I am trying to figure out a mechanic where a variable economy can exist for importing and exporting to. I want exporting to be able to have a financial benefit sometimes, and the import prices to be fluctuating in a way that makes sense for the game.
Please check out my two journal entries and comment. One is the current set of the rules that I have comepletely written down and thought about. The other is the possible mechanics for the import/export.
I suppose the ultimate goal for the import/export mechanic is to provide a realistic and scalable pricing system on resources (which will hopefully get more expensive as the game goes on, to help reduce the rich getting richer effect). While this is an objective I also want it to be fairly simple and straight forward to calculate.
-Michael
In theory I like the method of the merchant continuing to bring items that sell well, and then shuffling his inventory of bad sellers. When I try to think of a way to implement this in the game I find it very difficult. Would a chart be included for merchant prices? Should there be counters that are moved along a scale? I want to make the mechanic simple enough that it can be applied without any additional clutter.
This doesn't seem like a huge penalty to me. I actually like the fixed prices baced on either the turn, or the current level of the wonder. I would like hoarding to be a possible strategy (I think, I'll have to see in testing though). Wonders theoretically are difficult to build, so I also like to have a system where it is possible for the players to lsoe and making the prices scalable to the progress will allow for a difficulty that moves along with the extra money towards the end of the game.
This also gives me another possible idea. The change of prices of resources could be an event that is randomly determined by the 'special die'. With 2 sides being prices goes up and 1 price being price goes down, it would allow for an ever increasing value, but at the same time it would be seemingly random and therefor difficult to predict.
Thanks, for some reason I couldn't remember.
-Michael