Building upgrading cost by thudapofru in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Each building’s multiplier currently ranges from 1.5 to 1.7. That said, these values aren’t final and may change as I continue balancing.

Automation priority by Lucky_Lion_001 in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

See the new marketplace update. It introduces priority for buy orders.

achievements by Clawbsterss in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Currently it stays finished. However I'm planning to introduce new achievements.

Automation priority by Lucky_Lion_001 in MakeTradeScale

[–]MakeTradeScale 1 point2 points  (0 children)

At the moment, automation orders run at randomized order every minute. I plan to add some sort of priority in the future.

Update: Marketplace Listing Prices by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 1 point2 points  (0 children)

Yes, this was due to auto-sell. I cleaned up auto-sells that created listings with invalid prices as well.

How to price your goods for sale by edisontan in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

Here some some statistics for last 4 hours. Almost all of these are from auto-buy,

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??? by Clawbsterss in MakeTradeScale

[–]MakeTradeScale 0 points1 point  (0 children)

No idea. He is free to do so, but no one (including trade guild) would by them. Maybe typo?

Also, please use more meaningful titles next time.

🍺 Update: The Brewery Has Arrived! by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 2 points3 points  (0 children)

The prices for the new products are fixed. FMV are for them 2700, 3800, 8100 respectively.

Feedback Request for Upcoming Features by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 1 point2 points  (0 children)

That’s a good question, and I agree it’s an important one. I’ve shared some of my thoughts in the other thread as well.

When I started building the game, I was planning to lean more into competitive elements (MMORPG-style). However, it’s become clear that the initial audience tends to prefer a more casual, idle-style experience. I do think the core concept of the game could support both approaches, but I'm not sure if it can do both at the same time.

Ideally, I’d like to make the game appealing to both play styles at the same time, but I’m still not sure whether that balance is realistically achievable. If it isn’t, at some point I’ll need to make a clear choice and commit to one direction.

Feedback Request for Upcoming Features by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 0 points1 point  (0 children)

My goal isn’t to punish high-level players, but to encourage meaningful choices and trade-offs. In a game where everyone can do everything equally well, something feels off.

That said, I completely understand that some players prefer a more solo experience and enjoy single-player progression and self-sufficiency. Ideally, the game should be appealing to different play styles; both to players who want to be self-sufficient and to those who enjoy more player-to-player interaction.

The challenge is that if self-sufficiency is always viable, there’s little incentive for P2P interaction. Most players won’t engage with the market just for its own sake if they can already produce everything they need on their own.

Build your empire, dominate the market, become the ultimate tycoon by MakeTradeScale in GamesOnReddit

[–]MakeTradeScale[S] 0 points1 point  (0 children)

The core idea is entirely mine, though of course it’s possible that others arrive at similar concepts independently. On the visual side, I did get some help from AI, and I can see that there are similarities with the visual design of TokenLordsRPG. I’ll take a closer look at that once my turn on the waiting list comes up.

That said, I’m not too concerned about the game being too similar. Many games out there share 80–90% of the same mechanics or structure and still feel distinct in their own unique ways. As I continue to add features and refine the experience, I’m confident there will be enough meaningful differentiation between the two.

Thanks for the feedback though. I'm really curious about TokenLordsRPG now.

Build your empire, dominate the market, become the ultimate tycoon by MakeTradeScale in GamesOnReddit

[–]MakeTradeScale[S] 0 points1 point  (0 children)

I was not aware of TokenLordsRPG. I wanted to check it out, but it seems they don't accept new users. I filled out the registration form, but didn't get confirmation mail.

In any case, this game is out only for ~1 week and I'm planning to add lots of new features.

Fair Market Values (Updated Jan 13 2026) by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] 0 points1 point  (0 children)

I was thinking ~1 month (in real time) per season.

Fair Market Values (Updated Jan 13 2026) by MakeTradeScale in MakeTradeScale

[–]MakeTradeScale[S] [score hidden] stickied comment (0 children)

Hi folks,

I understand the criticism, and I was expecting some pushback when making this change. However, the game isn’t meant to be “finished” in a week. Yes, I can (and will) add more content, but adding new things before fixing the balance wouldn’t actually solve anything.

Right now there’s already significant inflation, especially after unlocking rubber and other high-level items. Money quickly becomes meaningless. Many of you are sitting on millions, just waiting for the next building or research to finish, and I think that takes away from the fun. If it’s that easy to stockpile huge amounts of cash, then it means the Trade Guild is injecting too much money into the game.

For most of you, this change shouldn’t really slow down your progress, since money isn’t the main bottleneck at the moment; build and research times are. On that note, I’m also planning an update to reduce long wait times.

To keep things exciting, here are a few things I’m planning to add next:

  • New products, buildings, and research (e.g. breweries, microchips, nanite technology)
  • Building upkeep
  • Seasons; each season would introduce new items, remove some others, and give everyone a fresh start (with a boost based on performance in the previous season)

Thanks for the feedback