An irritation of rashes
An odd thought occurred this morning:
Instead of having production occur for islands that a delivery passes through or terminates at, instead have every island not involved in the current turns exploration produce?
The result would be higher production rates earlier in the game with very low production rates in the end-game. Kula would be tend to be produced in a great rash much earlier. The endgame would be a process of diminishing income while selling just enough VPs to satisfy delivery requirements. The timing of conversion from kula production to end-game rationing (as well as timing the precise end of the game) would be key.
So far I think I like the idea – I’m going to have to build and run some models.
ObNote: This new approach faintly resembles and is indirectly inspired by Christwart Conrad’s excellent Medieval Merchant.