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Game length provided by HowLongToBeat
Posted on: November 19, 2024

sekta
Verified ownerGames: 104 Reviews: 4
Fine trading game
If you are into trading then the game has it. You can manipulate the economy and probably do a bunch of other stuff. At the same time, it doesn't look like the game is all that deep so while it hasn't yet happened to me, I think it should become boring after about 10 to 15 hours or so. There also doesn't appear to be any campaign mode, just free play sandbox mode. The game does feel fairly archaic but not prohibitively so.
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Posted on: June 19, 2012

JoeSO
Verified ownerGames: 117 Reviews: 4
Great game
This game is great. I played tons of hours. Not too easy, nor too hard. Battles excelently made (one ship can destroj 3 better ships). The only thing i didn't like was, that there is only one place (Carribean) to play. I would like to try other areas (Mediterranean...). Well, also after couple of hours playing it becomes a bit routine.
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Posted on: November 17, 2016

Bimdurian
Verified ownerGames: 28 Reviews: 2
Not the best graphics but really fun
I played Port Royale 3 and where recommended to try out Port Royale 2 instead. Even tough the graphic in Port Royale 2 are far from it's sequel it's functional and the game play it's self are far more enjoyable.
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Posted on: February 24, 2020

SpinningCone
Verified ownerGames: 459 Reviews: 44
Difficult Economic Model
Tried to get into it but I struggled to figure out how to make money trading. The economic model is finicky and seems opposite of all the other trading games in that trading in bulk seems to loose money not make it. The price of a good changes for every individual item sold or bought, if you by 10 of something at a time it give you a weird average of the cost if you had bought 10 single items. this continual shift causes weird trades: EX I was in a port that manufactured brick, wishing to sell to another port in need of brick. The port had 95 bricks, if i buy 10 bricks I get an average price of 98 a unit, if i buy all the bricks the average price *increases* to 145 a unit.. So buying low means i can only by a handful of bricks. On the other end it's the same, i can sell 1 brick for 167 but if i sell 10 bricks the average was 128 and gets worse for selling 100 units. SO in this case despite the manufacturer having lots and the recipients having zero stock if I buy all 95 bricks and try to sell all 95 bricks I actually loose money (buy at 148 sell at <100) the only profit to be made was only buying <10 bricks. This created an odd micromanagement where it wasn't even about finding low prices and selling high it was finding how much could be bought or sold at a low price. buy too much and you'll never make back your money, sell too much and you'll also loose. I prefer the usual model that when you find a low price you can buy the whole stock at that price and also sell at the high price rather than work with the average for some quantity SIDE NOTE: you might totally experience weird water glitchyness. there's a number of work arounds but you should be able to get it to work with one of them. took me a bit to get it running right.
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