Right now, Commerce is trying to do everything:
- 4X-style expansion
- Heavy economic simulation
- Negotiation & free trading
- Dice-based combat
- Tech race
- Global events
That’s not bad, but it is risky.
Tip: Ask yourself:
“If players remember one thing about this game, what should it be?”
If the answer is trade, then:
- Trade rules should be the cleanest
- Combat and events should support trade, not overshadow it
With:
- 6 eras
- Global tech thresholds
- Negotiation every turn
- Dice rolling for everyone every resource phase
This is likely a 3–6 hour game with experienced players.
Tip:
- Put an estimated playtime in the rulebook
- Consider a “short game” variant (fewer eras or lower tech thresholds)
“All players collect all eligible resources.”
This is huge and easy to miss. It means:
- Worker placement timing is everything
- The current player may accidentally help others
Tip: Add a bold reminder or example showing this interaction, or new players will misplay badly.
Dice are used for:
- Resource production
- Combat
- Road usage
- Trading without network
- Global events
- Social events
Tip: Too many dice checks can feel chaotic. Consider:
- Removing dice from one of these areas (maybe road usage or trade bandits)
- Or adding ways to mitigate randomness (rerolls, modifiers, tech bonuses)
The combat formula works, but it’s not intuitive mid-game.
Tip: Add a quick-reference table, e.g.:
| Level Difference (Attacker – Defender) | Attacker Needs |
|---|---|
| +2 or more | Same or higher |
| +1 | +1 |
| 0 | +2 |
| -1 | +3 |
| -2 | +4 |
This speeds play a lot.
Because:
- Trades are unlimited
- Everything can be traded (even workers, cities, settlements)
- No binding enforcement except “agreement”
Risks:
- Kingmaking
- One player feeding another to victory
- Two-player alliances dominating others
Tips:
- Consider non-transferable items (e.g. workers, cities)
- Or add trade limits per turn
- Or introduce reputation / trust penalties for extreme trades
Worker cost:
Worker Level + Distance + Roads
This can snowball into:
- Players being forced to delete workers
- Rich-get-richer via cities
Tip:
- Cap distance cost (e.g. max +3)
- Or let roads reduce maintenance, not increase it
“All enemy workers have been destroyed.”
Given:
- Workers downgrade instead of dying
- Combat is costly to attacker
- Workers are limited but valuable
Tip: This victory condition may almost never happen.
- Either add alternative military victory
- Or allow capturing instead of only downgrading
Advancing eras depends on total tech points of all players.
Pros:
- Encourages interaction
- Prevents runaway leaders
Cons:
- Players can stall intentionally
- One player can rush others into eras they’re unprepared for
Tip: Add:
- A minimum round count per era
- Or a vote/consensus trigger for era advancement
Antimatter costs 50 Bananas 🍌
That’s memorable and fun, but:
- It will confuse new players
- It might be exploited with Liberty Statue doubling
Tip: Keep jokes, but clearly label them as intentional design choices.
“Every player loses half its resources”
That can undo hours of play instantly.
Tip: Consider:
- Capping losses
- Or scaling effects by era
- Or letting players spend money/resources to mitigate events
Player 1:
- Always rolls for global events
- Can repeatedly benefit from social events
Tip: Rotate the event roller each round or era.
You already do this well in combat. Do it also for:
- Trade with bandits
- Maintenance calculation
- Era advancement
- Monopoly victory
Highly recommended:
- Resource type cheat sheet
- Maintenance formula card
- Tech tree overview
- Era thresholds card
This will massively reduce downtime.
You’ve designed something closer to:
A heavy economic sandbox game than a traditional Euro or family game.
That’s okay — just embrace it.
Next steps I strongly recommend:
-
Playtest with 3–4 players max
-
Track:
- Game length
- How often each victory condition happens
- Who controls trade
-
Simplify one major system, not all
If you want, I can:
- Help you trim this into a tighter version
- Design a starter/intro variant
- Balance victory conditions
- Or rewrite parts for clarity without changing mechanics