I think if there were a "Technical" rating category, this game would shoot right up to the top. I'm also treating this game as if the gameplay loop simply involved locking in a site, and winning if said site becomes the wealthiest at the end of the round - so I'm not gonna be mean about the lack of a "You Win!" screen, I'll just pretend it's there for the sake of review.
It took me a bit of time to comprehend the underlying logic, I think. I had the gist down after about my 3rd time reading through the game description, but even with that knowledge I'm not really an economist, so I can't really speak to the quality of the simulation here. At the very least when my prediction was wrong, it was somewhat clear to me why the winning site succeeded the way it did (Having high production in everything but food doesn't really matter when you're surrounded by like, 5 sites able to feed you with a king's feast).
I think the actual details of the game aren't too complex to track - from a game design perspective, I think you're just missing a few QoL elements that would make it a lot easier for the layman to ease their way into understanding the simulation. For one, the event tracker could absolutely do with a little more than just text - I think some icons that have been colour coded based on their relevant resource would help understand events at a glance, or maybe filtering out specific events when a site is clicked. I also think if a site's currently held imports were made visible (or more visible, if there already was a system to view imports, I missed it), it'd also help communicate the import/event system a little quicker without having to learn the (arguably) most important game element from the last section of the description. Maybe it'd also be nice to see potential events ahead of time, but I think needing to play a few rounds of this to learn things through trial and error makes the game significantly more interesting.
I don't usually engage with these kinds of games but I liked what was here. I hope you keep this kind of ambition up for future jams, cause I think this isn't an inherently flawed idea, just one held back by time constraints.



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