Soren Johnson, former lead designer for Civilization IV, has written an article that address the nature of in-game economic models. Available on Gamasutra, his piece covers a wide range of strategy games and their economic systems, addressing what works and what doesn't. The overall theme is about balancing realism and gameplay, something that applies to concepts beyond a game's economy, as well as deciding what level of depth and detail is appropriate.
Considering that Civ4: Colonization revived a system of resource management and trade that is quite different from that of regular Civ4, Soren's writing is very applicable to the Civilization franchise and gives a good insight into the existing game economies. If you would like to discuss the potential for future Civ games, feel free to drop by the Ideas & Suggestions forum.
>> Read Soren Johnson's article
Considering that Civ4: Colonization revived a system of resource management and trade that is quite different from that of regular Civ4, Soren's writing is very applicable to the Civilization franchise and gives a good insight into the existing game economies. If you would like to discuss the potential for future Civ games, feel free to drop by the Ideas & Suggestions forum.
Ultimately, designers should remember that achieving perfect balance is a dubious goal. Players are not looking for another game like rock/paper/scissors, in which every choice is guaranteed to be valid, essentially encouraging random strategies.
Players are motivated by reasons beyond purely economic ones when playing games. Raising the cost of a player's favorite weapon is simply going to feel like a penalty and should only be done if the imbalance is actually ruining the core game.
>> Read Soren Johnson's article