Holy canoli, 81 different items? Now I have to play this game at PowWow, if only to see how you managed to pull this off; my mind is knee-jerking "WAY too much complexity. WAY too much complexity".
At any rate, I think that this game will be considerably less complex: 3 raw materials, 6 first tier items, and 3 or 6 second tier items. It should be much easier to close the loop, I hope!
I think you're confusing variety with complexity. Elvencraft has all those inputs and outputs because if it didn't, then all the tasks would be the same. That is what I think might happen here as well. There isn't any more complexity having more inputs and outputs- the mechanics are the same either way.
Just so we're not having a semantics arguement all of a sudden, what I'm saying is that the gameplay gets more complex with more inputs and outputs (which is good) while the mechanics don't (which is also good). I would still recommend using only a minimum to try it out though, but I imagine the number might have to increase or the game will be dull.
- Seth
I guess my concern, complexity-wise, was the relative ease with which you can "reverse engineer" the top tier goods. For example, if there's a "contract" card indicating that in Dwarfville, they're buying Magic Whistles, how easy is it to know what tier 1 goods are needed to make a magic whistle, and how easy is it to know what resources are needed to make the needed tier 1 goods?
If this stuff isn't fully internalizable in a relatively few number of turns, 1 game max, I consider that to be "too much complexity". And I'd generally be worried that with 81 items, it would be tough to internalize those kinds of relationships.
On the other hand, it's quite possible/probable that the mechanics of your game don't require any of this kind of internalization, in which case it's fine.
As I say, I'll just have to play it and see!
-Jeff