Let me start out by saying how much I hate Monolopy. I hate Monopoly.
But their is something I like about it that I realized yesterday, I like buying things in game, earning money and growing more powerful. I love games like Axis and Allies where you buy armies, and Carcasonne where you buy buildings. Looking at all of my games I have realized that I have no game where you buy stuff, so I have decided to make a game where there is buying, building, and gaining dominance.
Question: What are good ways to implement buying in a game?
Question 2: What are things to avoid when designing buying in a game?
dnddmdb, you hit the nail on the head for me concerning avoiding continuous loops. Armies should drain the economy, and building infrastructure should boilster the economy. I have a new game I am planning on making that will have 4 teirs that you can spend you time and money on. Armies, technology, economy, politics. Technology will make different amies, economical boosts, or politic boosts available but not do anything other than open options. Armies will attack and defend, but will not get money from the land they take. Economy will build things that allow you to get money from lands taken, and politics will allow you to force the other players to act in a certain way depending on how much diplomatic capital you have.