In my cooperative game, several natural resources are used in combination to create manufactured goods. For various reasons, I chose to try resource bits (meeples, cubes, tokens, etc) over resource cards (a la Settlers) that a player would take on his turn, and then subsequently turn in some combination thereof to manufacture a particular supply (which I think I want to represent with tokens).
For example:
1 black cube (gunpowder) + 1 gray cube (iron) = 1 gun (token)
In retrospect, I don't see the need for taking all the resources and then trading them in for other bits/tokens which represent the supplies...this feels complicated and klutzy to me. Instead, I am toying with the idea of using a track for each commodity. As other game mechanics "produce" or "consume" the natural resources, they move that resource up or down the track, respectively. If you want to make a gun, you instead would move the black "gunpowder track" and the gray "iron track" each down one space. If you got to zero on a particular resource you can't make the supply. I am thinking this would help with avoiding all the bits that will be in constant motion as players "transact" their production.
Any games out there that do this already? While I was looking at my prototype, I couldn't readily think of any. Any other thoughts as to how to simplify the "engine" mechanics?
I have Terra Mystica but not Glass Road or Eclipse. I will research those. I do like how the bits work in TM, but they make sense with that income mechanic. The power cycling mechanic is also an interesting mechanic but I don't see it working in my game.
Thematically, I can see having all the bits in their "production zones" on the gameboard, but they are communal. Also, right now, its simply a conversion thing -- 1 coal + 1 wood + 1 currency = 1 gunpowder. As a those resources are produced each turn, someone should be making something...players should not stockpile resources, per se. They cannot afford to. So I think transactions could be so fast that the tactile satisfaction won't pay off...I actually think it might become annoying. However, I plan to have chits for the supplies which are produced from the resources. Those can be stockpiled to some degree because there are more options as they, in turn, combine with other resources to advance troops. But, this stuff isn't expected to build up like unclaimed resources in Agricola or anything. Being cooperative, if it is being used, it is for the good of the team. There is little reason to wait to use any resource--it is to be used quickly to keep up with the challenge mechanism (battles to be fought).
There are currently 6 basic resources--coal, iron, timber, leather, horses, and exports (which translates in the game directly to currency). The "rank" of production/plentifulness is based on history...timber was more plentiful than iron...there are therefore more spaces for timber capacity. The currency is really a reflection of all other goods exported that were not directly used for the "homefront operations." My thought is to rank them in descending order each with a maximum number of spaces: currency 10, timber 9, leather 8, horses 7, iron 6, coal 5. Hopefully, you can envision more or less a bar chart type of graphic that can track that production/consumption with only 6 markers instead of a bunch of bits. Chits/tokens track the manufactured supplies which should be allocated elsewhere on the board.
Further thoughts? Thanks to everyone's contribution!