Merchant of the Six Kingdoms – Open World Fantasy Medieval Trading RPG



Merchant of the Six Kingdoms gameplay with Splat! Let’s Play Merchant of the Six Kingdoms and check out a game where you’ll set off onto the road to make as much money as possible flipping objects for profit.

Download Merchant of the Six Kingdoms :https://store.steampowered.com/app/2274480/Merchant_of_the_Six_Kingdoms/
———————————————————————————————————–
Nerd Castle on Twitch: https://www.twitch.tv/splattercatgaming
Twitter : https://twitter.com/SplattrCatGames
Discord : https://discord.gg/Splattercatgaming
Support The Nerd Castle on Patreon : www.patreon.com/splattercat
Steam Curator : http://steamcommunity.com/groups/Splattercat#curation
———————————————————————————————————-

source

36 thoughts on “Merchant of the Six Kingdoms – Open World Fantasy Medieval Trading RPG”

  1. Sounds like the game needs a money changer too…. like big cities could use a person that changes money from one kind to another for a fee. The coin changing thing though is rather a real thing if you didn't diffrent coins through trade as change people would SELDOM just give you value on coins…. even money changers who thats what they where there for tended to take like 5% or something like that if they could get away with it maybe more to give you change.

    Reply
  2. I was working on a pretty good merchant game a couple of years back. Unfortunately I went (mostly) blind and couldn't continue development. If any indie devs out there want to take a crack at developing my concept, let me know.
    It was an RPG/Economic Sim/Travelling Merchant game, where you hire staff, send them out to prospect for raw materials, then set up mines, then haul them back to town(s), research how to develop raw resources into finished goods, manufacture them, and then sell those goods. Then of course, if the market became saturated with your miracle gadget, you had to travel around the map finding other towns where you could get the best prices for them. You also had to buy and sell raw materials that other NPCs had discovered and mined so your factories had enough materials for production. That sounds like the kind of thing Splat would love.

    Reply
  3. At the top of the screen, the game tells you what each NPC's job is, so you don't have to try to remember. It will say "Mary the Baker" or "Collin the Thief."

    I had a couple of thoughts: 1) As you acquire great wealth, you could build a house somewhere on the map, and expand it into palace and a grand estate. 2) If you try to buy something really cheap, the character could say something melodramatic, like "Think of my children!" or "You're taking food out of my mouth!"

    Reply
  4. 0:10 "there are no merchant games outside of the space/4X genre" … Um, yes there are. Play "The Guild" trilogy, or "Shopkeeper" 1 or 2, or "Shop Titans" or "Recetear" or "Merchant" or one of those weird games I can't remember the names of where you collect herbs, make potions, and then sell the potions to the townspeople. You've reviewed several of them yourself.

    Reply
  5. I'm just imagining Splatt IRL trying to cajole someone into a trade by offering increasing amounts of celery sticks he just happens to have on hand haha.

    Reply
  6. Hey Splat! Would you consider checking the ¨remastered¨ Pharaoh Im on the fence to buy it since for me its a blast from the past but some of the reviews are a bit unsettling so not sure if to get and relive the experience or I will play it and will not be as good as I remember haha. Thanks a bunch!!

    Reply
  7. What if there was a game where the player plays a vital role in the quasi-legal area of getting supplies to where they're being demanded and your actions mattered because those supplies to NPC factions could make them flourish or whither based on your choices. We could call it, "Lord of War"

    Reply
  8. "What is a money?" is a really funky question in historical economy.

    Money can be a commodity. It is worth what the metal in it is worth. Then it runs into other stuff, like what to do when you physically run out of money.

    Reply
  9. I actually like how relations and player skill seems to work here.

    Your relation with an NPC does not get better because a meter ticks up. It gets better because you understand their drives, desirers and resources. Like understanding that a certain farmer is a rube who will sell bulk staples for little cash, or that nobles will throw money on every problem they face. Some folks will buy illegal stuff. It looks like you can have a littl dialogue with people and see what they want.

