Heh. Yea, plenty of arguments. I for one, think that the game "Elemental" would do with global Gildar, Food, Mana, Knowledge, and Arcane.
As far as metal and materials ... honestly it doesn't matter. Its not, to me, the availability of resources, but just how simple the "rest" of the game is.
If I were to make a mod, I'd probably prefer to have local mana (on a character by character basis ... not global), although I'd probably keep all the other resources global.
Instead, I'd tie much of the equipment to certain new buildings, and I would have buildings have "building reqs" instead of only tech reqs. Basically, there would be too many buildings to have both economy AND the ability to build every kind of unit. Part of the Unit availability/customizability would come from your "city space" in your cities. Want the best horses? That's gonna take a couple buildings. "want the best armor?" another couple buildings.
And it wouldn't just be "the best horses" ... like in another post you have basic stables, and then two secondary buildings (one for speed the other for armor).
And I wouldn't have horses and warg's be identical .... and I wouldn't have them be anywhere near as simple as "+1 combat speed."
I guess in some ways ... MoM and Rome:Total War share many similarities. Need Tech? Just build buildings. MoM just adds Production and Mana, otherwise they both use a Gold-only system. Sure most military units have a food upkeep in MoM, but in the long run the food upkeep just makes it harder/slower to get more units ... so its not too different from the Gold-only system. Also, both use the building pre-req system. ties into Tech=buildings, in that (like in an RTS) the way you get better units is simply by building all the proper pre-reqs.
I guess the middle ground between the MoM/Rome system and the Civ/Elemental system is to have a building pre-req system tied into an actual tech (with tech points) system. For instance, the simple horseriding tech may unlock both Pastures and all 3 of the horse-unlocking city buildings. Then, if you have low tech but high resources, while your researching the next tech you can get your military cities primed for pumping out your favorite cavalry.
I'm not sure how I feel about the "time" resource. Its innovative, it seems fun, although it becomes moot once you get to -100% troop training time from buildings. Then not only is there a way completely around it ... but it suddenly makes all the time WITHOUT -100% rather annoying. Like, If I had my way, I wouldn't train a single unit larger than a party until I had -75% or -100% troop training time.
While I don't fully agree with how long it takes for large units to be trained, I like how it takes longer to train certain weapons.
I mean, honestly, I'd rather have a system where having a HUGE field means you can train 80 people the same speed as training 1 person (as long as same unit), rather than them both taking 1 (or 0) turns while normally it would take say 5 turns.
Now, obviously a city with a rather small training yard would take more than 5 turns (1 soldier) to train 80 soldiers ... assuming the city has a training yard designed with a Party in mind, it may take 20x as long ... yet if it was designed for training 40 soldiers, training 80 soldiers would only take twice as long.
Therefore, in order to train a unit of many soldiers, you need the proper infrastructure first. I'd probably make equipping 80 soldiers much cheaper than equipping a single soldier 80 times. I'd also reduce the maintenance fees significantly.
I mean ... the whole point of having a single unit of 80 soldiers is to have a single cohesive logistical unit. If tactical battles and armies shouldn't have unit limits, then there should really be an incentive to build a squad of 80 vs 80 squads of 1 (and that cheaper cost is the main, if only, reason)