The current game I'm working on has been steam rolling ahead. I haven't worked on a game consecutively for this long as it keeps getting better the more I play test.
I have hit a snag though...
There are four main ways of obtaining victory (civilization) points: Expansion, Trade, Discovery, and Conquest. Balancing these has been a chore but trade is the one that I have changed the most.
What makes this difficult is trade involves one player giving away something that another player would potentially want, gaining resources and civilization points through a successful trade. This is tricky because once the game comes to a close, who wants to trade with someone and give them civilization points? No one. Even if you might have a nasty combo in the next turn you are giving the other player instant victory points where you might not get anything out of the deal. You could say this is a great catch up mechanic as a player with the lowest amount of civilization points could climb to the top through good trade. But again, you'll be giving away cards that may give the other player the victory. There is just too much uncertainty.
Either way, trade is hard to use and it is quite situational and I want to make it more versatile. Here are my current ideas:
-Allow the buyer a chance at gaining victory points but at low probability
-Allow the seller to either trash resources to gain civilization points or gain resources through the trade instead of just gaining them outright.
-Keep trade as a mechanic but choose another way to gain civilization points (Taxes, policies, etc.)
I would appreciate your ideas!
Thank you.