Suppose you've got a game in development that uses various resources in much the same way Settlers of Catan uses resources- in that you produce them, maybe trade them, and then spend them on certain things.
How do you cost things and value these resources?
Obviously this depends on the game, so lets say for the sake of arguement that there are 4 resources in the game. One is worth, say, 3 Victory Points each at the end of the game. One is worth a 1 VP each, but is also used in more things, like buying buildings or whatever. The third and fourth resources are not worth VPs themselves but are used to build up to producing the 1st and 2nd.
Basically some of the resources ramp you up to producing the other resources, and the point of the game is to maximize your score (which comes primarily from producing that 1st resource, but also from building certain things which allow you to turn the 'worthless' resources into VPs in other ways).
Does any of this make sense? My problem is I'm having trouble costing the buildings to make it appropiately difficult to buy them and make out ahead if you do it right (and fall behind if you don't - like if you buy a Harbour in Puerto Rico and you get it too late, then you would have been better off saving for a big building).
- Seth
From my experience, the best ways to actually cost a building appropriately, is to playtest (many times over) your game without it and then introduce it at varying stages of your playtesting. By doing this, you will have some sort of idea on the impact on the game that the building has, and the average amount of resources that are available at that stage as well. Then all you have to do is simply price the building appropriately for when you believe the best time for it to come into play. I hope that helps and made sense to you...
-Karl.