On Wed, 13 Jul 2016, Kerim Aydin wrote:
First, this system hit a real sweet spot in decision and contestable "exciting" points. Grind with Stems, make strategic decisions with Roles, play them out with the other currencies. Offices with "power" to set policies that had gameplay impacts. Winning was related, but not the whole purpose of currencies. There was enough variety that each "exciting moment" had a different quality and tactics, but not so many options that we were lost in the weeds.
As I recall, the three-currency system was also carefully thought out for the purpose of encouraging an economy with meaningful trading - something which we hadn't really managed before. This required making it impossible for a player to alone produce everything e needed, thus both the roles and the three different kinds of assets.
Greetings, Ørjan.