Mercatorio season 4 kicks off on Friday May 16th. The season includes new resources, buildings, products and productions methods. This time it’s especially the forging and textile classes that are expanding.
The medieval trade and economy simulator with true markets is getting more products to produce and trade, new places to produce them, more ways to upgrade buildings and new, more intuitive, game mechanics.
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Season 4 will take place on a new map, with most of the towns located on the two large landmasses in the south and east. Other than a new geography, the new map contains the new resources tin and silver.
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With new resources comes the need for new buildings to mine and process them. Along with some expansion of the production chains for existing products.
As usual there are many balancing adjustments and updates across all production chains, but as outlined above there are especially two areas that see major changes this time:
Season 4 will also see two significant changes to the game mechanics, relating to production at buildings and operation linked to a warehouse as well as how services and non-durable production function.
The buildings and operations linked to a warehouse will now consume and produce products in the order they are listed, with outputs becoming immediately available to the operations coming after them. For durable goods this reduced the required buffer somewhat and gives quicker feedback when adjustments are made.

Services and non-durable / perishable products generally can’t be stored or transported, but due to the delayed operation of linked buildings previously, the labour from a farmstead would only become usable the turn after it was produced. This is now changing such that produced labour and other services becomes available for use immediately, allowing adjustments to production to take effect as you make them.
In the case services are produced for sale, this means the production has to be finalized at the start of the turn instead of the end (remember production and consumption numbers are usually projections of what will take place at the end of the turn), in order to be available at the start-of-turn auction. This is the same concept that is already used for transports, which consume their inputs as they move, not at the end of the turn.

Go to Mercatorio.io to play and join the discord server to meet other players, plan strategies and strike deals.