My goal with the resource model is to give it strong influence over which units a player is able to recruit, the idea being that different units from the same faction would be available on different maps. In other words, tying resource production to terrain types. Shortage of certain resources wouldn’t mean scrambling to acquire them through the marketplace, but taking town development in a different direction.
Here are the basic resources that I’d like to use:
Not sure which exotic ones to use, especially for magic. Crystals, gems, light, life force, and the like, are obvious candidates. I’m tempted to go the comic route and add things like gas (from swamps) and smoke (from volcanoes).
