Hi
I’m working on a strategy game. Ever since the start I believe that the economy system is it’s weakest spot. It takes to much time, after some hours playing it also goes slower and slower due to tiredness. Some players might also find it quite hard.
The economy system is very simple however. You have 6 resources; Food, Gold, Wine, Stone, Wood and Iron.
Each turn you take your resources and pay the upkeep of your troops. It’s ok in the beginning but when you have a lot of troops it takes times. As your land increases you have higher values to deal with.
My alternative way (haven’t tested this yet) is as follow:
You have a so called a treasury. A sheet Simply 6 squares, one for each resource showing how much you get each turn.
Example: Say that you earn 10 food each turn but have an upkeep of 5, you put five resources in the food square in your treasury showing how much food you generate. IF you buy one more troop you remove one food, having 4 left. If you lose one troop you simply add 1 resource, having 6 generated the following turn.
Advantages
+ Hopefully you will not have so much problem in a bigger scale calculating how much resources you get.
+ You don’t have to count your troops each time and keep track of your expenditures
+ Might be able to remove the cards for each region which show how much resources you get. (This rise the problem showing who owns the region, add flags to put on the region instead? Now the card with resources shows how the owner is)
Disadvantages
- I want to keep it simple. This add more explanations in the game.
- more items to produce for the game and to control in the game.
What do you think? Will it work in reality? do you see other problems?
EDIT: You can also find my game boardgamegeek.
//Albin
The game now is a bit too fiddly as you mention kos. I need to reduce it somehow. Your three suggestions are really good, I will think of them. The game needs to remove much of the fiddlyness but not on the cost of it complexity and simplicity. Hope you see what I mean. I will go through your three suggestions:
1. Reduce the number of resource types.
six resource types is a bit much I know. I think however it isn't the big problem.
If any resource going out I guess it has to be stone. Food= Army upkeep, Gold=Knight upkeep, cost for buildings and troops as well as an more flexible resource (this is the one you buy the other resources with in the market). Wine is for knight as well and luxury buildings, Wood is buildings and soldiers and finally stone is simply just for buildings. I think they together form a complexity that I like.
2. Change from an accumulation economy to a supply economy.
I was thinking about a supply economy at the beginning but decided not to go for it. For the game as a whole I'm not sure if its going to work with this type of economy. For now each region produce a couple of the different resources. if I go with the supply economy it would be best if each region will only produce 1 type of resource. Or there is only 2-3 resources in the game it would work. I think that it will reduce the complexity greatly.
3. Stagger the collection of resources.
Interesting system. But I think it's not what I'm looking for. I think the player depend on all different resources too much to skip the others each turn.
The economy part of the game is one of its main parts. T think.he economy phase however take too much space now. Reading through my text it feel a bit defensive. I hope it doesn't feel I'm just throwing away your suggestions. They help a lot and I will take them into considerations. The second idea is the one I like most and the first might be the more harsh truth.
I somehow need to remove the fiddlyness without removing the game complexity or making it more simple.
Over at boardgamegeek they mentioned using a bar system. What do you think of that?
Thanks for answers :)
//Albin