That's actually a perfect counter argument to camp 1. Can you imagine doing that for 20 cities for 15 resources? That's 15*20 sliders to adjust... And you can't set it and forget it since priorities will change as research happens, as towns are founded, as treaties are made, fronts of battle change, etc.
I am amazed so few people think of above, this is the first impression I get from the OP’s “Sophisticated” option. I’m surprise I don’t see this until ckessel mentioned! Thanks!
Let me elaborate further.
For Camp#1, Gamer will have easily 30+ resources, e.g Food, all kind of metal, swords, armor1, armor2, boots, swords, spear, axe, swords +1, spear+2 , axe+3, potion of X, potion of Y, horses, crystal1, crystal2 etc. All these resources will be also be stockpiled all over the places in your 20 cities, because not everything is used immediately.
And say you are starting to produce sword +5. You have to setup 19 (or more) caravan routes to distribute the latest & greatest sword+5 to all your warriors. And of course, once you have the ability to produce better helmet, boot, etc you’ll have to rinse and repeat. How about the old sword+1 they were using? Ship them back from each of your cities? No amount of governor can reduce this kind of micromanagement for Camp1
. OP’s picture shows only how Sword +2 is distributed to one barrack at South, and it requires setting up 5 caravans. Each addition of city or resource exponentially increases micromanagement, testing gamer's patience.
Devs say the map can have size 4 times of CIV4, how many cities will an EWOM empire have? How many caravan routes gamer have to setup (& then adjusted & then removed)? Or how much time it’ll take up, especially in MP games?
In OP, Frogboy say
“A resource is assigned to a particular town. That makes certain towns more strategic than others and a lot less micro management.”
Frogboy sounds concerned about this. However, this should not be a concern, some town should be more strategic. But I will be extremely concerned if all my towns are cookie cutter, all towns are of the same strategic importance.
According to OP, Frogboy states that:
Camp #2’s cons is "Towns that don’t have a resource assigned it cannot build units that require those resources.”
Camp #1’s pro is "a lot of fun can be had in putting together ever more sophisticated and specialized items"
I’m suggesting Camp#3, based mostly on Camp#2. It resolve both issues mentioned above.
1. There are only natural resources (food, iron, Aereon crystal, etc).
2. When a natural resource is controlled, the player assigns that resource to a specific town. (the further the resource from the town, the lesser its production rate)
3. All natural resources are caravanned & then stockpiled in the town warehouse.
4. Unit production (designs from SD Beastiary) are based on formula:
Sword + Humanoid Fighter (require Barrack) = Soldier
Sword + Shield + Humanoid Fighter + Mount (require Stable) = Calvary
5. Equipment (& magic item) production are based on: (designs from SD's equipment library)
5 ore = Sword
5 ore + 2 Aereon Crystal (require Alchemy shop)= Sword +2
10 ore + 200 Aereon Crystal + 1 Essence + 20 Gem (& require Expert Smithy tech, Dark Magic level 5 spell Ray of Doom) = Sword of Doom +2
6. Caravan route is automatically created by the game to draw natural resources from nearest warehouses, in order to pay for the unit ordered/upgraded. The caravan will detour to buildings outside the town to fulfill its building requirement (** the external Alchemy shop, as in the example below)
Using OP as example, I order 10 Soldiers at the southern village's Barrack. The unit production screen shows what I can only produce normal soldier.
For now, I only want normal soldier. The village already has more than 10 Humanoid Fighters; the game determine I do not need to caravan them. The game then determines that I need extra 10 Swords to produce them, which is equivalent to 50 ores. Since the warehouse at the northern city has 50 ores & the barrack's warehouse has none; the game automatically create a caravan to move the ore. Gamer should be able to modify route, if wanted. Or I can order extra 50 ore in the same caravan for future need.
Later in the game, when I want to upgrade the Soldiers with Sword +2, I upgrade the existing 10 soldiers. The game determines that they need to ship 20 Aereon Crystals from the northern town as the village warehouse has no crystal. If this village does not have the required Alchemy shop (for the +2 Sword), the caravan detour to a ** external Alchemy shop (at the east side of OP map) causing extra delay.
This way, towns don’t have the resource can build units that requires it. Troops can be upgraded with more specialized items. A lot less routes are needed, as there will be no need to caravan all type of equipment/potions/etc any more. To produce Soldiers with Sword +2, gamer do not need to "manually" create any caravan route. Only 1 extra route is needed.
This Camp#3 mechanism is open to discussion/improvement/critics.
Camp#2 is my choice, if Camp#3 is for some reason impossible.