Yes RaR has multiple professions in a single building, the port does rope and sail cloth I thnk and the warehouse does two kinds of bean drying I think, for coffee and something else..
Yeah I know that the Armourer can choose to output different armours, but the input (ore) is the same, so I realised it would be a different function. I would like to use this system for my Smelter scheme, where ore goes in and you select what metal comes out. So having this xml coded would be great!
That was one of those features I now remember would be nice to have from RaR
(I always like new xml features
)
Back to the standing army, the 2 main benefits are to me, training and geography. Geography could be overcome like you said, moving a soldier and then setting him to work in the town and picking his weapons back up if needed.
Training I think is the more important one of the two. So we could have every unit start with a Levy promotion (except knights) which has a number of negatives, and could be lost after X turns in service. You also have the trained promotion like now, this could be gained after X turns garrisoned, and lost after X turns if not in a combat profession.
The other problem with 'quick-raising' is that there is a storage limit on weapons and armour so you could only raise maybe 6? units in a town per turn, we could increase equipment costs to reduce that further, so if you want a large army it has to be built and maintained over time.
It could also be that the soldiers produce great general points and/or military FF points per turn, so again there is a benefit to keeping troops on the payroll over time.
Basically with the precedent of the trained system, there is a butt tonne of stuff we can do to make standing armies meaningful