New changes are in italic. Unit Upgrade mechanics is now included.
Pull driven economy:
1. No Manufactured Resources (MR) is produced at Factory unless explicitly ordered
2. Factory (e.g. Blacksmith) converts unlimited amount of NR to MR, or MR to MR. Conversion takes 1 day.
3. Warehouses store unlimited amount of MR or Natural Resource (NR)
4. NR or MR warehoused can be used immediately/caravanned away for new orders. Gamer can also explicitly caravan them away.
5. Creatures (e.g. Bear, Horse, Fallen, Human, and your current race) is considered as NR
6. The game calculates the extra NR/MR needed to ‘upgrade’ existing units. The difference is paid via normal process. If these units happen to be away from town, the extra NR/MR will be caravanned to them before the upgrade is considered done.
7. Caravan travels faster than most units; road provide speed bonus
At turn 1, Gamer order 20 “Soldiers with Sword +2” at the Barrack in Village E.
At turn 2, 20 Ore is caravanned from mine A to C. 5 crystals are caravanned from B to D. 20 local population are converted to Soldiers (without sword atm) by the Barrack at Village E.
At turn 3, Blacksmith at town C produced 20 Swords; the sword starts travelling to village E. Alchemist at town D produced 5 potions and starts moving them to Village E.
At turn 4, 5 potions & 0 Sword arrived at Village E Warehouse.
At turn 5, 5 more Potion arrive. Since 10 potions & 20 Sword are available in warehouse E, the Barrack make the best use of its inventory. 10 Soldiers has Sword+2. 10 Soldiers has normal sword.
At turn 6. 5 more Potion arrive at E. Village E has 15 “Soldiers with Sword +2”, 5 with normal swords.
At turn 7. 5 more Potion arrive at E. Village E has 20 “Soldiers with Sword +2”
At turn 8, Gamer build a Stable in Village E, which allows a NR to be mounted by another NR , when applies
At turn 9, Gamer orders ‘Upgrading’ of the ‘20 Soldiers with Sword+2’ to ride bears.
At turn 10, The Bear’s den at G produce 10 bears/turn. It starts a caravan of 10 bears to village E
At turn 11, 10 Bears arrived at E. Now there are 10 Soldiers with Sword+2 Bear Calvary. Gamer orders all 20 units to move away from E for a duty.
At turn 12, 10 more bears arrived at E. Since the soldiers has left already, the game setup a caravan route to reach the soldier.
The relations described above:
(Crystal+Alchemy->Potion+2) + (Ore+Blacksmith->Sword) + (Creature/NR+Barrack->Soldier) = Soldier with Sword+2
(Creature1/NR1)+(Creature2/NR2+Stable-> Mountable Bear)= Soldier riding bear
When there is no order, the NR mines will automatically accumulate in their warehouse. Warehoused NR or MR can be used immediately for new orders, or be caravanned away by gamer.
Suppose the Gamer make another order of 10 “Soldiers with Sword +2” from another village F, at turn 6, this order also need the Crystal mined at B. The game will exercise this new order first. After the new order is completed, the game will continue the previous order at turn 1.
Where there are more than 1 Crystal mines, the game will need to calculate if extra mine(s) will speed up unit production. If yes, 2 or more caravan will arrive at the Alchemy lab at town D.
In case the Soldier’s ‘Sword+2’ is upgraded to ‘Sword+5’, the game will caravan the old sword+2 back to the last town he visited. OR the gamer can sell the sword for gold.
For me, a city (or I call them a settlement) is a Warehouse of Human/Fallen/Bear/etc. Its population grow at X Bear/turn, until certain population limit is reached.
There is minimal increase in micromanagement, even if EWOM has 110+ MR.
MR can be re-processed to make even higher end MR.
NR is not wasted, compared to Camp#3.
No AI or governor involved, except the game need to determine the quickest path of production
The rate of producing unit depends on 3 factors only:
a. Distances from the NR mines & factories
b. NR mine production rate
c. Unit Production Building’s unit production rate
What do you think? What are the cons you can think of for this method compared to existing camps?