Difference between revisions of "Resource Caps"
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− | Each land area in the board game [[Advanced Civilization]] has a [[Resource Caps|Resource Cap]] on how many units can be sustained there, and this makes players wish to expand there territory to avoid having them be removed due to starvation. [[Origins]] has a similar functionality but here all units a players has are in use always - either as producers, consumers, or population on the game board, or a 'locking' tokens regarding innovation, population actions, or brain functions. | + | Each land area in the board game [[Advanced Civilization]] has a [[Resource Caps|Resource Cap]] on how many units can be sustained there, and this makes players wish to expand there territory to avoid having them be removed due to starvation. [[Origins: How We Became Human]] has a similar functionality but here all units a players has are in use always - either as producers, consumers, or population on the game board, or a 'locking' tokens regarding innovation, population actions, or brain functions. |
== Using the pattern == | == Using the pattern == |
Revision as of 17:01, 18 February 2011
Limits on numbers of resources allowed to be used or stored.
Players very often handle different types of resources in games and acquiring more is usually beneficial. There may however be limits on how much of a resource can be collected, either for balancing purposes or for practical issues of having to provide enough physical tokens (or not to have to handle large amounts of them), and these limits are Resource Caps.
Contents
Examples
Each land area in the board game Advanced Civilization has a Resource Cap on how many units can be sustained there, and this makes players wish to expand there territory to avoid having them be removed due to starvation. Origins: How We Became Human has a similar functionality but here all units a players has are in use always - either as producers, consumers, or population on the game board, or a 'locking' tokens regarding innovation, population actions, or brain functions.
Using the pattern
Containers Inventories Units Arithmetic Progression
Rewards Penalties Character Development
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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