I think this entire post has been in expansion land, and more than likely fictional expansion land. The most likely scenario is that this entire post will go the same way as the camps before it. I think once the devs give us more control over how caravans work, modders will be able to take some of these ideas and add different resource systems which cater to every side.
End of kenata's quote
This thread is certainly getting to the length of the camps before it... Not quite as massive if I'm remembering right, and seems a lot less bitter than I remember...
In relation to the 'Bob the Builder' statements...
I actually like the idea of my Sovereign having a trade skill... Carpentry, for example. Seriously though, in my mind, your Sov is a Leader first, a Channeler second, and a Carpenter/What-Have-You third. Dunno if this idea was posed in any previous pages... Been away from the forum for a while, and couldn't be bothered to fully read two 10 page threads... But was it ever considered, if a resource system similar to Camp 1's ideas were implemented, to give Sov's starting abilities, or maybe abilities on level up, to let them take Trade-Skills? I.E., on level up, I give my Sovereign the "Armorsmith" ability, giving him +1 to Armor Resources every X Turn(s) while in a city.
Brings me to another idea, and again, I don't know if this has been presented or not... What if, instead of abstracting whole resources, like we have currently, we abstract the end products a little bit? Instead of getting Helmets, Platemaile, Shields, Leggings, and Bracers, we just get an 'Armor' Resource. Maybe un-abstract that a little bit to divide it into different classes, so you end up with Light, Medium, and Heavy Armor resources, Heavy obviously being the stuff like your Plate and Tower Shields, with Light being your Padded Armor and Wooden Bucklers. Same could be done for Weapons, though without really racking my brain-... Scratch that, it just came to me. Basic Weapons, Clubs, Staves, etc. Martial Weapons, Short Swords, Long Swords, Mace, Hand Axe, etc. Advanced Weapons, Scimitars, Halberds, Warhammers, Battle Axes, Bastard Swords, etc. (The preface to this wasn't a joke. I was seriously typing in something completely different when what I was typing triggered the thought. I love the brain.)
A system like this would allow us to keep our current resources in place as well, provide enough diversity (IMO,) for the economic/supply-chain buffs, and allow enough abstraction to keep the resource count relatively simple, while still being somewhat numerous. I'm not going to go into the actual supply-chains part of this discussion, beyond saying I think that it would stand to reason, were this implemented, that we have necessary trade-skill buildings for our cities in order to produce these materials. As far as carting around supplies and such, I have no opinion, as I like both abstracted, and complicated a la Settlers, systems... And I have nothing to add to that part of the discussion.