I start to mobilize my military and I have all these weapons and armor scattered around my Realm and it is a bit of a pain getting the gear to my men-at-arms. So, I had this idea where we could have the ability to use Plotgroups to share Military Equipment between cities.
It could be a Tech, Building, or Civic, or combination perhaps. Perhaps Barracks would allow connected Cities to share their arms. Perhaps there would be a maximum distance requirement, that could also be modified by Buildings, Techs, Civics.
Hmmm well I quite like this original idea of Kailrics, especially because it could start to solve one of the main problems of the vanilla AI (totally unable to plan or foresee what it will need to equip a Profession or finish constructing a Unit or Building; where the Unit/Building part may be improved by the recent construction yield proposal).
Also maybe it's because I'm a bit lazy too
but I always found the Wagon Train Dispatcher
part of the game to be the most tedious and least interesting strategically. I just can't picture John Adams or Offa spending their time closely scrutinizing Wagontrain or Peddler schedules, they were more about the strategic big picture looking at how production was going and who should be propagandized or invaded.
So I could actually find it quite appealing to have more of the transport / traderoute scheduling burden abstracted to a higher level through letting some Plotgroup transport mechanism represent local trade going on within the Plotgroup. Actually a really good example of this working out well is the economic modeling in Victoria and Victoria 2, where there is quite realistic modeling of different goods being produced, transported, and consumed but this takes place on the free market without direct interventions by the player in individual transactions.
As alternate possibilities having everything based around a central castle and satellites seems very context dependent, in that there are many situations where you or the AI wouldn't have this setup, or the AI couldn't plan out how to arrange it very effectively. Having a wait for equipment command seems like it would be a start to addressing the poor ability of the AI to foresee equipment needs, but inevitabiy could still be worse for the AI than humans (humans would never set units to do nothing and wait losing valuable production, they would plan in advance which AI can't do worth &*^).
The idea of an abstract YIELD_TRANSPORT however is interesting. Does this mean that based on how much YIELD_TRANSPORT you were generating, this would set how much volume of Yields could be transported/shared within a Plotgroup? This could actually be really interesting in that it would enable some Plotgroup sharing but this would not necessarily be unfair or "for free" as the transport costs could be represented. It could also allow all kinds of new CivEffects magic, such as a Laissez Faire civic enabling more flexible trade between cities without intervention by the player.
Overall the idea of using plotgroup supply (for Profession equipment or Demands) seems like it would be reasonable modeling of local trade and would give the lagging vanilla AI a good shot in the arm. I would be totally fine with this & wouldn't see this as that unfair. (I guess as a 2071 player I am in favor of mass teleporting yields)
Anyway, perhaps as a substitute for the current cheating in Handicapinfos, maybe at higher difficulty levels, the AI could be able to do this. (This would be wayy less cheat-ey and more fair than vanilla which just gives it tons and tons of free bonuses, which still aren't enough given its hilariously bad vanilla planning
).