Compare Patrician IV Gold prices across 50+ stores and find the best deal. Developed by Gaming Minds. Published by Kalypso Media Digital. Released on 10/5/2011. Available on PC. Genres: Single Player, Multiplayer, Bird View, Simulation, Strategy, Adventure. Metacritic score: 66/100.

A medieval Hanseatic trading sim where you build a merchant empire from a single ship across the Baltic and North Sea. The Gold edition bundles the base game with the Rise of a Dynasty expansion, adding land caravans and co-op multiplayer.

Patrician IV Gold is a bird's-eye trading and management simulation set during the zenith of the Hanseatic League. You start as a minor merchant with one ship and a counting house, and your entire job is to read supply and demand across roughly two dozen ports stretching from Novgorod to London, buy cheap, sell dear, and reinvest the margin into production buildings, more ships, and eventually political clout. The Gold edition matters because it includes the Rise of a Dynasty expansion, which adds eight new inland cities, land-based wagon convoys that have to be protected from highwaymen, six new scenarios, and cooperative multiplayer for up to four players over LAN or Internet. That is the version you want. Let me be straight about the decision-making loop, because it is the whole game. Your core tools are automated trade routes where you assign captains to convoys and set buy and sell thresholds per commodity, a production chain of farms and workshops that lets you control supply rather than just react to it, and a political track that can get you elected mayor of your home city. As mayor you unlock city-building powers and some genuinely sharp political sabotage options, including the ability to have rivals assassinated or slandered during elections. The economy is dynamic and reacts to what you and the AI merchants do, so flooding a port with cheap grain actually suppresses prices locally. That feedback loop is the strongest thing in the box. The weakest is naval combat: it is present, but reviewers across the board noted it is effectively vestigial, and you are almost always better off hiring escort ships and letting the AI resolve pirate encounters automatically. Now, the accessibility question. The campaign functions as a structured tutorial with video guides walking you through buying, selling, route automation, building placement, and the town hall mechanics. It is not elegant, and it leaves some corners unexplained, but it is far more approachable than Patrician III ever was. A newcomer who follows the campaign questline will understand convoy automation and production chains before hitting the open sandbox. The UI involves a lot of menu-clicking and slider adjustments for every transaction, which is the most-cited friction point across critical coverage, but once you internalize the layout it becomes muscle memory rather than a roadblock. My honest read: the learning curve is real but front-loaded. Survive the first few in-game years and the spreadsheet starts to sing. Where the game falls short for replayability is map variety. You are working with the same fixed set of cities each run, so the supply-demand geography never changes, and a second sandbox game is largely a repeat of the first. The Rise of a Dynasty expansion adds some freshness with its inland trade routes and timed scenarios, and co-op gives the whole thing a different texture since teammates can specialize across shipping, production, and politics simultaneously. Mod support is minimal and the community is niche, so do not expect Paradox-level post-launch content. This is a game for people who find satisfaction in optimizing a trade network until it runs itself, then immediately starting to optimize it harder. If watching a color-coded convoy table fill with green margin numbers sounds like a rewarding Saturday, Patrician IV Gold will absorb more hours than it has any right to. If you need combat tension or narrative momentum to stay engaged, the Baltic in the 14th century is going to feel very cold very fast. Diego, Scout Team

Patrician IV Gold
Single PlayerMultiplayerBird ViewSimulationStrategyAdventure

Patrician IV Gold

Oct 5, 2011Gaming MindsKalypso Media Digital
GamerScout Says

A medieval Hanseatic trading sim where you build a merchant empire from a single ship across the Baltic and North Sea. The Gold edition bundles the base game with the Rise of a Dynasty expansion, adding land caravans and co-op multiplayer.

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About Patrician IV Gold

Patrician IV Gold is a bird's-eye trading and management simulation set during the zenith of the Hanseatic League. You start as a minor merchant with one ship and a counting house, and your entire job is to read supply and demand across roughly two dozen ports stretching from Novgorod to London, buy cheap, sell dear, and reinvest the margin into production buildings, more ships, and eventually political clout. The Gold edition matters because it includes the Rise of a Dynasty expansion, which adds eight new inland cities, land-based wagon convoys that have to be protected from highwaymen, six new scenarios, and cooperative multiplayer for up to four players over LAN or Internet. That is the version you want. Let me be straight about the decision-making loop, because it is the whole game. Your core tools are automated trade routes where you assign captains to convoys and set buy and sell thresholds per commodity, a production chain of farms and workshops that lets you control supply rather than just react to it, and a political track that can get you elected mayor of your home city. As mayor you unlock city-building powers and some genuinely sharp political sabotage options, including the ability to have rivals assassinated or slandered during elections. The economy is dynamic and reacts to what you and the AI merchants do, so flooding a port with cheap grain actually suppresses prices locally. That feedback loop is the strongest thing in the box. The weakest is naval combat: it is present, but reviewers across the board noted it is effectively vestigial, and you are almost always better off hiring escort ships and letting the AI resolve pirate encounters automatically. Now, the accessibility question. The campaign functions as a structured tutorial with video guides walking you through buying, selling, route automation, building placement, and the town hall mechanics. It is not elegant, and it leaves some corners unexplained, but it is far more approachable than Patrician III ever was. A newcomer who follows the campaign questline will understand convoy automation and production chains before hitting the open sandbox. The UI involves a lot of menu-clicking and slider adjustments for every transaction, which is the most-cited friction point across critical coverage, but once you internalize the layout it becomes muscle memory rather than a roadblock. My honest read: the learning curve is real but front-loaded. Survive the first few in-game years and the spreadsheet starts to sing. Where the game falls short for replayability is map variety. You are working with the same fixed set of cities each run, so the supply-demand geography never changes, and a second sandbox game is largely a repeat of the first. The Rise of a Dynasty expansion adds some freshness with its inland trade routes and timed scenarios, and co-op gives the whole thing a different texture since teammates can specialize across shipping, production, and politics simultaneously. Mod support is minimal and the community is niche, so do not expect Paradox-level post-launch content. This is a game for people who find satisfaction in optimizing a trade network until it runs itself, then immediately starting to optimize it harder. If watching a color-coded convoy table fill with green margin numbers sounds like a rewarding Saturday, Patrician IV Gold will absorb more hours than it has any right to. If you need combat tension or narrative momentum to stay engaged, the Baltic in the 14th century is going to feel very cold very fast. Diego, Scout Team

Tags

steamHanseatic LeagueTrade Route AutomationProduction ChainsCity PoliticsCo-op MultiplayerMedieval EconomyConvoy ManagementSandbox TradingLand Caravans

System Requirements

Minimum

Memory
2 GB RAM
DirectX
dx90c
Network
Broadband Internet connection
Storage
3 GB
Graphics
Shader Model 2.0 PCIe (Gece 7 Series, Radeon X2000-Series)
Processor
Dualcore CPU
System requirements
Windowx XP / Vista / 7

Recommended

Memory
4 GB RAM
DirectX
dx10
Network
Broadband Internet connection
Storage
3 GB
Graphics
Shader Model 3.0 PCIe, DirectX 10
Processor
Quadcore CPU
System requirements
Windows 7

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Reviews & Ratings

Metacritic
66

Game Info

Developer
Gaming Minds
Publisher
Kalypso Media Digital
Release Date
Oct 5, 2011

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