Currency

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Balesir
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Currency

Post by Balesir » Thu Sep 25, 2008 10:03 am

It would be very handy to have a way of tracking one or more stores of "currency" for each player 'seat'. Money is often a factor, but victory points, supplies, resources of various sorts and available energy/power can also be treated in the same way.

Similar would be a tally that counts units of a specific type controlled by the player on the 'board' - some games (a) limit the number of population counters (for example) you can have, and/or (b) use the totals as a determinant of who acts first/last, etc.
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heruca
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Post by heruca » Thu Sep 25, 2008 11:05 am

Love this idea.

This also brings up the issue of whether money would be tracked via text & numbers only, or whether it would be visually depicted in the form of custom coin/bill objects.
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BTS1967
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Post by BTS1967 » Thu Sep 25, 2008 4:42 pm

This is a good one but adding to it... emphasizing what Balesir stated... a given player in TI can have currency (trade goods), influence, and resources. Each one used in different ways.

Trade goods are essentially money.
Influence and resources are spent as currency (influence on political votes or conflict via politics) and resources used for a variety of build or other expenditures.

What makes these different is that Trade Goods once spent are gone. Influence and resources restore after the main action phase is over.

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Post by Omnidon » Thu Sep 25, 2008 4:56 pm

BTS1967 wrote:What makes these different is that Trade Goods once spent are gone. Influence and resources restore after the main action phase is over.
Influence and resources would then operate somewhat like HP in many systems.

Each would need two variables; one for the amount remaining (current HP) and one for the maximum amount (max HP).
Every turn, some points (in this case, all points) would be added to the current variable, but it cannot exceed the max variable.

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