10xSwords at 2 iron 1 leather each;
15xLeather Armor at 2 leather each;
5xSpears at 1 Iron 1 Leather each;
those are some odd sounding swords, I must say, and the spears sound even wierder.
now for an example of my idea with a bit extra because I realized that keeping a decent reserve stock of items that are being produced in surplus in all cities that will need them is good because of the possibility of declining production or raids:
10x armored sergeants - 1 sword, 1 shield, 1 armor, 2 weeks training
20x footmen - 1 sword, 1 shield, 1 week training
10x knights - 1 lance, 1 shield, 1 armor, 1 horse, 3 weeks training
100x cavalry archers - 1 bow, 1 horse, 1 week training (a lot, but the example needs them to be produced constantly)
Weekly production - 2 shields, 1 sword, 1 armor, 1 lance, 1 bow, 1 horse
Production would look like this at first assuming all resources can be shipped in a week:
1 footman, 1 cavalry archer, both are sent their required materials. The town producing armored sergeants is shipped a shield, and the town producing knights is sent a lance in case supply is cut off (it's the only place that needs them, but if the resources for the lances can be better used elsewhere, no lance is made yet)
1 armored sergeant, 1 cavalry archer. The surplus shield is shipped to the town making footmen so it also has a backup stock, and the lance is sent to the town making knights.
1 footman, 1 cavalry archer, shield is sent to the town making knights (or should it be footmen, keeping stocks proportional to the number queued?)
This continues until the town making armored sergeants has enough shields stockpiled to continue the production run, at which point all shield shipments cease and it keeps building on its stockpiles (because the newly made shields are better off being used to ensure that knights and footmen can be made).
When all armored sergeants are produced, knight production begins and training has been started so once the materials are available, knights are produced (will you be able to train a unit before the prerequisite items arrive, and will you be able to have a trained unit sit around and wait until their equipment arrives? These will change things slightly). Shield production drops in priority for resource allocation once production is guaranteed.
Next, once 100 bows have been built up, bows also drop in resource priority and other items that need wood are produced in greater quantity. This raises the question of what should be done with production after the item is no longer needed. Should it still be produced in enough quantity that another production run wouldn't be delayed or just remain silent? I think that production going silent after reestablishing a minor amount of stock is the right idea so that materials aren't wasted on producing obsolete items.
But will there be a scaleable and realistic sense of economy though? For instance can I get a city with 3x economic capacity of one of my designed units, and result in 3 units made per turn? Will different unit abilities consume different resource stockpiles, and are there varied, limited ways to specialize the economics of the city to generate the varied resources? For instance, by a combination of location, infrastructure, building, and training can I get one city to be the iron capital, while another city will be the agricultural capital, and another city would be the military capital (basically a fort and armory) for training and equiping the troops?
I'm pretty sure that that's the case, that you will have resources to extract, which are then shipped to the production centers where they are made into items that are then sent to where they can be combined to form a unit. At least that's the impression I got.