Putting other ideas on the backburner
So, it probably seems like I’m very unfocused, but I’m pretty unconvinced by my current game ideas. I have 2 educational games I want to make, and a children’s game. But I don’t really have anything meaty. Over the last few days, a meaty game has presented itself to me.
It’s a game about the Hansa, a medieval maritime trading league in Northern Europe. Each player takes the roll of a business-person in one of the towns of the Hanse, and has to develop the town. To win the game, the player has to build all of the production buildings, essentially making their town the richest. It is a trading and negotiation game, with elements of pick-up-and-deliver. There will be pirates. Hopefully, this will be heavier and more thematic than your average euro.
Game overview at the moment:
- Each player is a business-person in a town. They start the game with a ship, 2 factories (1 producing primary goods and the other producing secondary goods), a house (provides workforce and income) and a warehouse.
- Each player has his or her own board for their town. There is also a simple map board in the centre of the table. The map is of the Baltic Sea, divided into a few large regions. Players will move their ships between these ‘sea-zones’ to trade with the other players.
- Players produce goods in their town from their production buildings. Production works on a two tiered system. For example, Clay Pits produce clay, Kilns produce bricks but require clay. So what if I have a kiln but no clay pit? I will have to negotiate with a player who does have a clay pit and import their clay. Perhaps I offer them half the bricks I produce, or maybe I offer coins.
- The tier 1 goods are used to produce tier 2 goods. Tier 2 goods are actually useful in some way. For instance, bricks might aid buildings. (I’ve not fully worked out the function of each good).
- Things take multiple turns to complete. For instance, new buildings are played on their side, and then placed upright on the next turn. Trading will involve moving your ship to another player’s town. Also, there are investment cards, which are expensive to play, but have a return a few turns later.
- The game will not be a boring waiting game, however. After the first 3 turns or so, old actions will be completed and new actions will begin on every turn.
- PIrates, you say? Privateers will be investment cards, which will allow you to steal goods from your opponents. Be careful though - you have to trade with your opponents. Pirates are a mechanic to allow a player who is being excluded from the negotiation (perhaps because he is winning, or has no goods in demand) to still succeed.
- Players can build new buildings (for more production) and ships (for more trade).
So, what challenges do I currently have to deal with?
- Building costs etc. Game balance.
- Turns might be quite busy, so simultaneous turn-taking?
- Ways to take money in and out of the game. Considering all kinds at the moment.
- Ways that tier 2 goods can be made useful, but still worth trading. For instance, I think bricks should be used to make buildings cheaper. But if player A gets a 2 coin discount per brick when making a building, why would he trade it for any less than 3 coins? And why would player B buy them off him for more than 2?
- Balancing the game for different numbers of players. Really big one. Since I want every player to be producing a unique good at the beginning of the game (to encourage negotiation straight away)… you see the problem?