One thing to remember about building up these large Legions is that the populations in Elemental are much smaller than even Classical Era cities. For example Corinth during the Roman Empire was pushing 750,000 people (an extreme example, but that's just *one* huge city). With populations like that, empires could skim men off for professional armies. Even earlier, the Zhou Dynasty of "China" (I use quotes because the kingdom only spread across a fraction of modern China) had populations above 30 *million*.
Elemental is set in a post-magical-apocalypse, the population are coming in from the wilderness, not being born. My point is that the scale of the game is so much smaller than Civ 4, so training 1000 club-men is a much bigger deal. This is mostly speculation at this point (with a dash of looking at Galactic Civ II ship production rates), but unless the scale of the game changes by a factor of 10 between now and release, I wouldn't expect to see cities producing hundreds of troops a turn.
Back to the real question: How much time does that turn represent? If the turn represents a month, then I think people will be able to swallow waiting a year for a platoon of trained men to appear, not so much if the turn represents a year. This descision directly effects the player (and beta testers'
) perspective on how different aspects of the game (heir aging, troop produciton, troop movement, quest time limits etc) relate to each other. While 1 turn = 1 day might be ideal for modeling time sensitive quests, it doesn't work so well with aging babies. Similarly 1 turn = 1 year adds the
s t r e t c h i n g
feel to everything local. Silly examples:
"You mean it takes 5 years to cross my empire on foot... on a *Road*!"
"Please Rescue my daughter! If you don't go right away she might die of old age!"
"So if it takes 1 turn in this nice city to train 1 soldier, would building a battalion of 50 give me a bunch of old men?"
If need be these can all be abstracted away, like in the Civ games, but there is neccessarily a loss of personal attachment in abstraction. Elemental appears to be avoiding this trap wherever possible, for example by actually modeling things like marriage and troop training/equipping, and it will be interesting to see if the passage of time gets the same treatment or gets relegated to the abstraction ghetto.