The game is a landlord based game where each player is a landlord and they buy/sell properties so the players control the entire city. There are two types of buildings: businesses (grocery, bank, jewelry store, hardware store, etc) and residents (houses, apartments, hotel, etc). Trying to keep the game pieces to a "minimum", I anticipate using custom card decks, multi-sided dice, and then the actual buildings.
What I would like to do is come up with a system that easily transfers and keeps track of funds back and forth during the player's turns. For example, on your turn, 3 of the 15 residents in 1 apartment building don't pay rent that month, so they are put on 1 month late rent. 1 of the residents paid late rent so you obtain a late fee. You are also evicting 2 different tenants because they have passed the 3 month no-rent policy. That is only 1 apartment building you have dealt with. Now you have rent in 5 homes to take account for, 3 businesses, and you still have to figure out how much you owe the city for your property taxes. While all that is going on, you still have to worry about buying other properties before the other players land the planning contract. You also have the other players trying to gang up on you and run you out of business so you have to bribe the city officials.
So really, I need to come up with a "simple" way to keep track of this payment, that payment, this fee. I'd love this to be a family-type game that can be played in 3-4 hours so this calculation method must be fast and easy to use. As it stands, I think what I'm trying to achieve would keep you from focusing on the game when it's another player's turn. Due to the complexity with the finances, I imagine it would force the player to spend all their time worrying about their next turn rather than enjoying watching the other player's turns. I do not want to rely on a calculator or some other mechanical device. Some of my other board game prototypes have become so complex, each player's turn takes from a couple to several minutes. It would be nice to get each players' turn to a very short intervals so the game rapidly progresses.
Thank you so much for the comments! I am up against the ultimate dilemma. I want to design a game to play personally, and I really enjoy the long-play game. However, I agree that it needs to be simplified and directed towards a large group of people if I want to try and get it on a store shelf. With woodworking, music, design, and every other hobby I enjoy doing, I tend to make things complex on purpose so it's a great challenge to go towards the simpler game play. I suppose my objective with this game is to reach the largest possible audience that I can.
In response to Kos,
I haven't played enough modern board games to know the difference between accumulation and resource level income. I appreciate you pointing that out. As it stands, the game is currently accumulation income, definitely fiddly, and definitely lacking player interaction. I hate the idea of the player only paying attention to their own turn and their next turn. Rapid turns is definitely interesting to me and I am going to strive towards that type of play to improve player interaction. I considered doing property auctions each time a property card appears from the main deck (player 1 draws a card on their turn and it is "321 evergreen garden drive" minimum auction bid 10 moneys", so there's a back and forth interaction between players who outbid each other for the property). I had imagined using poker chips instead of paper money. Through reading some of the other forum posts, specifically James Mathe Game Design for Dummies, the last thing I want to use is paper money.
I also really like the idea of using zones so the players only work on small sections at a time. I think using the tokens that showed who is late, paid rent on time, etc. is a good idea.
Here's another possibility: the players all have pawns and on the roadways are spaces for the players to move along. You have to physically move your pawn to your owned building to attempt to collect rent. The same goes for buying and selling properties. Perhaps the player has to move to the auction house or vacant property to bid on the building, and you can use silent auctions or proxy bids. That way you only have to be on the vacant lot once and can move along. This method of play though might drastically extend the game to several hours, especially if the game board has a large amount of properties.