@Splittscreen, if you don't feed news here, you will find the following reactions: "Game's not popular if your the only person ;) bye"
As happened this morning.
Is there any reason to have all tiles of the same size? E.g.: Imagine a heat exchanger (1x2 or even 1x3) that cools down at one end and heats up the other!
suggestion: introduce some directed devices, e.g.:
(1) a vent that can be pointed at a neighbouring object to cool that (this would make cooling cells working again)
(2) a heat exchanger (or pipe) that spills a certain amount of its heat to an adjacent object
Outlets will only be useful, if you can accustom their throughput to adjacent objects (either manually or automatically).
These missions ... idk ... may be classical but they heavily unbalance the game. It's like a race where one guy goes 400m and another 250m. Who's probably faster?
The 18 countries mission works bad: Player A occupies 18 countries and player B wins the game because it was his mission (not that of A who actually fullfilled the task). Strange.
Zausel's style is to sit and wait for the others to kill themselves off. This is obviously as tiring as successfull. I've seen a board rules' version against this: ESCALATING RETURN CARDS BONUS. Press [+] if you'd like that as an option.
@sonny man: Some goods (called 'status signs') do exactly work like that. The higher the prices, the better they sell. In economics this phenomena is diskussed as 'Giffen Good'. Take a look at restaurations and bars in real life: Some are cheap and empty (modelled as bad Karma) some are expensive and crowded (good Karma). Or take a look at some trade marks. They offer poor quality but can be sold on costy terms (like 'Replay'-Jeans or that sugar-sirup called 'Cola').
@koopa112 that's why i only play 4..6 players. And still there's a first-movers advantage to be seen. May be risk isnt that good a choice for duelling.
After all my bashing: You've done a good design. My eyes are smoothly fed with a straight graphics style. The game is easy to handle and well introduced. Good GUI. The model of custumers works fine (even though i'd prefer some substitution between similar music-tastes). You've chosen a good example as model for trading. That's why this game belongs to my favorites. Keep on doing good work like that!
I think, Karma and Advertising work too easy. Once Karma is filled, it can be exploited too easily without taking damage. In addition it seems, that the public-relations bar wont decay in times without additional advertising. Thus PR-budget is wasted after once filled.
The result-page given for each day is somewhat messy. Sorry to say that. You seem to know little about bookkeeping, accounting or commercial analysis. The game would improve a lot, when this is corrected. It could serve as a very nice introduction to trade and economics for kids and in schools or even in colleges.
The games starts all fine trying to find out about how to expand and what to invest next. Once done it is all the same every day. Nevertheless it would be no good to shorten the game. 100 days are needed to see investment in action. Still there is the question: What shall i do with those $50 000 piled up in the cash-box?
This game suffers from a huge ceiling effect. Properly started, an enterprise can reach maximum on day 60. That leaves 40 days of pure excloiting this cash cow. In this version that becomes static and tiring. In order to prevent this there could be done e.g.: (1) Introduce some refill-scheme for the stock, so that I dont have to repeat the same things ritually. (2) Introduce mortgage and/or wages. (3) Commercial contacts could be based on visits at the Diners Inn and/or Golf Club etc. These contacts could improve discounts for supply or investments. (4) Introduce some competitors to deal with. (5) Make real-estates much more expensive (even a neon-sign is more expensive than the first two shops) thus having to loan the shops until bought. Loan could be payed weekly (= any 5th day) as was done in earlier times in RL.
I like this game because it gives some insight in trade. Still I hope some improvement will be done to the sequel announced (see subsequent comments). Although it's one of my favorites I give only 3 stars.
About teming. Some players (i estimate a minority) like teaming games, some (estimated majority) dont. My suggestion: if s.o. likes to create a teamplay-game, he/she should announce it in the chat. It would be fair to repeat that announcement to anyone who comes in to join the game.
About 1v1-games.
Yes indeed, there is a first-movers advantage in such games. The one who goes first can capture some countries. So the one who goes second gets less armies on behalf of space occupied. I'm not sure how many armies this advantage might be equal to.
But i know this problem from the game of 'Go' ('Wei-Xi'/'Baduk'). The solution there is giving the first mover a handicap called 'Komi'. Applying this to WR II would mean: Give more armies to the second player on his first turn.
Just an idea to be diskussed.