


Even better for people who have more Game Center friends who actually play the same games they do, unlike me. It's not something that completely Changes the Game, but it's a cool feature to include. Goods both refined and gathered can be traded with friends by visiting their villages and setting up trade requests. Of course, it wouldn't feature the word "Trade" in the title if it weren't a focus, and indeed it is. Trade Nations also has that Pavlovian draw of needing to gather more. Thankfully, villagers can be assigned both production and hauling roles at each station, so while one cuts wood another can carry it to the stockpile and prevent the backlog from ever happening. Villagers continue to harvest wheat and chop wood (among other land-reaping tasks) while the game is turned off, but each building has a pre-set production limit and will completely cease functioning if it's full. The beautiful thing about games such as Trade Nations is that I can be played for a few minutes at a time once or twice a day and progress will still be made.

Once the tutorial is over, however, things adjust to a more realistic (and much slower) pace. A tap-tap here and a tap-tap there will result in a fairly busy little village in short order. And in-app purchases for said magic beans if one can't wait to earn more the natural way. construction, harvesting, etc.) or to buy special items and building outright. It's a classic freemium model, complete with special "magic beans" to speed up real-time actions (i.e. Ready to make a guess?Īll kidding aside, this is indeed what Trade Nations offers. Which, of course, starts the cycle all over again. This in turn grants experience, and even more (and better) options are available for purchase and construction as levels are gained. Then they build other things to give them more minions/villagers to allow for more more harvesting. Guess the game: players use limited resources and money to construct things in order to gather more resources and money.
