With the foundation of my game being based on war economics, my first shot at one of the key game mechanics was traditional worker placement to produce resources which can in combination with a second layer of worker placement produce manufactured goods. Basically, it's a tech tree or layered production mechanic. If you had three workers on a resource, then it would produce 3 resources. Pretty simple. The key thing is that those same workers can be upgraded, but they are then taken out of the production mechanic and put into the combat mechanic. That was the basis for some of the "tough choices" for the players. However, that model, with all the workers, looked really busy and confusing when I started laying out the board and all the resource and worker components. I was trying to show the tech tree combinations and provide spaces for the workers, but it got really messy.
So, then I had a thought to simplify the entire model by basing the resource production simply on which locations had not been conquered yet (and no worker placement). This put them at risk based on the combat, challenging the players (this is a co-op game) with increasing risk if they fail. In other words, I say location "A" produces Natural Resource 1 (NR1) which is a component for both Manufactured Goods X and Y. Then if "A" is lost in the combat, then NR1 is no longer produced in Location 1, restricting the ability to manufacture goods X and Y. This narrows the choices of worker placement strictly to the manufactured goods, and I thought this would be better. Additionally, I could clean up the resources tracking with a simple table, and focus more attention on how to display the combinations for manufactured goods cleanly.
So, now...two questions: Does this sound like the right direction for these mechanics?
Also, which game(s) would be a good model to compare with. Right off the bat, I cannot think of a game with a mechanic similar to this.
I look forward to your ideas and comments. Thanks!
Below, I have described the basic economic structure that I am tinkering with for my co-op game. I tried to simplify my description so that I could test how complex it sounded. I will leave that to you all to feed back to me.
Layer 1: Locations produce Communal Resources as long as locations remain unconquered. No player decisions involved...the team just needs to protect the locations by deployed sufficient combat resources there. This layer sounds pretty much like RISK 2210, with the energy, the reinforcements, and all.
Layer 2: Players now choose from the Communal Resources and combine them to manufacture Supplies necessary to advance workers and combat resources.
Layer 3: Players can use manufactuered Supplies to advance their workers into combatants, removing them from the Layer 2. However, with each victory, the team has greater opportunity for recruitment of new workers.
I am trying to give the economics some depth, but not make it confusing. Does it sound too complicated? Of course, art and iconography would be helpful in conveying the economics, but I need the general concept first.
More comments, ideas, and thoughts are welcome.