| Designer's Notes | |
| Merchant Adventurer takes its name from the English investors who identified themselves | |
| as such starting in the 1400s CE. The game is loosely based on the economics of overseas | |
| trade that took place between coastal Europe and the world from the 1300s through the | |
| 1500s CE. Players are nobles that represent a family that attempts to manipulate business | |
| and government in order to gain wealth. The game is meant to cover the economic | |
| strategic elements and mood of the many Europeans, often in multinational ventures of | |
| both private and public financing, that explored the world, traded, and established | |
| businesses outside of Europe, especially around the Mediterranean Sea area. | |
| SHARE INVESTING | |
| In these times, corporations usually did not exist in the same manner as they do today, | |
| though in some cases they did, such as the Bazacle Milling Company in Toulouse. Often | |
| in those times, when not owned by an individual or estate, singular ships and mines were | |
| owned by shareholders, such as in the case of the Falun copper mine in Sweden (many | |
| merchant ships in Venice were owned by the government and auctioned to merchants for a | |
| temporary charter). To add to this complexity, commercial arrangements themselves | |
| usually had temporary contracts that were probably influenced by the commercial | |
| contracts of the Middle East and North Africa. These were often partnerships between a | |
| handful of passive and active investors, though it wasn't unusual for many shareholders to | |
| be involved. In the case of maritime ventures, these shares would pay dividends at the end | |
| of the journey based on revenue. Sometimes an appointed investor in a contract might use | |
| its funds to invest in others on behalf of fellow investors; cases like this were more | |
| common in Florence. Contracts were also sometimes renewed to the point of lasting | |
| beyond the lifetime of the original participants. So rather than corporations themselves | |
| owning shares of other ventures similar to how they do in contemporary times, | |
| comparable investments were often done through a complex web of contracts and business | |
| relationships. However, the earliest documented case I could find of a permanent | |
| organization owning shares was the case of the abbey of La Grasse, when a mill share was | |
| donated to it in 1095 CE. This probably wasn't the first instance of an organization holding | |
| shares, but it probably wasn't common for actual centralized commercial organizations to | |
| invest in other commercial endeavours until at least the 1600s CE. I have still included the | |
| option of companies holding shares in the game because it was certainly feasible at the | |
| time. English merchant companies of the 1400s CE were usually not incorporated but | |
| were composed of independent merchants who were licensed with the company and who | |
| followed the restrictions and enjoyed the privileges of the company's charter, similar to a | |
| regulated guild. Later in the 1500s CE, many of these associations became joint-stock | |
| companies in the traditional sense. Considering the lack of standardization of share trading | |
| in the medieval and early Renaissance ages, I have opted to use a traditional stockholding | |
| mechanic in this game. This will allow players to focus on investment strategies while also | |
| considering governmental, trade, and other financial factors of the game. Companies | |
| represent the commercial organizations, commercial contracts, and commercial | |
| governmental endeavours of the time (which usually had private stakeholders, such as | |
| with Portuguese expeditions). This mechanic also provides a practical way to spread risk | |
| as well as enabling the potential for profit with limited funds, which are the main reasons | |
| for shareholding. I will focus on covering the peculiarities of the financial aspect of | |
| investing during this era more in the games Medieval Stakeholder and Merchant | |
| Adventurer Sequel. Though in this game, companies will be required to make dividend | |
| payments if they have too many coins. This is meant to represent how most investments | |
| during this historic era were short-term and the rarity of commercial associations | |
| to establish long-term capital. The last important consideration in regard to shares is the | |
| shareholders' responsibility to pay debt during these ages. With some exceptions, | |
| shareholders could be required to pay debts or pay for necessary operations when funds | |
| were needed. | |
| DEBT | |
| During the late Middle Ages and early Renaissance, regular loans were the most common | |
| method of investment. Loans usually came with some type of fee rather than collecting | |
| interest to avoid religious usury laws. Christians, Jews, and Muslims all had such religious | |
| views. In Christendom, Jews were often the bankers for several reasons, including their | |
| barring from certain other industries. But also because, according to Jewish religion, Jews | |
| were allowed to profit from lending to gentiles but not fellow Jews. Throughout the age, | |
| these rules were slowly overturned or provided loopholes to allow more Christians into the | |
| industry. Monarchs would often take advantage of usury laws to avoid paying back debts, | |
| to the great detriment of the lenders. This game captures that element by allowing | |
| magistrates to banish the moneylenders from their port. The moneylenders act as their own | |
| entity with limited funds, so it is possible that they will fail if early debts are not paid | |
| back. This situation could be very problematic for players if they need to take out loans. | |
| Governments and companies can also issue bonds, as the bond market for government | |
| securities was quite active in parts of Europe during the late Middle Ages and early | |
| Renaissance. However, the bonds in this game function more as a regular loan than an | |
