I'm working on a game that mixes classic trade simulations with VN: You have a ship, later a small fleet, and travel around a fantasy world buying and selling stuff. Every town has a rudimentarily simulated economy consisting of needs, wares input and wares output. You start in
Along the way, you will pick up several
So what I am concerned about is that unlocking or reaching a new region will not really be perceived as rewarding, as it's just more of the same. There is not really a "power up". At best, you will have access to a few more ware types (there are a total of 45 different commodities in the game that you can trade; 15 food types, 15 raw materials and 15 trade goods/finished goods) and maybe better sale opportunities for already found wares, but it probably doesn't feel like a new challenge. Filling every region with so many characters that it's worthwhile cruising around the new ports for the quests alone would make the character count escalate quickly.
I have toyed with the idea of introducing RPG combat with the "collected" characters as potential party members, which would make exploring the world important in order to find new challenges. It would also make finding items rewarding. But somehow it doesn't feel right because the player is not a mercenary or soldier but a trader. OTOH, there are pirates and those encounters would be best resolved with some kind of battle, so that would fit right in there.
I could go full Kamidori, where the player is supposed to be an artisan (wrongly translated as "alchemist") and still goes out to kill monsters for crafting materials. So the player could, besides ports, find farming spots where he fights a battle and then gets loot (from the defeated monsters and the place), which consists of stuff to trade (hides, meat, plant stuff, minerals) and RPG items. I wonder, however, whether this would change the focus of the game too much. A cooldown for those places would help to not make it a pure grinding game, but that would also water down their usefulness. OTOH, it would keep the player moving around and since he is going from A to B anyway, he might as well trade on his way there.
What are your thoughts on that matter? Do you think a trade sim should stay "pure", or is combat needed for it to keep the player interested beyond the first few locations? How can I make it fit better with the original game idea? To be honest, writing all this down already gave me a few ideas, but I would still like input from outside my own head.