Money, money, money. It’s a simple concept that most every being on Earth can relate to, and it is also the basis for the 1869 video game released for the DOS port in 1992 by Max Design.
1869 is a simulation and strategy combination game that revolves around the concept of nineteenth century big business. 1869 sees raw materials being shipped into industrialized nations from the world’s colonies. These resources are converted into useable products and then sold, often back to the same people who provided the raw materials in the first place.
Money, money, money. It’s a simple concept that most every being on Earth can relate to, and it is also the basis for the 1869 video game released for the DOS port in 1992 by Max Design.
1869 is a simulation and strategy combination game that revolves around the concept of nineteenth century big business. 1869 sees raw materials being shipped into industrialized nations from the world’s colonies. These resources are converted into useable products and then sold, often back to the same people who provided the raw materials in the first place. It is very similar in nature to High Seas Trader, Ports of Call, Uncharted Waters or the modern Trade Winds series of games.
One of the beauties of 1869 is its historical accuracy. Many social
and political events occur in the course of the game that impact the economic balance in the industrialized world. The goods themselves also reflect a degree of realism. Perishable goods, such as tea and cotton, have shelf lives that accurately reflect their true storage capabilities. Fruit spoils over long trips, tea lasts fairly well, and cotton will mold under the right conditions. Moreover, the price each port is willing to pay for a certain good reflects a fairly accurate economic model of supply and demand. Colonies at war (which is most of them) will pay higher prices for weapons than peaceful colonies. More developed areas may require luxury items such as silk, and so forth. Another added bit of realism is the random event factor, featuring storms, poor crops, plus pickpockets and pirates.
As the game begins, the user chooses his or her home port and is presented with a four-sectioned map displaying the world. It is up to the character to then interview people in town to learn of lucrative trade routes and begin establishing an income flow. As the game progresses and the money begins to roll in, the user will be able to buy bigger and better ships and will be able to haul more goods to make more money. And that is what it’s all about. Make enough money to have the biggest fleet, monopolize the markets and make the most money. It’s easy to get addicted to this game. Instead of taking just one more turn, the user will find himself saying: “I’m just going to see what sugar is selling for in…” Download it and see