The Problem:
Hey all, I'm currently working on a heavy eurogame about colonizing Mars.
I originally had abstracted oxygen, water, and food into a single resource called "basic needs". At the end of a round, players had to pay "basic needs" according to the number of workers they had, otherwise their workers would die.
However, throughout playtesting I have found that this mechanic feels extremely restrictive and basically forces you to focus on "basic needs" production on your first few turns.
I am reluctant to completely scrap the idea, though, because I feel like this would be an important factor when governing a civilization on Mars.
Questions:
How do you feel about "feed your people" mechanics in games in general?
How important is this mechanic to the theme?
Can you think of a fun mechanic that involves these "basic needs" but isn't so in-your-face?
P.S. To be clear, the game is not about surviving Mars, it is about building a civilization on Mars.
Thanks for the awesome feedback you guys!
Yes, Agricola's begging tile mechanic definitely fits here.
I love your ideas involving abstracting the quality of life in your colony, perhaps I could tie this concept to an overall morale/happiness mechanic that could have some over-arcing effect on gameplay. Maybe a happier population is more efficient? Or perhaps your morale track works similarly to the popularity track in Scythe - by adding to or subtracting from your final score.
There could be other factors that affect the morale track as well, such as implementing authoritarian policies, or over-working your people.