earliest stages of a mission, and once you start making ANY profit at all, there's almost no reason outside of some catastrophically stupid self-inflicted blunder you would ever stop making money. There is almost no way to feel a challenge in this game outside of finding out that the first town you blindly put on an unexplored map was placed near no resources, and you are forced to reset. (Expect to make one blind guess-and-scout short session focused purely on exploring the map, then reset once you know where everything is for every mission.) Combat does hypothetically exist, but it's a bit of a joke. Build four barracks, set them to attack a town, and speed up time until you defeat everything. Even if outnumbered, you can wear them down with attrition and replacing dead guards is cheap.One other commodity is slaves. Slaves are abysmally badly represented, and are basically just a "population recource" you find and exploit like ore mines or farms. Slaves grow infinitely, and once in your slave huts, are just population that eat 45% as much and never cause any problems or change society in any visible way. Graphics are also... bad. Like N64 graphics bad. I presume the developer bought them in some sort of medieval asset pack, because some of the graphics don't quite match the function of the building. Apartments are clearly castle keeps, while slavers and silk weavers live in treehouses for some reason. The world map is just made of colored semicircles and arrows gliding around. I play management games that are practically just spreadsheet management games, however, so I don't particularly mind graphics, and the game has minimum specs low enough to run on a graphing calculator. Just... don't expect to use it to wow your friends. It's ultimately worth buying at least on sale for its novelty, but it desperately needs deeper mechanics to make it interesting for more than just grinding out the achievements. It's a city manager where there's far too little to actually manage.
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