What I think is best, and what I think also Chris meant, is that the player has a set of unit types (possibly created with a unit workshop). Then, he builds new units just by selecting unit types and how many of each is built. Then, the required resources are allocated automatically by the economic system, and the men required are recruited from the workforce - there could be several options for this, like volunteer conscription, forceful conscription, or even hijacking men from the countryside. The men could be paid, when money is required for upkeep, or not. If resources run out, the player is notified and the production is halted. If it seems unlikely that there will be enough resources to build units, the player is warned when he is about to start building the new units.
Training would happen automatically. For each new unit type is defined the amount of training, which affects the unit's abilities somehow. Then, when the unit is built, certain amount of time goes for training. When the training is done, the unit is ready. Of course, if we use real people, the soldiers grow old, or their service period ends. Then, those men need to be replaced. So, upkeeping a unit requires also constant flow of fresh men, and also constant training for those new men. For training, you would need to spend certain amount of money per year for upkeep, and perhaps you need to build some garrisons and training facilities to make training possible.
Weapons and equipment would be considered the "resources" required to build an army. For certain unit type, you need certain amounts of different gadgets. Before the unit can be built, you need to produce that amount of the gadgets in question. The gadgest can include spears, swords, shields, armors, rifles, tanks, jet planes, sapper equipment, electronic interference equipment, anything. The built weapons would be stockpiled, and they could require certain amount of resources for upkeep. Also, you could buy things from enemies, and after winning battles, you would gain certain percentage of the equipment from the killed or captured enemies (quite high percentage I think, 80-90%).
Training would happen automatically. For each new unit type is defined the amount of training, which affects the unit's abilities somehow. Then, when the unit is built, certain amount of time goes for training. When the training is done, the unit is ready. Of course, if we use real people, the soldiers grow old, or their service period ends. Then, those men need to be replaced. So, upkeeping a unit requires also constant flow of fresh men, and also constant training for those new men. For training, you would need to spend certain amount of money per year for upkeep, and perhaps you need to build some garrisons and training facilities to make training possible.
Weapons and equipment would be considered the "resources" required to build an army. For certain unit type, you need certain amounts of different gadgets. Before the unit can be built, you need to produce that amount of the gadgets in question. The gadgest can include spears, swords, shields, armors, rifles, tanks, jet planes, sapper equipment, electronic interference equipment, anything. The built weapons would be stockpiled, and they could require certain amount of resources for upkeep. Also, you could buy things from enemies, and after winning battles, you would gain certain percentage of the equipment from the killed or captured enemies (quite high percentage I think, 80-90%).
). It makes the game more tatical - but keeps a good feeling on simplicity IMO. I've always been a bit uncomfortable with the idea of having to acutally trace a solid supply line - it seems too fiddly.
Enough for now.
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