so one "paladin" might represent one dude in armor or a squad of ten; regardless, you are losing citizens every time your expand your military
yeah? so? thats how it happened in MoM... generally speaking by the time I started building units my population growth was so high that nothing short of settlers (which cost massive population) would stop growth.
I would imagine there would be several queues to which you could deticate certain amount of population. Like in MoM, you basically had 3 catigories that workers could be in (each worker representing 1000 people). You could have farmers (created food) or workers (they created production). The 3rd kind was rebels, but they didn't do anything, they just took up space and you did not want them.
Now, I would imagine we have A: farmers, B: smiths (create swords and armor), C: Trainer (train people and mounts, from here I guess you would lose guys when you built things), and D: Builders (create buildings), or something along those lines. So that way you could balance your different queues.
I can see it being easy to pick the catigories if you base it on which buildings are related. For example, you could not build swords unless you had a smithy (or upgraded form of it like armory or something) and you could not train troops unless you had a training hall (or upgraded form of it, like war collage). You can pick which establishments population would go into. This could make the Que like a mini-sim game where you could population into other fields as well such as worshiping (or whatever they do to generate you mana), researching (helps research points to your spells), trading (adds boost to city income), miners (work in local mine for bonus income), shipwrights (builds ships) and so on.
This would really make that 'governer' mentioned in another thread an important feature, because many people would want something to auto-balance the queues for you while you were not micro-managing them.
Upgrades of buildings (which I do think should exist, even if the tech-tree doesn't have it) should increase the efficiency. So like a smithy is so-so, but an armory is better, and forge and smelter is even better.
(more examples) Training hall > barracks > war collage ... Stables > jousting arrena > fantastic stables ... library > university > wizard school .... I guess building something like a forge would help the smithy and armory work, so bonus there even though it wouldn't replace the old building per-se. a smelter would both help the mine (since it would process ore mined straight to tradable goods) and the production of weapons (would be able to take tradable goods and melt them into weapon meterials).
Things you couldn't build would either be A: bought at a higher price via fed-ex air (or whatever) or B: there is a default super-low production that lets you get the very basics that would be related to the trade rate of the town.
Actually, now that I think about it. I want this!! I think you should be able to assign population to different jobs avialable through what buildings are built there with a governer of some sort managing queues so you don't have any idoling population. This is much better than the MoM system and does not sound much harder to implement (thats what sequels are all about right)
so thats my feedback
About the weapons technology. Are we going to be forced to switch between different weapons because they are better? I don't want to have to swap longswords for katanas just because katanas are +3 instead of +2.
I agree, however I would like both to be options (I'd expect they do about the same amount of damage if both are well made) as well as other weapons that are made by either stardock or the fan community.