Everything to this point that I've seen which is very limited at this point, has given me enough information that I want this game and therefore I have purchased the Founders Edition, not the Elite.
With that being said, I see that you are unable to share screenshots which I'm fine with, however, would anyone be kind enough to tell me more about the game play and give a more detailed walk through of the game to this point?
Here are the rules that Soren posted for the game. They may be a little bit out of date, but the gist of it is there.
Thank you, don't have time to read it all through now but thanks
I can try:When the game begins, you see the map (randomly generated every time) which is mostly darkened out (fog of war). You can click anywhere on it to reveal an exhagonal section of it. On the map some coloured dots will show the presence (and the amount) of specific materials that can be "mined" when a factory/facility is placed on them. This happens in real time with all players doing the same. The goal is to pick a spot to place your colony. Placing the colony is VERY important because it determines your starting resources (to a degree) but most importantly how close you are to what resources. This is, again, important because the closer you are to a resource, the faster your shuttles will deliver that resource to you when it has been mined/produced, and in this game time is money, which is all.So, by revealing sections of the map for resources, an action all players do at the same time (so what *I* reveal will be revealed for you too), everyone will have the ability to place their chosen type (with different perks) of colony on any revealed piece of land, regardless of who revealed it, in real time. Eventually, amazing locations might have two or more players furiously clicking on it in order to get it. There are more nuances to this, but that's how you place your colony. Also worth noting that somewhere in the map, resides the randomly placed main colony/global marketplace. This is where the stuff you sell goes to, and the stuff you buy comes from. Once your colony is placed, you start developing. To place a factory/facility of any kind you need a plot of land. Your colony starts at level 1 and can go up to level 5 (you level it up paying the appropriate resources). While leveling up the colony allows you to claim more plots of land and expand your production, at level 1 you only have 3 free plots of land available so choose wisely what to produce/generate. There are 13 (?) different goods/resources and some of them can be mined or obtained by placing the right building on a fitting plot of land, while some others come from the combination of two other resources in the appropriate production plant (which still needs a plot of land of its own).The important part that I neglected to mention so far but that it is actually arguably the most important is that all the resources, all of them, can be bought from the Global Market. You might be wondering what's the point of producing then if you can buy everything, but I ask you to stop for a second and reconsider maybe using our planet as an example. Isn't everything purchaseable? The point is not availability, it is the PRICE. Let me elaborate...The left part of the screen is entirely taken at all times by the aforementioned 13 resources. Right next to each of them there's the current price for that resource and a + and - sign along with a number representing your own stack. The price gets updated literally every few seconds based on players actions, purchases and sales, and the Global Marketplace (the one not controlled by any players) needs. Through this interface players can easily and instantly do the following things: - Sell and buy resources.
- Check the market price of any resource.
- Check the rhythm of consumption or production of some of the resources. The last part is important because the goal of the game is basically to make money. In fact, to make so much money that you can buy out the other player's companies and fire them taking control. When you have control of all the companies, you win the game. And this is achieved through money alone. So, in order to make money you clearly have to "buy low and sell high", but the complexity comes from the fact that:- not all the resources are just a market commodity. In fact, most of them have a secondary use making them necessary to produce some of the other resources. For example, all your plants and mines need energy, and your population needs food and water. If you don't have these things you will auto-buy them from the market at the current price because without them the colony would just die. The auto-buy doesn't work for the other resources, but if you don't have fuel your shuttles won't transport your goods, and if you don't have iron your steel factory won't produce any steel. And so on. - As it should be obvious, the resources are so interconnected that it is virtually impossible to be able to produce all that you need to ensure your colony stay healthy and functional without going to the Global Market. And the prices on the Global Market change so constantly and so quickly (due to players actions which you don't necessarily get to see or predict) that to buy low and sell high gets easier said than done. Eventually, the game keeps going along these lines. It's in real time so it never stops other than for a few random auctions where players can compete for extra plots of lands, the service of mercenary pirates, or to acquire valuable patents which provide specific and unique bonuses made even more important by the fact that as you would expect only one player can have one specific patent at any given time. With the passing of time players accumulate, buy and sell resources trying to make a profit and will level up their colonies. Since everyone is trying to do the same, the competition comes in the form of a race to generate more wealth quicker than anyone else and be able to start "attacking" them by buying stocks of their companies. There are, of course, ways to try and protect your stocks by raising their price, and most importantly there is a feature called "Black Market" that offers 7 one-time consumable actions to directly affect the other players. The actions range from a controlled demolition of their most valuable mine, to staging a revolt in one of their factories in order to have their workers ship the goods to you for a limited amount of time, or even drop a bomb that takes the power out of their generators for a short while. There's even a defensive option, meant to protect some of your plots from similar attacks. In a similar fashion, the pirates you can purchase in one of the random auctions will steal directly from everyone's shuttle once placed on a busy route, so there's never a lack of "lateral activity" between players even though everyone is mostly minding their own development and keeping an eye on the prices' fluctuations.Finally, it's worth mentioning the Offworld Market, which is different from the Global Market. The Offworld Market isn't accessible until you build an Offworld Market Starport which allows you to ship your good offworld. In order to do that you need a level 5 Colony and a lot of resources, so that is an aspect that comes into play only in the late game, but its importance cannot be overstated. Players cannot buy from the Offworld Market, they can only sell to it, and the Offworld Market pays a huge lot of money for some of the resources. These values are fixed and don't change with players' actions, but they are randomized every time at the beginning of a game. Strategize around the late game Offworld Market is extremely important as it often provides that huge bump in cash that allows to win the game. And for that reason, making it as hard as possible for other players to build their Offworld Market Starport, by sabotaging them through the Black Market and even manipulating the prices of the required resources, is of supreme importance.To sum it up, the flow of the game is:- Place your colony strategically and based on the always randomized resource setup.- Acquire plots of land and pick what resources to produce (with all the intricacies that this entails).- Trade them as conveniently as possible for you, while ensuring that your colony is healthy.- Spend money on the Black Market to afflict your opponents or even steal from them.- Become richer than your opponents and buy them out to eliminate them and win the game. Lenghty, but this is what a rich game deserves. Hope it helped!
