Sea Trader: Rise of Taipan is basically an updated version of old-school Taipan. They both simplified it and expanded it in its GBA incarnation, though, so there’s some good and bad here.
Gameplay is essentially the same as Taipan, as your goal is to make as much money through trading, smuggling, and ship battles as possible. There are three time limits selectable when you start a game, from a quick 1-year game to an epic 10-year game (no time passes when doing things in port, only when on the sea; a typical jaunt from port-to-port takes about 1-4 days of game time).
You don’t get the classic Taipan “5 guns” vs. “money and debt” start; instead, your father is murdered, and you inherit his ship and crew and pick a first mate from 4 people. Each potential First Mate has a specialty, whether it’s improved cannon-fire, increased ship speed, better deals when trading, or enhanced hull strength and repairs.
There are 6 map regions in the game, each with about 5-6 ports of call. You have to accumulate enough money and prestige to purchase sea charts that free up map regions beyond the initial “South China Sea” area, though. Different regions and ports trade different goods, and you can buy rumors about supplies and demands at Taverns.
Your ship is rated according to its parts. You start with a ship at level 1 in sails, cannons, hull armor, crew training, and cargo hold, and pay to upgrade each part at various Shipyards. Your upgrades are limited by the amount of regions available to you, though; for example, until you buy the sea chart to the North China region, you can’t upgrade beyond level 2 in any ship component. I’m not sure what the maximum component level is, at the moment, but I suspect it’s around level 6 or so.
Oh, aside from the Shipyard, Tavern, Bank, Market, and Warehouse, which are all rather self-explanatory, there’s also a Customs Office in certain ports. Once your reputation has increased enough through profitable trade and victorious combat, you can bribe Customs officials to gain access to the “contraband market” as well as gain access to sea charts (at incredibly expensive cost, though). The contraband market is incredibly profitable once you have enough money to take advantage of it, but of course smuggling these goods usually brings you into conflict with Harbor Guards and Customs Inspectors, although…
Instead of fighting insane armadas of Li Yuen’s Pirates or other random Pirates or Guards, you encounter only 1 ship at a time at sea. You can hail them to try to engage in trade, make sail and flee, or attack with cannon fire and boarding parties. If you successfully defeat an enemy by boarding party, you get to loot the other ship’s cargo hold, which may actually be the best way to start the game off, since you begin with no money and any bank loans generate 15% interest.
Other random encounters at sea can include Sirens that lure your ship off course, storms that damage your ship and blow it off course, Sea Monsters that change your course (I’m not sure if you can fight them eventually, I’ve never had the option), shoals or shallows that damage your hull, or derelict ships or flotsam that give free trade goods or useful information about ports of call.
Overall, the game is easy to pick up if you’ve played a previous incarnation of this type of trading-game, and a fun, albeit repetitive, diversion. I miss the unlimited upgrades of Taipan (1500 cargo hold with 220 cannons, anyone?) as well as the insane battles (my ship versus 840 of Li Yuen’s Pirates), but the bonuses of different First Mates is nice, as well as the larger trading world and the variety in trade goods. Personally, I’ve developed a lucrative contraband-Ivory trade route from Africa to North China, as well as contraband-Gunpowder from Hong Kong in the South China region to Ceylon in the India region. It’s a good game to play for short periods of time, then put down and pick up again a day or two later and play for another short while.