I think a big difference between this game's unit production and other turn based games is simplified to:
Other Games (Civ, GalCiv2, etc.): You generate X resources per turn but you *DO NOT* stock pile them. In other words, if a Civilization City or Gal Civ city, they generate 10 production per turn. They can't store this to 100 production. They just make 10. So if a unit costs 100 production, it takes 10 turns.
Elemental: Units have costs and your resources are stock piled. I found this slightly odd from the beginning; instead of waiting turns to pay the resource cost for the unit, you pay it up front (as if you rushed production,in other games) but still wait X turns.
Now, I like Elemental's resource system. I like that I have 10 horses, but I think some minor adjustments can be made to refine it and the unit production system. Here are my suggestions:
Suggestion 1: Queue unit production and have it display how many turns it would take, calculated by A) How many turns it takes to get the required resource and
How many turns it takes to train the unit. This way, for example, if we have the resources for one Amazonian and build 2, it says 5 turns for the first one and 14 turns for the second (Because it will take 9 turns to get the materials again).
Suggestion 2: Don't leave out the rush production option. This should definitely be a Civics or Warfare tech (Conscription? Something like that) and maybe it costs double, or triple the cost of the unit, I'm not sure. For many smaller civs, though, this can save them from a desperate situation.
Suggestion 3: I love the Unit Size and Experience build options. But, the least experienced units shouldn't take 5 turns to build. I feel like that's a little long for a single peasant with a club. What about even numbers? 2, 4, 6, 8 turns, stacking, for each level of Size and Experience (meaning your legion of veteran super soldiers would take 16 turns, but a party of peasants with no experienced would take 4)?