I'm working on a game right now and dealing with the issue of resources. The main resource in the game is influence. Influence, in the sense of political influence or the ability to achieve certain actions.
Common physical resources like wool, grain and so on in board games usually have some entity that produces it (a tile or some resource builder made out of other resources) and the resource produced is not usually ephemeral -- that is, its life time is not dependant on a set number of turns, but it is consumed when used (perhaps to build another resource or allow a certain action to be committed).
With physical resources as well, there is usually no limit to how much resources you can have. For example, as long as you have a gold mine producing gold there is usually no limit to how much gold you can collect; the mine may finish producing gold after a set number of turns but there is still no limit to the overall amount of gold you can collect from one or many mines.
Using the idea of influence, in the sense of political capitol, seems to be qualitatively different from physical resources as I described above. For example, I don't think I've seen a game where influence can be used to create a static entity like a house, but it *can* be used, to gain the contract to build the house. The fundamental difference it seems to be is that a resource like influence allows *access* to actions in contrast to physical resources that allow the actions to be *performed*. To use the above example, a physical resource like wood will allow me to build a house, but not get me the contract. The political influence will allow me to get the contract to build the house, but without wood I can't build it no matter how much political influence I have to get the contract.
Other qualitative differences, I hinted to above have to do with the more ephemeral and limited nature of an influence type resource. In a bidding game, for example, you may get X amount of static resources a turn and choose to use up a given amount on a bid. On the next turn, you get your allotment for the turn plus the amount from the prior turn. This leads to an accumulation aspect. This does not intuitively seem the same for an influence type resource. With influence, you may get an X amount per turn, indicating a consistent ability to exert power, but this influence is not accumulative. I may hold a high office, and exert a consistent amount of influence, but just because I don’t use it one turn, doesn’t mean I gather twice as much influence, for example, on the next turn. Thus, it appears to me with a resource like influence, the limit can be raised or lowered but the influence can only be replenished to the limit. With static resources there is no limit.
Given all that I’ve said, can you guys/girls help me come up with a mechanic or ideas that details:
1) The way an influence resource is generated
2) Establishing a limit
Thanks for the reponses. I think, for my purposes at least, I need to have a quantative way to measure influence.
Influence in my game can be used to influence the chance of gaining access to an action. The more influence a person has opposed to another player the more likely they are going to achieve the action because with more influence you can pull more strings and so on.
An interesting question I came up with, is how does one trade influence? For example, if you represent influence with different color cubes (military red, political blue) then I guess it is simple for players to trade color cubes. But does this really work?
Once you become powerful, it seems to me you have a certain amount of influence over a period of time that can not be accumulated but used and renewed. For example, let's say you are the President of a country. You have a lot of power, but if you have 10 cubes for your turn, and you use up 6, then at some point you are going to renew the amount of cubes you have -- it doesn't make sense that you become *less* powerful if you spend influence. Maybe the key is that *power* is the ability to generate influnce a round, and influence is what you can do in a round. However, influence can't be accumulated.
Can you guys think of any mechanics that emulate power and influence?
--DarkDream