Trade-peror said:
[...]Since I advocate a commodity-based economy, however, I would simply like to see the weapons or equipment be commodities, except that their consumption results in the construction of units. Of course, special improvements such as barracks would have to facilitate this "consumption" of the weapons (although, I suppose, a militia could form if the population takes up the weapons spontaneously...)
I think the solution COULD be rather simple - and it could include commodities easily.
Base principle would be that units consume population. This resolves the problem that a strong nation with production powerhouses can "out-produce" any opponent, not to mention that they are probably ahead in technology.
It would require some update on the "governor" settings, though - but hey, governors stink anyway, don't they? In this area, any improvement in regards to optimization routines is very much needed, anyway.
In relation to this proposal, an optimization routine would stop the AI to "produce" units up to a cities "death".
Overall, any military conflict would considerably harm the participating nations' population growth, without any or at least without much micro-management, thus adding an additional flavour of realism to the game.
As weapons then would be some kind of special commodities, there would be an automatic balance between population powerhouses and production powerhouses, taking away quite some flaws from the current design.
About the commodities, I will open another thread, as soon as I have prepared my ideas.