    Character skill does not tick up either. The player's skill in understanding the value of goods, the rules for different markets and where to offload stuff matters. Like learning that the armed forces of one city apparently requires troops to outfit themselves with spears as their kit, so soldiers will always buy spears.

    Players advance by expanding their resources. A larger caravan with more pack animals and more crates, with a larger and more varied inventory floating around. Maybe hiring employees would be nice too. I like that there isn't any skill tree, anything you want to do in the game you can do as a starting chump merchant.

    A ledger or something to keep track of information is pretty vital in games like these, and all sorts of mangement games. But partly, this game seems to be about fuzzy numbers. What an item is worth to different people will change.

    Reply
  10. Random events makes sandbox games less static. It's like in management games, the player seeks to create a perfect equilibrium and unless the world pushes back the players will do so.

    It could be tax, employee costs, feeding the animals, wear on your goods. Events that change the market dramatically, like a border skirmish or drought or a new mine opening.

    Reply
  11. Haggling, or rather differently valuing coins is absolutely a thing, although it was usually across currencies. Sweden for example was infamous at some points for debasing their currency. Likewise it depends on the currencies base, since gold, silver, and copper all vary in value as raw materials, coins also varied in value to each other based on their raw material cost. For coinage systems where the government held them to be in fixed values to each other this occasionally led to merchants doing a brisk business buying the overvalued (for example silver) coins and then trading them for the undervalued gold coins essentially just moving from one bank counter to another and making a profit.

    Reply
  12. * goes to Dollar Tree for some Buddy Bars *
    Clerk: You're short 10 cents
    Me: Damn, I don't have it. Will you take a celery?
    Clerk: Um… No
    Me: Will you take 2 celery?
    Clerk: …
    Me: Hmm? * raises brow smirking *
    Clerk: Fine…

    Reply
  13. Splat, you should look at Recettear if you want a merchant game, with focus on running a shop. It may not be your thing as it has somewhat of an anime style to it, but it really scratched the merchant itch for me.

    Reply
  14. A game which makes you remember stuff, learn what people like and adapt to them and write things down? Seems like a bad purchase for tiktok-ed minds, who can't even read to the end of this sentence.
    But I do like trading in space simulation games, so I'd try this thing out!
    Here's my list of ideas:

    I would love if there was a sleeping mini-game, where you have to listen to sounds and wake up to check your chest/door, with your sleep meter suffering if you wake up too much (and thieves coming to get your parsnips, if you don't).

    Tells (emotions) shown through character animation and sounds.

    An RPG component would be nice. Like a skill to see the tells of people. Or a skill to memorize the last price. Or some kind of intuition skill, telling you that somebody is ripping you off.

    Maybe I would have more for you'ses guyses, if I'd play the game. Which I would!

    Reply
  15. Matt, how about a 5 hour stream of you playing this game, no commentary, only "hmm", "huh!" and "oooh!". Maybe some mumbling. That would 100% be a hit on Twitch!

    Reply
  16. Speaking of merchant style games, what are you thoughts on the game Recettear? Its one of my favorites in the genre. Its older, but I still pull it out now and then to play through.

    Reply
  17. An easy way to track values could be showing a range of what you buy/sold that item for. like:
    sword:
    value: 9-12 copper
    9 being the lowest trade you made, 12 being the highest.

    Also, yes, define a static value for gold vs silver vs copper.
    and gems are haggled.

    Reply
  18. >Mary the Baker
    "This lady, if I remember correctly… is a baker." Never change, Splat. Never change.

    Also did you ever mention Morrowind? Great barter system there (after modding out the bugs)

    Reply
  19. It's almost as if a dollar were worth 87 cents to some people, and 110 cents to other people, with a range of values in between depending on different peoples' point of view.

    Reply
  20. This seems like a real solid Beta. Probably 75% of the way there. Obviously the Ledger is imperative. More characters, a bulk sort of character that would be regional. Market factors in each town. Rumors and Leads for opportunities. And basically, as Splatt said, just more depth. Great foundation. And I am also fully aware that a single man team has a limited amount of time to be able ti implement so many things. To whit, Kickstarter!!

    Reply

Leave a Comment