by jaybeethree
Joelist wrote:
Not a bad review. However I disagree that the Market Shifts are poorly implemented. On the contrary they work very well and introduce the important concept of a good LOSING value as well as gaining value. If you feel that it does not allow for sufficient enhancement of value then play the option that is right in the rules - use both the shifts and demand tokens.
Market shifts are unnoticable early game but late game it creates a vacuum where no one is buying low dollar goods in favor of high. Events refresh the market just as fast as selling so late game, when your ship is good, I find myself doing fewer sales and more ferrying. It's not a crippling issue by any means but but if the silver/gold civs are in the relatively hazard free upper left corner players will gravitate there the entire game. Once you make money it's really difficult to ever lose any.
I don't talk about optional rules because I believe the game should stand on its own. I haven't tested demand in a standard game but if it was an important rule it should have been included by default.