A foray into “balancing a board-game using excel” turned into an exploration of “in-game economics”. This is the second post in the series. The first is about “resources” and the ideas presented there are used in this post; reading it before continuing here might be a good idea.
In this post I want to take the concept of “resources” one step further and look at how resources relate to each other, taking a look at cost and value within the economics of board-games.
Let’s start by taking a look at real world economics.
Real world economics
Most people won’t be able to tell you exactly what “economics” is, but most will have an idea that it has something (or a lot!) to do with money.
In modern times they would be right. But money did not always make the world go round.
During the agricultural revolution life was fairly simple. You sowed your fields, harvested what came up, raised some animals and ate most of what you produced. If you had some left you could barter that with your neighbors: My grain for your sheep (is this starting to sound like Catan yet?). People traded resources.