| actual bond, though they can still be traded as such. But that suits companies in this game | |
| because I actually couldn't find any details on when private organizations started issuing | |
| bonds. But again, as with shares, I am dealing with a compromise to simulate historical | |
| elements as best as possible in relevance and proportion to other game features. | |
| GOVERNMENT | |
| During this era, Europe was ruled mostly by monarchs, but there were a significant | |
| amount of plutocratic republics as well. The inner workings of monarchy are beyond the | |
| scope of this game, but wealthy players will be more able to take control of local | |
| governments. This was often the historic reality of the time, especially in the maritime | |
| republics of Italy. During the Renaissance, plutocrats started to gain much power | |
| throughout much of Europe, which greatly reduced the power of the monarchs. | |
| MAINLAND | |
| The Mainland Power is meant to represent the historic excursions into Italy of entities | |
| such as the Holy Roman Empire (Germany), France, Castile, Aragon, and, to a lesser | |
| extent, England. Though parts of France, Portugal, England, and what is now Spain could | |
| be counted among the port cities, just as the Italian republics of the era. | |
| NATIVES | |
| The Natives are mostly meant to simulate North Africans and the Ottoman Empire, and to | |
| a lesser extent, various Asians and Amerinds. The economic and political situation of | |
| North Africa and Anatolia at the time would provide an interesting topic as well, but it is | |
| much beyond the scope of this particular game. | |
| STORMS | |
| Storms are a fun mechanic that adds some randomness for players to react to. The storm | |
| mechanic is derived from the storm mechanism of the 2010 video game Tactical Overload. | |
| Storms in this game serve other purposes too. They simulate settlement and growth quite | |
| well for the Natives. Also, they serve as a timer for the game because they continue to | |
| discover tiles even if players aren't interested in exploring further. And since they discover | |
| tiles, they serve as a sort of NPC explorer that nicely simulates players becoming aware of | |
| other lands discovered by unseen characters, so that the entire map does not depend on the | |
| players themselves. | |
| COMBAT | |
| As with most of my games, combat mechanics are minimal but included as an additional | |
| tool (or pitfall). It's not that I'm against wargames, but that I want to focus more on | |
| economics and interdisciplinary strategies (especially combining political, social, and | |
| economic elements). Also, because economic games are severely underrepresented and | |
| wargames are relatively popular. This particular game features the applied strategic | |
| options of economics, politics, and combat. And though combat in this game is simple, I | |
| have added flanking maneuvers to add a bit more strategy to this aspect of the game. The | |
| combat mechanics in this game are also very balanced, much more than they seem. | |
| Players often think they can get a quick result by having a decisive naval confrontation, | |
| but this usually results in a costly, drawn-out conflict. Usually, when players engage in | |
| significant levels of combat with themselves, it totally disrupts the economy of the ports | |
| and results in the NPC entities gaining a huge advantage in score. | |
| PIRATES | |
| Pirates can fill the rolls of regular piracy and privateering, as well as those of both | |
| European and Berber pirates. The nobles are able to choose what percentage of the pirate | |
| campaign they want to fund and then leave the rest up to other players or an undefined | |
| force, which could represent unseen connections both in Europe and North Africa. Pirate | |
| ships are the only pieces that can be created from a Native village. The financial aspect of | |
| pirates in this game is not necessarily accurate, but similar arrangements were probably | |
| made. Endeavours of piracy would often be the result of mariners going rogue and | |
| upgrading ships through theft, but it was also common for nobles to engage in piracy | |
| during times of upheaval. Such was probably the case with Jean de Bethencourt during the | |
| Hundred Years' War. The question is, if he took part in this piracy, how was it funded? Did | |
| he fund it all himself, or did he have financial partners, as he did with many of his legal | |
| business ventures? The history of piracy back then is not well documented, not only | |
| because of the lack of surviving documents from those days, but obviously also because it | |
| was an illegal activity. Therefore, it is very difficult to know the financial dealings behind | |
| much of the piracy and privateering back then. It is known that Berber piracy became | |
| more of a commercial business, rather than random groups of privateers and outlaws | |
| plundering, starting in at least the late 1500s. This is when even Christian Europeans | |
| started investing in the Muslim Berber pirates on a large scale. | |
| DEVELOPMENT | |
| 2018 | |
| ~1st edition published with 2 expansions (Piracy and Colonial Expansions). | |
| 2020 | |
| ~2nd edition published as complete package that included all elements of the previous | |
| expansions. | |
| MAIN CHANGES IN 2ND EDITION | |
| *flanking maneuver added | |
| *storms can create villages and increase their economies | |
| *natives now attack vessels when at war with a company | |
| 2022 | |
| ~Development of a computer version begins with GOBLA Studio. | |
| ~3rd edition is published. | |
| MAIN CHANGES IN 3RD EDITION | |
| *indebted companies can require payments from shareholders | |
| *companies are limited in how many coins they can accumulate | |
| 2023 | |
| ~Development of computer version with GOBLA Studio is suspended. | |
| 2024 | |
| ~Development of computer version restarted using Claude. | |
| 2025 | |
| Computer version published. | |