In general, ideally, the "concept" looked like this.
1. Consumables for war are not only fuel, but also ammunition. At the same time, the consumption of resources (steel, etc.) for their production in the world wars was comparable to the consumption for the production of military equipment itself.
2. As for the resources needed for the production of "units", these are not only materials and "fighting animals" – they are also people.
3. At the same time, non-biological resources can, in theory, accumulate indefinitely (if storage locations are available). This corresponds to the historical reality – already in the pre-industrial era, stocks of metal, weapons, etc. were formed. And it could be stored for a very long time. The Graz Arsenal, for example, boasts of accumulations over 400 years.
4. Ideally, some part of the stock should "spoil" every turn. Moreover, it is obvious that, for example, iron should "deteriorate" more actively than bronze, etc.
5.It is equally obvious that the resource cost of units differed dozens of times already in ancient times and the economic model should reflect this. The armored Mycenaean charioteer is a 15-18 kg armor made of bronze, the militia is usually used a kilogram of bronze or less (a spear tip and a dagger). At the same time, there is a leap in the industrial era. There are about 10 tons of metal per tanker = 10 thousand militia. As a result, you can get a historical configuration of armies. To play with which will be, IMHO, more interesting.
6."Free" recruits accumulate only up to the limit proportional to the population, fighting animals – the limit proportional to the number of pastures, etc. This is similar to the model from Civ 5. However, the difference is that the accumulated resource can be exhausted by too active mobilization.
And then there are obvious options: mobilization by reducing the population, mercenaries, upgrading workers, etc.
Quite ideally, the treatment of units is possible only with the expenditure of human resources or/and spare parts, but this is almost extremism
1. Consumables for war are not only fuel, but also ammunition. At the same time, the consumption of resources (steel, etc.) for their production in the world wars was comparable to the consumption for the production of military equipment itself.
2. As for the resources needed for the production of "units", these are not only materials and "fighting animals" – they are also people.
3. At the same time, non-biological resources can, in theory, accumulate indefinitely (if storage locations are available). This corresponds to the historical reality – already in the pre-industrial era, stocks of metal, weapons, etc. were formed. And it could be stored for a very long time. The Graz Arsenal, for example, boasts of accumulations over 400 years.
4. Ideally, some part of the stock should "spoil" every turn. Moreover, it is obvious that, for example, iron should "deteriorate" more actively than bronze, etc.
5.It is equally obvious that the resource cost of units differed dozens of times already in ancient times and the economic model should reflect this. The armored Mycenaean charioteer is a 15-18 kg armor made of bronze, the militia is usually used a kilogram of bronze or less (a spear tip and a dagger). At the same time, there is a leap in the industrial era. There are about 10 tons of metal per tanker = 10 thousand militia. As a result, you can get a historical configuration of armies. To play with which will be, IMHO, more interesting.
6."Free" recruits accumulate only up to the limit proportional to the population, fighting animals – the limit proportional to the number of pastures, etc. This is similar to the model from Civ 5. However, the difference is that the accumulated resource can be exhausted by too active mobilization.
And then there are obvious options: mobilization by reducing the population, mercenaries, upgrading workers, etc.
Quite ideally, the treatment of units is possible only with the expenditure of human resources or/and spare parts, but this is almost extremism

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