I think that routing would be the most terrifying thing about the goods system. I think there's gameplay advantages to equipment = goods in this fashion (bringing the economic weight of your empire to focus on one city to produce units with great efficiency vs. needing to defend all your supply lines vs. interrupting enemy supply lines vs. capturing stockpiles as above) but the absolute nightmare of course is if the game turns into Sid Meier's Colonization and we're pushing wagon trains of ma
SquidDNA
So in 4X games if you're going to upgrade a unit to a design in a compatible series ([b]may not[/b] apply here) it's a variation on something like going to a base with a barracks and then paying a lump of currency to turn your old unit into the new unit (with the same experience level as the old unit). On the premise that Elemental may have an economic system where all the unit equipment is being produced as goods and then shipped to the city where units are being trained with it, th
I had this problem on a fresh game (my first) running fullscreen. There *might* have been some alt-tabbing involved!
I have never tested a Stardock game before, and I am nevertheless looking forward to not having any fun at all. It looks like this will be a really interesting process! I'll echo others comments and say that the schedule is very encouraging as far as the amount of involvement we're likely to have.
I've heard good stuff about the PDS mod but I've never tried it.
I'd love a hybrid between camps 1 and 3, basically allowing camp 3 as a governor control for camp 1 system. I like the idea of having caravans that can be raided for goods, but there's little need to set them all up individually unless you want to make it slightly cheaper or otherwise beneficial to manually move things around. Also, seeing an oncoming threat you might shut down or divert certain routes so that they are not intercepted by enemies.