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uncle blog
Nov 18, 2012

I'm working on a hex-based engine-builder game. Some of the hexes can produce a type of resource. There is currently 3 different resources occuring on the board. Their rarity is controlled by tweaking their occurence and distance on the map. Each resource hex also has a yield rate (modest, generous, rich) which determine the odds of producing a resource of the given type on the hex. Each yield rate corresponds to a die that needs to be rolled, with increasing odds of getting one ore more tokens of the given resource. These resources can be spent to purchase structures, unlock new actions or upgrade existing actions/structures, which all contribute to gather different resources at improved rates.

My question is about the internal economics of the game, how to make the resources each feel unique and the costs feel balanced and rewarding. Is there an exisiting algorithm, some spreadsheet wizardry or a general rule of thumb to go about balancing this?

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