Thanks Winni! I think I know you, today I see a winni watching EWOM all day in the office!
I am trying to elaborate the micromanagement issues of manufactured resource streams for Camp #3. My focus is different from you, as I like having physical caravans roaming the map, as long as we are not talking about over 100 routes. You are right on about the 'distance tax'. Devs should decide on how that should be handled. In OP, it does not "quite" matter where the Alchemy lab is. If it is moved far away from the Crystal mine to the SW city of Toppled Castle, magical potion can still be produced for the Eastern town.
I can then click the town, select the resource from a dropdown menu of all things produced in that town, and then click a recieving town (I'm assuming towns are the only thing that can recieve resources, but I haven't really thought deeply about that. Is there other map resource that would even need to be a recipient of goods?)
Maybe an UI like this is a necessary for Camp#3, especially on the scenario decribed below.
Ore + Blacksmith = Sword
In OP, SD devs basically means Sword production rate of a town proportional to number of Blacksmith in town.
Ore + Blacksmith = Armor
Ore + Blacksmith = Shield
This is not necessary true, when the Blacksmith can produce other products. Gamer needs to prioritize all Blacksmith individually, on which product it should produce at the moment. When gamers’ need change, he need to adjust all Blacksmith.
Crystal + Alchemist lab = Potion +1
2 Crystal + Alchemist lab = Potion +2
I expect each building has multiple function. Gamer needs to adjust every one of them, when I want to start producing Potion+2 instead of Potion+1.
Potion + Sword + ??? = Magic Sword (??? building not explicitly mentioned)
Magic Sword + Church = Blessed Magic Sword (for example)
Armor + Church = Blessed Armor
When I build a Church which have the ability to improve magic sword, will all new magic sword I am producing will automatically caravanned to my Church to bless them? Once it is blessed there, how will these swords re-distributed? The problem is this new Church I build is in my heartland, far away from my frontline where I need my swords most. Does it means whenever I build a new Church (or other buildings), I will unintentionally change the existing caravan route? If the Church can only bless 10 equipment a turn, it means I've to micromanage so it blesses 4 swords and 6 armor?
Magic Sword + Armor + Humanoid Fighter + Barrack = Soldier
Normal Sword + Magic Armor + Humanoid Fighter + Barrack = Soldier
Magic Sword + Magic Armor + Humanoid Fighter + Barrack = Soldier
Exactly how my soldier will look like? you know I might only have 5 magic sword, 100 magic armor total (but tons of normal ones) in all of my cities. How do I control my magic soldier's production rate?
To produce a higher end soldier Holy Knight of Light, I might need 6 manufactured resources, 3 buildings. To make sure I have a decent production rate, I'll be micromanaging a lot to make its production rate decent.
Camp#3 still suffers from having too much entity. 110(?) Manufactured Resources, 40(?) Resource building, 400(?) manufacturing formulas, units that equip multiple manufactured resources per unit. If the # of manufactured resources is reduced to 20-40, Camp#3 may work very well.
This is just some food for thought. Devs should have known some of these concerns.