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mechanic idea to determine resource values

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senorbaub
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For whatever reason I was mulling over how the value of resources could fluctuate based on the number of players who possess that resource. What I came up with was a price track with spaces on it where markers are placed from left to right for each player that has that resource. Above each marker space is a price and again going from left to right the price above each space goes down in value. The active price would be the one above the right-most marker. For example the price track for bamboo goes 10, 8, 6, 4, 2. If there are three players who have bamboo in their hand (of cards?) then there would be three markers going on 10, 8, and 6. At that time the value of bamboo is 6 which would be above the right-most marker. If at any time a player depletes his supply of bamboo then the right-most marker is removed (by that player) and then the price of bamboo becomes 8. This way the fewer players that have a resource the more expensive it is (or more valuable for trade) which simulates actual economics.

Does anyone know if this has been done already?

JackBurton
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On the fly I remember that

On the fly I remember that Power Grid has a similar mechanism for resource buying, but based on the total number of resources in game instead of the number of players which have that resource.

Knicksen
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Power Grid

Yes, the mechanism works well to mimic market prices and adds in that the last player (on current vp's) buys first, if I recall correctly.

Corsaire
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I'd worry about the player

I'd worry about the player psychology a bit. If I buy a resource it immediately is worth less; if I sell it, everyone else's becomes more valuable. Sounds like it does simulate an aspect of supply I haven't seen in a game. Lots of mechanics out there for cornering the market.

senorbaub
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That's a good point about the

That's a good point about the player psychology. Lowering the value of a resource may be a good thing though. If you need to buy resources to build a building then if the resources are cheaper then the buildings would be easier to build.

Corsaire
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Hadn't realized the context,

Hadn't realized the context, with buying buildings and such it creates some interesting dilemma choices. Use up the resources and it makes it harder for the next. Sounds worth some playtesting.

senorbaub
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I guess I didn't really

I guess I didn't really specify a context since I hadn't thought that far yet but it seems like it could go either way as a good or bad thing which is what could make it interesting.

Leadpipe
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senorbaub wrote:I guess I

senorbaub wrote:
I guess I didn't really specify a context since I hadn't thought that far yet but it seems like it could go either way as a good or bad thing which is what could make it interesting.

My concern with this mechanic as opposed to the Power Grid type tracking is that 1. it requires checking players' resources every time there is a buy/sell and 2. there is a very bright line drawn at the point where resources change prices. What I'm trying to say is that players' decisions will be affected by the fact that the price change happens when I move from 1 to 0 resources - not at 3 to 2 or 2 to 1. It feels a bit clunky that this will be a factor when I sell the last (or buy the first) resource but not at any other time. It wouldn't surprise me if it often was optimal for me to hold onto that last resource regardless of it's actual value to me, simply because of the amount of value it would add to the other players collectively if I sold it.

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