Settlement by Corporation
Harvest resources, trade them and develop your settlement!
Place your first ranch, chose starting location wisely.

Grow your settlement and harvest more resources.

Sell your goods to the merchant ship to earn more money.

Gameplay guide and hints:
There are 5 different resources to harvest in this game: corn helps you to build settlement, wood - upgrading you storage capacity and the others can be traded to a merchant for a good price. However the price is not always good, so it might be smart to keep something for later. Merchant ship comes when you roll 7. In the end of the game you will always get last ship and the gold is the nly thing that matters for the final score. Good luck!
Credits:
Game created using my own engine (https://github.com/filscorporation/Steel). All art created using Aseprite.
Ratings
| Overall | 11th | 4.275⭐ | 22🧑⚖️ |
| Fun | 10th | 4.25⭐ | 22🧑⚖️ |
| Innovation | 41th | 3.9⭐ | 22🧑⚖️ |
| Theme | 9th | 4.425⭐ | 22🧑⚖️ |
| Graphics | 83th | 3.95⭐ | 22🧑⚖️ |
| Audio | 83th | 3.6⭐ | 22🧑⚖️ |
| Mood | 55th | 3.85⭐ | 22🧑⚖️ |
| Given | 16🗳️ | 19🗨️ |
my Highest score was 286
@infinitysamurai thanks for feedback. Good idea with highlighting resource tiles, I only thought about showing the resource gain source to the player.
@mihkelroomet glad it was easy to understand, that's something I can ofter mess up by overcomplicating with all the ideas in my head when the jam starts XD
@cheesehead-games it's always nice to hear someone spent a lot of time in my game. 286 is actually very impressive, more than my highscore of about 230 when I got lucky with my start
@rickylee Yeah, I think I didn't state it at the begging as clear as it should be, only in some tooltips. Having a massive settlement in the end should also considered an achivement)
@zebu Thanks for the feedback) I made my best to implement some balance between settling on expensive resources vs on resources required for development
@wheelsx oh, that's some really unlucky results.. 7 is the most probably outcome from 2 dice. Good that it's open source and you can see that random is fair) I'm using c++ mersenne twister generator, it must be very stable
Extra points for a hex grid and a dual grid used for the settlements. I'm a simple man, I love a good grid :)

Great info about generators, I will look into it more, I know about xor-shift, also Unity is using it, there must be a reason for it. I was just amazed with the math and technical description behind MT so decided to stick with it) will read more about best variants for games.
The game mechanic is really good, but it relies a bit too much on luck in my opinion. The fact that you write what is a good result and what is an amazing result made me want to improve, but I felt a bit powerless. I mean, definitely there are different strategies - but for instance in my last game I had 13 chili peppers to sell at turn 70... And their price was randomly set to 2. If I had been lucky and its price was 8 per unit instead, I would have earned 6x13=78 more, which is the difference between 186 and 264. I guess you get my point :p
I was thinking, maybe an option would be to be able to modify the result of the dice - maybe each turn get +/- 1 that we can either use to change the result of a die, or save for the next turn. That would probably need to be properly balanced as well, but I think it would give an additional strategic dimension.
Don't get me wrong though, I really loved the concept, and I was impressed by the idea of a strategy game like this one that matches the theme so well.
The visuals and music are nice too!
Great entry!
I like the familiar mechanics, and the relaxed vibe of it all. The lack of other players trying to beat you to a good location contributes positively to it. The art is consistent, with the animated ship being a nice touch.
The downside to being the only player is that depending on your luck, nothing might be happening for longer stretches of time, if you're getting poor rolls. It's an issue in the original boardgame as well, but you can at least negotiate/trade. But I suppose that's kind of part of the course, and expected, not a big deal.
What could definitely be improved though, is the storage system, at least in my opinion. When you hit the cap you're essentially just waiting for a 7 to roll to be able to do anything else. The boardgame does punish players for going over the cap, but leaves them with a bit more options.
Anyways, I did enjoy it for a while. Also, good job on making it in your own custom engine ^^
@hexstart glad you liked my game, it was inspired by Catan indeed. Agree that rolling the merchant is the weakest point in gameplay and balance, at some point you just sitting with full storage. Maybe if I had more time for playtesting, I would come with a good solution. Also, you might be surprised, but at the start I was planning to make it for 3-4 players with custom AI, but luckily I made it singleplayer, as there's no way I could write AI in time)
At first I was discouraged by the fact that the game has a fixed duration and I just need to wait for it to end... but then I realized how fun it is anyway. If there is anything to suggest it would be to add a different goal in the game that is not just a highscore. Also maybe a dice rolling sound :)
Good job!
Figuring out what was the best place to put your ranches, and deciding whether or not to sell/buy something were the most interesting decision I had to make in this game. Often these had pretty big consequences as well, which I liked a lot. Randomly rolling the dice was also exciting, but sometimes a bit frustrating. Especially when my inventory was full and I was just randomly rolling for a merchant to sell all my stuff, while there was nothing I could do about all the stuff I was losing out on. On the other hand, I guess this plays a bit into the risk/reward decisions you have to make when placing your ranch, so it is not all bad.
I really liked your take on the theme and I think it was very well executed. I had a lot of fun with this one! Thanks a lot for making it :D
@xparker thanks for feedback, yeah, initial location really matters)
@wuppos 121 is a good score) yeah I made numbers like 6 and 8 red to show that they are a more likely outcome. The case when you are full and just rolling for 7 is in my opinion the weakest part of gameplay, should've come with some solution. Thanks for playing the game)
@unentokku thank you) I was trying to not make a lot of different buildings to keep the gameplay simple
- Sometimes, I'll get stuck with a full inventory but don't have the gold / resources to build anything. At this point, I'm just waiting to roll a 7 for the merchant, which can stink when it takes 10 rolls to get one and in the meantime I'm missing out on the other resources. It could be cool to have some sort of trade-in mechanism that is always present where you can sell resources for less than the trader would offer or trade in resources at a bad rate (e.g. kind of like the 4:1 trades you can do in Catan). That way you could at least clear room in your inventory for the resources you need without depending on the merchant all the time.
- The 70-turn game length seemed too short to take advantage of upgrading the settlements into cities. It felt like storage space was a much more limiting factor for me. Upgrading to a city was both too expensive and maybe not worth it since I didn't have the storage space to handle the 2x resources.
This was a great entry overall! Really enjoyed playing it.