I’d like to use this thread to sketch out some thoughts I had about fleshing out my interpretation of David’s game idea. I’m basically going to set aside most of the structure of his game for the time being, because it may or may not be essential for this "new" idea.
As I mentioned, the core concept involves a “two-tier production model”. The idea is that the “lower tier” [guilds/production facilities/whatever] take raw materials from the game system itself and convert them into either sellable low-value goods or Components of high-value goods. The “higher tier” guilds take these Components and combine them into high-value sellable goods. For both the low-value and high-value goods, players would be selling to the game system. The Components would be sold between players.
And that’s basically it. But to this simple outline, several systems must be added. Here are a couple of ideas that could be used to flesh things out:
Perhaps there are different regions of the board, each of which produce one or more of the raw materials, and each of which have spaces for the players' "factories". Perhaps depending on how far one’s “factory” is from the resource-producing region, one has to pay to “import” the material. But maybe there’s also a “merchant”, like Scurra’s idea, only his power would be that he can travel the roads for free. Thus, he can buy resources cheaply and then sell them to the other players at a markup. Presumably he could do the same thing with low and high valued goods.
I’m envisioning a system whereby each turn, next to each of a player’s “factories” the player will place two tiles, representing a good/resource he is willing to buy and a good he is willing to sell.
And then, some market economic model kicks in to determine the price, demand, etc. I envision a system of “contract” cards that are drawn at the start of the turn and revealed, maybe one per region, representing “finished goods” that people are willing to buy. I like Fanaka66’s economic model from “Fad Factory”, but I am sure it’s possible to invent something equally robust here.
Those are some preliminary thoughts. Feel free to chime in with impressions, comments, ideas, whatever!
-Jeff
I think this would be perfectly fine, but I’m afraid it would result in a rather well-trodden path with respect to where the tension in the game would come from. In that sense, I was aiming more, I think, at forcing players to decide where in the “food chain” to place themselves. The point of emphasis you suggest would really lead to a narrative flow that would go like “Early in the game, I cash in resources for money, but late in the game, I cash in resources for VPs”, which again is perfectly fine but maybe too familiar.
The key in making an economy of the sort I’m advocating seems to be that different things must have different value to different people. From this, one begins to see the wisdom of secret contracts. If you know perfectly how much a widget is worth to me, you can make me really pay for it; secret contracts cloud that somewhat. But I still like “broadcasted” contracts better. Clearly, then, the source of tension would have to come from supply-demand tension.
What I think I have in mind is something whereby perhaps there are two levels of “contracts” -- for the “high tier” goods, there are contracts that promise a certain payout. In contrast, for the “low tier” goods, there is some sort of market economy with fluctuating demand and with competition between the players.
Frankly, I don't know if I see the apprentice/journeyman/master thing working here, but I do see the Guild thing working here- perhaps each player represents a particular guild, which means they've got a specific ability (variable player powers) and perhaps they earn VPs when their guild is used for stuff.
Yes, there’s definitely a question of representation here -- are players guild members, guild owners, factory owners, whatever? Certainly something that will have to be defined at some point. I agree that, to me, I’m already ready to leave the Apprentice construct behind for now, and only add it if the mechanics demand it; currently, it seems like it would be force-fitting it in to this particular system.
This might be a nice way to have several different guilds and to not force a player to adopt one or two guilds and stick with them the whole game. (Because that would be more appropriate for an “advancement” game, but not necessarily so for a “market” game, which I think this is becoming.) Maybe we could incorporate the “advancement” concept by modifying role selection to be that you can hang on to your role card between turns, in which case it becomes more powerful, but you must give it up at some point if you hope to diversify. (Maybe the role cards would be two-sided, with one side saying “Apprentice” and one side saying “Master”)
I don't think I see this as a role selection game, but maybe it's worth at least thinking about it...
I also quite like David’s market model, however there’s an additional level here that must be accomodated, namely, how do players interact with each other with respect to the intermediate level goods.
Yes, this is definitely not meant to be a simple reworking of your game, but a completely new game from whole cloth. (although, it obviously owes a tremendous debt to your game)
I still haven't managed to play Alhambra, but a game about exchange rates sounds like it could be interesting, but I agree, adding resource production could complicate things a lot.
But of course, my model has three tiers as well; it's just that the lowest tier, raw materials, comes from the game system rather than from the players. And this creates, I claim, a fundamental difference between our two models. In mine, the "low tier" guilds can get their resources from the game; the "high tier" guilds must get them from low tier guilds. And, crucially, the high tier guilds aren't just "advanced versions" of the low tier guilds, but unique entities. Drop the guilds for simplicity and think of them as factories; a "paper mill" might be a low-tier facility, and a "printer" might be a high-tier facility. The point of interest in the game becomes which type of business you'll run -- one where your supply problems are easy but demand is lower, or one where supply chain issues will be troublesome but demand is high? It focuses in on a very specific (and I think, interesting) economic question.
I like your economic model very much, although I might modify it for this game to be an "all at once" deal where the amount sold by all players fixes the price (if only to avoid the "price setting" complexity that Fanaka is experiencing in Fad Factory). e.g., if I am the only seller, the price is X, but if two of us sell, the price is X-1, etc, or something like this.
I also like the idea of the merchant being a "middleman", and I think a mechanic like that could work here; as I mentioned, I think the way to pull it off is to have delivery of goods have a non-zero cost for people other than the merchant, so the merchant can turn a little profit on acting as an intermediary. (For example, maybe there's demand for Books; so rather than letting the book-producers compete for that market, the merchant could go around buying up all the books, then parcel them out in a way in which only he benefits. Just a silly example, but I do think there's possibly a role for a merchant mechanic here...)
-Jeff