I am having trouble finding an elegant mechanics for an action system. The context is simple:
Players will own cities using double sided marker. Each city could have a resource value, and maybe a bonus value for certain type of actions. For example a city could have 4 resource + 3 for production actions. Players gain 1 action per city, they flip the city token to mark it's used.
Method A: Now one way to do this is if a player want to use a build fleet action. I could compare to a fixed value like 6, and if the resources exceed 6 he is am allowed to produce a fleet in that city. Since Build Fleet is a production action, that would give a value of 4+3=7, 7 is greater than 6 so the action is allowed.
Now the problem with such mechanics is that
- Some cities could end up beign capable of doing only the same action.
- There is no interest in granularity, having 6 or 7 resource gives the same results. So why no simply remove values and state which city can do which action.
Method B: An alternate solution is to add randomness. For example roll 1 die + resource value.
- The problem is that some actions could never occur. You flip a city, make a roll, fail then lose your action.
Method C: Possible solution, roll dices in advance and assign them to cities. Like rolling a pool of 1 die per city and assign one die to each city
- Problem is that I now need 1 die available for each city. Maybe with small dice it could be more convenient and cheaper.
- Depnds on the number of cities on the map, is the amount is relatively low, it should not be much of an issue.
Method D: Another solution, roll 1 die + resource, but optionally pay the difference with gold for example.
- So not all actions will be cancelled, you need to evaluate the odds and the cost.
- Possibility of a missed action, but maybe missing an action gives you compensation (ex: get more gold)
I might also include warfare in that action resolution system (ex: defender is a target number). I am open to changing how the map's resource system is designed.
I was wondering if you had other ideas or If you have seen other games with similar mechanics let me know.
Sorry for my late reply, my attention went to BGG and I forgot this thread
I like your idea, but more for an adventure RPG. After some debating on bgg, rolling dices for actions is not really a good idea.
Well there is a similar notion I want to use. Each city will have a base production value and a trade value. The trade value can be stolen by adjacent opponent's city if he gains economic influence over the city.
But now that you suggested that idea of combining cities, I could slightly change my view on this idea where there are 2 tokens (or token + meeple) in each city that can be flipped for it's value. One token for production value and one for the trade value. Allowing player to flip their trade value for adjacent cities instead of their own cities.
That could allow a limited work together and allow opponents stealing trade values. And it will not be a mess to keep track of how much points are left.
True, it's another way of seeing things. Still if I could find a way for not having to use gold, it would be better.
I am thinking in making the civ territorial aspect of the game entirely decentralised while making the Magic Covenant aspect of the game completely centralised. Creating a form of assymetry in a player's gameplay.
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Another interesting idea that was suggested on bgg is Time. Players could place their city in focus mode in order to double the production or trade value of the next action next turn. A bit like in the civ video game where larger buildings takes more time to produce.