searcheagle
Let me explain better and you'll see how simple is that, I hopefully.
Suppose I've 5 cities and want to build 5 armies with 10 piks and 10 swords in each army. each unit costs 30 shields, so I'll need 3,000 shields of iron. If I choose build the armies in 3 turns then I'll need 1,000 miners per turn to produce 3,000 shields of iron. I'm supposing each miner produce 1 iron shield per turn. We don't send 1,000 miners to exploit iron deposit, this is automatically made and by only few popunits to simulate mining.
So each turn I produce 33 units divided by piks and swords and left 10 shield stored or not sell to artesans.
Another thing is that each turn miners sells their production to artesans and this generate trade wich under this model is no tile-based. So each turn we have 990 gold generated by commerce in 1 shield = 1 gold basis. And in 3rd turn the trade generated is 1,020 of gold. And of course this is also an automatic process.
This way we have a resource exploitation, production of shields and gold generated by commerce, given my needs. If well done, isn't mean many MM.
And the depletion is a factor of intensivity of deposit exploration (how many popunits/citizens mines a deposit per turn).
The unit upkeep also is simple. when we want upkeep swords to medieval infantry wich costs 40 shields and by example above we have 50 swords, we need 10 shields by swords to upgrade (40-30), so the process is similar. We said we want upgrade 50 swords to 50 med inf and then the process restart.
This is part of an economical model no tile-based as shields, food and commerce (gold) is now.
Let me explain better and you'll see how simple is that, I hopefully.
Suppose I've 5 cities and want to build 5 armies with 10 piks and 10 swords in each army. each unit costs 30 shields, so I'll need 3,000 shields of iron. If I choose build the armies in 3 turns then I'll need 1,000 miners per turn to produce 3,000 shields of iron. I'm supposing each miner produce 1 iron shield per turn. We don't send 1,000 miners to exploit iron deposit, this is automatically made and by only few popunits to simulate mining.
So each turn I produce 33 units divided by piks and swords and left 10 shield stored or not sell to artesans.
Another thing is that each turn miners sells their production to artesans and this generate trade wich under this model is no tile-based. So each turn we have 990 gold generated by commerce in 1 shield = 1 gold basis. And in 3rd turn the trade generated is 1,020 of gold. And of course this is also an automatic process.
This way we have a resource exploitation, production of shields and gold generated by commerce, given my needs. If well done, isn't mean many MM.
And the depletion is a factor of intensivity of deposit exploration (how many popunits/citizens mines a deposit per turn).
The unit upkeep also is simple. when we want upkeep swords to medieval infantry wich costs 40 shields and by example above we have 50 swords, we need 10 shields by swords to upgrade (40-30), so the process is similar. We said we want upgrade 50 swords to 50 med inf and then the process restart.
This is part of an economical model no tile-based as shields, food and commerce (gold) is now.