This is my ideal configuration of economy I'll like to have in this game. Hope Frogboy will look at it!!
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When you find a Iron resources, you build "Mining Camp 1" to harvest Iron at the rate of 10 Iron per Month. The "Mining Camp 1" can stockpile up to 100 iron resources only; when 100 iron is reached, production is ceased temporarily until the iron is either 1) distributed to nearest Hamlet or 2) caravanned
Pls keep in mind that the RMG or map maker will decide how much Iron this tile has. If it only has a total of 200, production ceases on the 20 month.
Hamlet, in some way is very similar to "Mining Camp 1". Hamlet produces 1 human per month; it has max human population of 100. Hamlet also acts as stockpile of all kind of material, be it Iron, Wood, Food, Life energy, Death Energy, or whatever. For sake of simplicity, the max of everything here is 100 units. It will receive the resources distribution in 10-tile radius automatically since Turn 1, without player's involvement. Map maker can stockpile any kind of material to the hamlet, up to 100 unit limit. If 100 units are stored, the nearby mines will stop producing.
The end result is that this Halmet A has Iron production of 10 Iron per month received from the “mining camp 1” and various resources nearby.
The map maker/player can distribute all kind of production from Hamlet A to Village B, if they want. For Village B, it has a stockpile limit of 1000 units of everything, including human & material resources. Say Village B already has Iron mine producing 50 Iron per month, map maker/player can ask Halmet A to distribute a total of 10 Iron & 1 human per month to Village B. Then in this Village B, you can produce 2 paladin per month, which costs 30 Iron, 1 human, 10 wood, 40 gold coins & 10 labor unit. When a player want to train/buy 10 paladins, the game will automatically calculates that this Village B can only produce 2 Paladins per month max. But this is already more productive then Hamlet A, which has a rate of 1/3 Paladin per month max (if we consider Iron only)
When multiple units are being produced (e.g. sharing the wood resources), player adjust sliders to determine exactly how many Paladins or Trebuchets are produced per month.
In case of emergency, a player can always micro-manage & caravan all the stockpiled Iron from the Hamlet A and/or "Mining Camp 1". Caravan can also be used for diplomacy or being robbed etc.
To define 'nearby' mentioned above, I'll say it is a continuous chain of resources. Say if Hamlet A is now occupied by your opponent, Village B will no longer receive its Iron but the mining camp 1 will still keep stockpiling to 100 Iron unit (until your opponent take it, or you caravan it away) Its Paladin production rate will drop right away.
The neat thing is all newly produced Paladin can also be vectored to another village. Any unit produced in that month will travel to its vectored town on the map at month end; grouped separately depending on their movement speed.
To sumarize, all material/units are vectored as designated by mapmaker, or micromanaged by the player. I've not mentioned attrition yet, but it should be there.
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The stuff above is intimately related to the player-designed units. I'll not like to micromanage how many horse, sword, wand, shield etc there is in which village. I hope what I described will find an audience.
For example, the game comes with a Dark Knight unit; it costs 20 Iron, 1 undead, 20 wood, 50 gold coins and 0 labor; and requires the Horse Riding Technology. It will have ATT 20, DEF 15, Damage 15, HP 200 and various fighting skills.
However, I want to make a customized a Dark Paladin unit that can cast all Death Magic level 1 spell. I go to the customize screen & use the Dark Knight as template. It will say "Death Magic level 1 spell" costs extra 15 Death Energy, -10% HP, -10% ATT and extra 20% gold; requires Death Magic 1 Technology.
Once I playtest a while I want to change how the Dark Paladin work, I can say add the "Spell Range +1" ability, it'll then cost 100% more (Death) Energy and minus additional 20% ATT. Or I'll like to put in extra armor, so its DEF increases by 20%, but then it'll requires the "Armory 2" technology.
The developer will need to find a way mathematically & organically calculate how an Undead, a horse will costs that much, and has certain ability. And how the AI will use a customized unit is maybe quite difficult!