This time I added a few minor changes to try and streamline the City Cargo Production and introduce more pirate conflict. I ended up finding several other problems. Each play though is one step closer to smoothing out the problems so you can do a real play test with friends.
Adding a Pirate Draw Phase at the End Turn helped to make the map feel dangerous. During a combat I realized I didn't have any rules or pricing for removing damage from pirates. I also found a problem in my Pricing Value of Cargo.
|Notice the Red Markers showing where Pirates have been spotted.|
My City Cards need Production Chevrons to show which Cargos produce each turn. Its just a visual marker to quickly identify the Cargo types that need to be updated at the end of each turn. Its hard to see, but I drew small upward arrow over the positive Production Bars. You can see the bottom most card has a small black arrow over the Gold Production.
I think the next play session should go even better. I might even get through more that 3-5 turns before stopping to make big changes. =)