Very good write up.
There are some podcasts which Soren has participated in and discusses offworld trading which you may be interested in listening to: http://thegamedesignroundtable.com/?s=soren+johnson
Wow you guys are awesome thanks can't wait.
Will admit, this sounds very interesting.
That's why I went out and purchased the Founders Edition. Support the game. However, if you want access now you have to purchase the Founders Elite Edition.
Sounds interesting, however, not sure what I think about all players being able to see revealed parts of the map that other players have uncovered. To me this would be counter productive being that if I'm a company doing mapping or looking for areas of land to purchase, why would I share that information with competing companies?
So how are the goods used? Are you able to put multiple resources together to turn it into other resources. Example would be like in Railroad Tycoon put coal and iron together to produce steel? Is it just for building buildings and general living expenses that these are consumed? From the first document linked to this post it appears so, just checking.
Also I saw somewhere initially that the game would be designed for a player to sit down and play for 30-60 minutes. Is this how the game is playing out currently? If this is the case is it possible to also have games last for hours/days? Personally I like the quick games from time to time, but love the extended games.
It sounds strange because there are no other games that I can think of with this mechanic. It's clearly taken by M.U.L.E. and boardgames and it's only used for the setup of the game. It makes sense because in this game not much is hidden and that's a good thing. It's more of a game about making the right decisions at the right time BASED ON SHARED INFORMATION, than a game about secrets.
Yes, to quote myself from my previous lenghty post: "There are 13 (?) different goods/resources and some of them can be mined or obtained by placing the right building on a fitting plot of land, while some others come from the combination of two other resources in the appropriate production plant (which still needs a plot of land of its own). (...) ...if you don't have iron your steel factory won't produce any steel. And so on." That's pretty much one of the most important layer of complexity of the resource system. As I said, out of 13 resources, some can be mined out of plots that have deposits, some can be obtained as a byproduct of other productions, some can be only processed by combining other resources.The real cool and clever thing about Offworld Trading Company is that resources basically have three uses: first one is that they are used to build stuff so expand your colony, second one is to produce other resources, and third one is to make money. You could say they are the same thing, which again, is the very clever aspect of OTC. So, it's up to you to decide what resources to aim for, and how and when to use them for which of their three uses. If this game were turn-based, the analysis-paralysis effect would be mindfreezing
actually, when you are revealing the map via scanning, that information is private TO YOU only. However, once a tile is revealed, it stays revealed, which is why the game has no real fog-of-war after the initial exploration phase.
This is awesome, so if I'm understanding this correctly one game it may be high on Iron and Aluminum, the next game high on water?
Well that's This is the only thing that I dislike from what I've heard to this point. Don't get me wrong, it's nice that people have a game to play for 60 minutes and then get back to other things. However, I would guess based on responses that I've seen on other releases (SimCity [2013]) when a game is designed to only play good for a short time and there is no option for an extended game people get bored of the game fast and are looking for more. This is why I would hope that eventually there is an option for extended games, whether it means larger maps (don't know how it is now) playing with the stock price to make it harder for take over ect...
I can tell you that is once aspect I loved from Railroad Tycoon II which has been mentioned somewhere as one of the games it's aimed to be similar to, that I enjoyed that I could play quick campaign games 60 minutes or so but, I also to this day still enjoy playing games that will last for many hours/days. Save the game and come back to it. I liked Railroads made in around 2010 give or take, but that game was too short by, the time I got into it it was over. Now if I only had 60 minutes then great but, most of the time I find myself playing for 2-4 hours.
I see this being more common among players that when they sit down to play a game they play it for hours not minutes.
Thank you Mr. Johnson, for taking the time to respond. This didn't make sense to me initially, however, you cleared it up
That's just it, many people want it both ways, so why not have options for a longer game to attempt to attract as many people to the game as possible? As mentioned in my previous post, I would think you could modify certain things about the game to make it last longer? If wanted. That way you leave the game length up to the player?
There are many great features available to you once you register, including:
Sign in or Create Account