Hi,
I'm making a 18th Century Caribbean trading game.
In the game, players buy and sell different items (spice, gunpowder, rum, timber and sugarcane) between ports in an attempt to make a profit. The idea is that each port has a quantified number of each resource (each port has 5 "tracks" that track the amount at each port. The buy/sell price of an is the same (different for each port however), and the basic mechanic is the more of an item there is at a port, the cheaper it is to buy (and the cheaper you sell it). Ports lacking an item sell it for a high amount (and also buy it for a lot). In other words, you buy at ports where there is a lot of something, and sell it at a port where there is none.
So far that means there is a lot of tracks (as there are 15 ports, with 5 tracks each), so if you know an easier way to keep track of how much of an item is at a particular port, I would be grateful.
My other, more immediate problem, is how to keep track of the cargo on each ship? The idea is that each player starts off with one ship (with limited room for cargo), and as they make more money, they opt to buy more ships to transport larger amounts of cargo. I want the gameplay to limit it to around 3 or 4 ships per player, although there is nothing physically (besides lack of money) stopping a player from buying more.
Because each ship has a limited cargo, I need a way to easily keep track/symbolise how much room is on a ship. Originally I had a card representing each ship, with a grid that showed how much cargo it could hold.
I planned to have objects such as these:
https://www.thegamecrafter.com/parts/barrel
https://www.thegamecrafter.com/parts/wood
to represent 1 unit of different items, but the amount I would need to buy makes construction costs of the game far too high. I then thought to have stackable counters (different colours representing 1, 5 and 10 units), with the objects above on top of the stack (for example, if I bought 12 units of timber, I would get 1 red counter, and 2 white ones [or whatever the colours would be] and place a timber unit on top). This brings the cost right down, however, I don't see how you can easily track the room left for more cargo on each ship without having to count the counters each time you want to buy.
I'm in a bit of a pickle, and any help/advice/ideas would go a long way, and I would be eternally grateful! :)
I actually think this is a creative way to solve the problem, however later in the game, I expect players to buy a lot more than 6 (or 12) units of cargo per ship, so it may not suit the numbers I'm after.
1st, instead of custom pieces for each resource, identify resources by color and use colored cubes. Also, use cubes of different size for denominations of 1, 5, 10. Use these cubes to represent the available resources at each port. This allows you to eliminate the tracks at each port.
Replace all the port tracks with a single "market chart". The rows on the chart correspond to resources. The columns are the number of each resource. The space at the intersection of the row and column shows the market price for the resource with the given scarcity/supply.
Finally -- and this may require a small rule change -- go back to your idea where each ship is a card, but replace the cargo grid with 3 cargo tracks. Players need only place a single cube of the correct resource color on the track to show how much of that resource the ship carries. Unfortunately, this means a ship can carry only 3 different resources, but that may not pose too big a limitation, and may even force the players to make some interesting choices.
I really like these ideas! The coloured cubes are a great idea!
The central track for marking cargo prices would significantly simplify the whole process (in a good way), however my original idea was to have a different market price at each port (for example to encourage players to travel to ports near the edges of the map if they offer a better price, rather than just sail between the central ports. I guess the supply and demand element will achieve this, as players will be forced to travel out when the central ports run low on elements). Alternatively, specific ports can have slight variations from the market price that the players simply factor in (eg. port A has a 2% higher cost than market on timber, or port F is 5% cheaper than market when buying gunpowder).