Quoting kenata, reply 143
A player would not be "forced" into "heavily" managing various inputs. The goal is that they would have the option to if this is an aspect of a strategy game that they enjoy. As for how the system handles this, the details need to be explored. Also, players are intelligent enough to handle more complex tech trees, unit creation, building selection, magical systems, why all of a sudden to we want to mak the economy/resource system simple? Why do you think people would find this a burden? The other systems are more complex and they like their scope, if not the actual implementation. Why wouldn't this apply here as well? Turn-based strategy games are played by a different type of gamer, a thinking gamer. Fulfill that need whenever possible.
If they can't find some resources, they can make use of the resources that they do find. A sword can be made out of items other than just iron. Civilizations use the resources available to them to make the best tools/weapons/armor that they can. This can only be considered a "limiting" or "unbalancing" quality if you choose to look at it like this. Instead, it adds flavor and uniqueness to your empire. A spear can be just as effective as a sword, even if they are made of different materials.
The thing is, with the quality of AI Stardock provides, they would. The AI is going to use these systems quite well, AI's tend to be good at this sort of thing, and Brad's an exceptionally good AI programmer. Also, it's late game where I worry the most about tediousness. Automation can get rid of some of that, but if it's a process 99% of people will automate, it may need to be rethought as a mechanic (does not mean that it's a bad mechanic, just that you have to think hard about it).
Also, complex does not have to be tedious. I found Victoria tedious, Hearts of Iron unplayably tedious, yet enjoy Europa Universalis- so for me at least, the line falls between those two games. That said, you did think of a good idea- bone swords/spears for civs that lack iron. As for spear/sword/staff- I'd like to see the type of weapon matter more. Playing Din's Curse has given me some ideas for abilities and maybe how to do this also. Complexity in the forms of interactions that are automatic are a lot more fun then microing things left and right.
Each time I post one of these my ideas changes: here's what it's at now.
Base Resources: Materials/ Wood/ Iron / Gold/ Mana/ Horses/ Crystals- that's it. Anything more might be overdoing things. I would dump Wargs as a resource. Horses are too rare as is, and splitting it up makes mounted warfare pretty rare in Elemental. Not to mention Kraxis being unable to use horses is flat-out illogical.
Things such as the clay pit, will provide materials, but also a bonus to building production speed, based on proximity, for towns connected to it via road.
An exchange that can be built by civs mid-game, in order to sell excess resources, and buy surplus, determined by the civs themselves. Maybe this isn't guaranteed to appear in every game, but only if things stay peaceful enough. Resources will fetch something on the market even if no civ wants them (civilians might) Direct trades are still possible, and would be a better return. Ai work may be needed to get this right, but I think Sins did if I recall correctly.
Resources can be consumed to provide advanced buildings.
Example: A Stable produces horses. You could spend horses to get a breeding farm, which could produce racing hoses (more speed) or warhorses (can carry heavy armor troops,)
Example #2: An enchantment shop might require materials+ crystals.
One thing I am unsure on: should these structures have non-gold maintenance costs also? If so, I'd suggest the maintenance costs be based on proximity, to encourage specialization, and maybe to discourage generiknight in Plate+3 with Warhammer #244. Also, troops in the field should require in this case other mainitenance as well, This might encourage the use of cheap peasantry even in the late game, which should be encouraged, and use of the market. Supply trains for armies or magic, along with better roads, could reduce these costs. You want to station that army of elite knights halfway across the map, it's going to cost you hard. Sending a hero and some veterans in leather armor and spears will be more cost-effective- maybe send a caravan also to build some roads. Heroes could have promotions that further reduce these costs, like Animal Husbandry to reduce maintence cost for horses in the stack, or armorsmith for iron, or fletcher for food.
That said: unit creation mechanics need to change to allow for upgrading of units, provided the town is capable of the upgrade. A town with an enchantment shop could upgrade a sword to a sword+2, a town with an armory could upgrade a peasant's club to a sword, leather armor, and shield. This will add micro though- but it already applies to heroes. Item shops in towns woulld also be based on the town itself.
Resource Tiles can be improved multiple times to improve production rates, though this will be expensive in population required and with diminishing returns.
I think what I suggested would be a good for complexity, without adding a ton of micromanagement.