Reading the Elemental: Internal debates made external, it seems like the Camp#3 economy wins out there. However, I believe a Pull Driven economy (PE) is even better than Camp#3. That thread is too crowded. Do you like Pull Driven Economy described below) over Camp#3 economy ? Why or Why not compared to existing camps?
I’ve make some minor update to the PE I’ve posted there & also throw in 2 ‘desirable features A& B’ that I aren’t too sure about. Any improvement to option A & B?
Do you like the PE I’ve described more than all other camps?
Pull driven economy (PE):
Basically, it is a just-in-time, make-to-order system. The game calculate everything & caravan to fulfill your order.
1. Creatures Resources (CR) (e.g. Bear, Horse, Fallen, Human, and your current race) is considered as one of the Natural Resource (NR) (e.g. iron ore, crystal) here
2. No Manufactured Resources (MR) is produced at Factory unless explicitly ordered by gamer
3. Factory (e.g. Blacksmith) converts unlimited amount of NR to MR, or MR to MR. Conversion takes 1 day.
4. Warehouse stores unlimited amount of MR or NR
5. When there is no order, the NR mines will automatically accumulate in its warehouse.
6. When there is a new order, NR or MR warehoused is consumed immediately by a local factory or be caravanned away to a nearby factory that needs it. The game automatically setup a chain of MR/NR caravan, using the quickest route
7. When all MR required for the upgrade/production arrives at order location, a new unit/MR is produced.
8. When the gamer orders an ‘upgrade’ to existing units, the game calculates the extra NR/MR needed. The difference is paid via the PE process described above. If these units happen to be away from town, the extra NR/MR will be caravanned to them before the upgrade is considered done.
9. Caravan travels faster than most units; road provide speed bonus

Example
At turn 1, Gamer order 20 “Soldiers with Sword +2” at the Barrack in Village E.
At turn 2, 20 Ore is caravanned from mine A to C. 5 crystals are caravanned from B to D. 20 local population are converted to Soldiers (without sword atm) by the Barrack at Village E.
At turn 3, Blacksmith at town C produced 20 Swords; the sword starts travelling to village E. Alchemist at town D produced 5 potions and starts moving them to Village E.
At turn 4, 5 potions & 0 Sword arrived at Village E Warehouse.
At turn 5, 5 more Potion arrive. Since 10 potions & 20 Sword are available in warehouse E, the Barrack make the best use of its inventory. 10 Soldiers has Sword+2. 10 Soldiers has normal sword.
At turn 6. 5 more Potion arrive at E. Village E has 15 “Soldiers with Sword +2”, 5 with normal swords.
At turn 7. 5 more Potion arrive at E. Village E has 20 “Soldiers with Sword +2”
At turn 8, Gamer build a Stable in Village E, which allows a NR to be mounted by another NR , when applies
At turn 9, Gamer orders ‘Upgrading’ of the ‘20 Soldiers with Sword+2’ to ride bears.
At turn 10, The Bear’s den at G produce 10 bears/turn. It starts a caravan of 10 bears to village E
At turn 11, 10 Bears arrived at E. Now there are 10 Soldiers with Sword+2 Bear Calvary. Gamer orders all 20 units to move away from E for a duty.
At turn 12, 10 more bears arrived at E. Since the soldiers has left already, the game setup a caravan route to reach the soldier.
The relations described above:
(Crystal+Alchemy->Potion+2) + (Ore+Blacksmith->Sword) + (Creature/NR+Barrack->Soldier) = Soldier with Sword+2
(Creature1/NR1)+(Creature2/NR2+Stable-> Mountable Bear)= Soldier riding bear
For orders that requires the same MR
Suppose the Gamer make another order of 10 “Soldiers with Sword +2” from another village H, at turn 6, this order also need the same MR Crystal mined at B. By default, the game will exercise this new order first. After the new order is completed, the game will continue the previous order by producing the crystal needed. The game will produce the UI for the gamer to override the default priority of the MR concerned.
Multiple sources of MR/NR available for an order
Where there are more than 1 Crystal mines (or multiple sources for a particular MR/NR needed by the order), the game will need to calculate if extra mine(s) will speed up unit production. If yes, 2 or more caravans will enroute to the Alchemy lab at town D.
Treatment of Obsolete Equipment after an upgrade
In case the Soldier’s ‘Sword+2’ are upgraded to ‘Sword+5’, the game will automatically caravan the old sword+2 back to the last town he visited. OR the gamer can sell the old sword for gold on spot.
The time needed for producing a new unit equals the time needed by its most time consuming process (alchemy in this case). i.e.
Time needed to accumulate enough NR for the factory (or time needed to caravan NR to the factory, whichever is longer)
+ The factory conversion processes, takes 1 turn to convert NR to MR (or from MR1 to MR2)
+ Time needed to caravan the MR to the place it is ordered.
A. Empire wide industrial Specialization (a desirable feature for Pull driven economy)
1. All factories connected directly to a NR mine can be upgraded up to level 10. Each upgrade further reduces the 10% (for example) NR needed to provide same output
2. All Unit Producing Building (UPB, e.g. Barrack) can be upgraded up to level 10, Each upgrade further increases its number of units output per turn (of course its production rate still depends on what equipment the unit needs)
3. Higher level building requires progressively higher building cost
4. When any factory/UPB reaches the level 5+n (where n=1 to 5), all factories of the same type & of lesser level in the empire will be upgraded to at least level n without cost.
5. The more factory types you have in the same town, the more expensive it is to build a new factory.
A rough example will be:
New factory’s additional % building cost = l * total types of factory in town * MAX(total level of all factories combined – k),1); where k,l is a constant for balancing purpose
Goals:
Town can specialize in certain industries to improve efficiency, but at the same time tends to crowds out other industries (Rule 5). This avoid the more factory is always better. Strategy required.
Empire mastered certain type of factory/UPB means it has the knows-how to be effective in building similar factory at smaller city (Rule 4)
Allow certain selected industry become a nation’s competitive economic advantage, produce extra MR for trading etc.
B. Semi/Permanent Caravan Route (a desirable feature to simulate Push Economy)
1. Gamer can setup caravan route for any future resource production output from NR mines or Factory or UPB. X% of its future output per turn is caravanned to a specific location, where X=1 to 200. When X > 100%, it means it’ll remove any stockpile in the local warehouse, whenever applicable. This route can lasts Y turn, where Y=1 to ∞. Map overlay to shows all caravan routes.
- It is not exactly a pure PE mechanism. It is also micro. But I realize that some amount of manual caravanning is needed anyway even for PE, why not make it nice & make it set-it-and-forget?
- This feature alone can simulate most of what economy Camp#1 is all about (& thereby the issues comes with it).
- If gamer otherwise has to setup caravan route only 1 turn at a time instead, I think they will get annoyed very soon.
2. Unit stacks can also be the caravan’s destination.
- Caravan is dynamic updated each turn to track its mobile target.
- It can then used to upgrade the stack’s equipment, or as a supply (of food)
-Or it can be used as a way to represent the unit stack is protecting the caravan
3. Caravan route can be adjusted manually using Rally Points, for fine-tuning
4. Caravan route has a label showing (to you & ally) why there is such a caravan, e.g. if it is a part of producing certain unit from an order at town Z.
Credit to Denryu, Winni, Spartan, CKessel, Pigeon & Psychoak for previous suggestions