Just a quick follow up to talk about some of the Oil ideas that were tried in Frostion’s Iron War game for triplea, since it went through a few iterations, trying a few different things hehe. The game itself uses some familiar A&A mechanics, but with a D10 combat scheme and a base cost of 10 IPCs (called Production Units or PUs) per infantry as the floor rather than 3 ipcs. So different map, different unit cost structure and production spread. Not quite the same as Global, but its in a similar ballpark. It reminds me more of Revised than AA50 to Global, if the former had a larger unit roster and much larger map I guess.
The game uses Steel and Oil as resources attached the map territories. They function pretty much like IPCs, at least in terms of the collect income phase. Pretty simple, as they aren’t really game units so much as map features.
In it’s first iteration Fuel was attached to the purchasing mechanic. Meaning it cost a certain amount of steel and fuel to produce the various tanks and ships and planes. This was the easiest to track, but from a gameplay standpoint was kind of the least interesting, since it was basically 3 types of IPCs that all sort of do the same thing.
In it’s second iteration Steel was retained as part of the purchasing mechanic but Fuel was separated off into a maintenance mechanic. So basically a cap on the max number of tanks, ships and planes in play, as each unit required 1 fuel per turn. Effectively a limit on purchasing new fuel consuming units, since you’d either need more oil via conquest or unit attrition once you hit your max capacity. This was relatively simple to track, but had some weird side effects requiring players to scrap units in order to field new ones.
In it final iteration Fuel was changed from a maintenance mechanic to a direct movement mechanic. So the effect is on the combat and non-com movement phases rather than purchasing phase. This also required a lot more fuel lol. I think it’s a novel concept, but also a bit harder to track and scale appropriately. There’s also a sort of 1 way resource exchange in that game, between the various nations within each faction as well, which complicates the scheme a bit. Definitely doing a lot of things at once there, some more effective than others just for gameplay and the entertainment factor.
I think the basic idea was to have Axis under more pressure to acquire the resource, and more apt to run dry, whereas Allies are sort of flush. In addition to the regular oil drums which are a map feature, he also introduced “synthetic-fuel” as part of fuel=movement idea, which is sort of catch all Fuel unit on top of the regular oil. Thematically it could be seen synth derived from coal or just refined oil held in reserve, but basically the reverse of fuel=ipcs, where the player can spend money to increase their fuel per turn. That was sort of an expedient for the Axis side, and also to give a way to scale the mechanic as more units enter play. I don’t think it was tried as part of the maintenance scheme, which may have had some promise. Anyhow I think it’s a fun concept and worth exploring, but the main challenge I think is in tracking, since 1 fuel = 1 movement per unit is a lot to keep tabs on.
Anyhow, just wanted to give some background there for context with the previous post, in case it’s helpful adapting ideas into Global. Good thread!