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Card · ST-19

Engine Building

VI – Production and Prerequisites

Status
Card

Engine Building

Ludic Organisational Structure · VI – Production and Prerequisites production · Tipping potential: high

Engine Building orders the build-up of producers whose yields pay for further producers: the parts act on one another, so that each new acquisition is worth more than the last – until cashing out takes from the engine what feeds it, or ends the game.

Design question – When does it pay off in your game to stop building the engine and start cashing it in?

Reference example – Splendor: development cards grant permanent discounts that make more expensive cards affordable; whoever reaches 15 prestige points ends the game. Likewise Wingspan (each action activates every bird in its row, each further bird costs more eggs), Dominion (the deck is the engine, victory cards dilute it) and Cookie Clicker (buildings produce what buys further buildings and grow more expensive with each purchase).

Ordering domain

Orders the growth of earning power through producers that reinforce one another, and the shift from building up to cashing in.

Emergent behaviour

Snowball effects, a switch point between building up and cashing in, and combinations that arise only from several producers working together – no single producer allows the course to be predicted.

Core Mechanisms

  • Construction (MEC-05) – Acquire and combine producers; synergy, pacing, vulnerability and specialisation are parameters of this mechanism.
  • Production (MEC-01) – Producers deliver yields.

Dynamic Mechanisms

  • Investment (MEC-21) – Forgo now for more yield later.
  • Conversion (MEC-03) – Convert yields into producers or into points.
  • Scoring (MEC-09) – Cashing out: yields become points.
  • Accumulation (MEC-02) – Yields and producers accumulate.

Feedback architecture

  • positive – Compounding: yields → new producers → higher yields; each producer raises the yields of the others. (Production · Construction)
  • negative – Cash-out: cashing in → less for the engine or a nearer end of the game → each further expansion pays off less. (Scoring)

Design parameters

  • Cash-out route – cashing out costs the engine ↔ cashing out leaves the engine untouched
  • Horizon – fixed game length ↔ the engine triggers the end
  • Capacity limit – open ↔ tight (few slots, rising costs)
  • Interference – each engine on its own ↔ the engines interlock (shared display, attacks)

Risk profile

  • Runaway leader – high
  • Kingmaking – low
  • Stagnation – low
  • Complexity ceiling – high

Compatible with

  • Production Chain (ST-03) – Compatible: production chains as producers; the chain is braked by its bottleneck, the engine by cashing out.
  • Technology / Research System (ST-14) – Compatible: research as a producer of capabilities that make further expansion cheaper.
Stack

Belongs to the stack

Organisational Structure
Which orders does your game need? (19 cards)
Ludic Organisational Structure
To the term
ST-18 Crafting / Recipe System
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