Here''s my own take on the resource issue:
Each territory has in it a combination of raw materials, manufacturing capacity and "people power". Raw Materials are the things you need to make the instruments of war and to keep them running. This includes oil, food, minerals, etc. Manufacturing capacity is the ability of the territory to turn those raw goods into something useful...with one caveat. That caveat depends on "people power". People power is what runs the factories and "fuels" the military service including the raw bodies to fill shoes, and the education for training the laborers and skilled warriors. You may have excellent factories but not enough skilled laborers to run them. Ditto in that you may have a great army before attrition takes its toll...then you''ll need training academies for those pilots, tankers, warship captains, etc etc.
There will be no "archer buildings", or "tank plants" to be built during the game. The above three factors will essentially determine what you can build along with a tech level. Tech increases basically allow you to build upgraded units or possibly to make them cheaper. There will be different areas in which you can focus your research area. Education to make more skilled workers, processing to make raw materials easier to gather, and production to make producing units easier, and then science to make more effective weapons/ships/etc.
When you capture a territory you will only get a fraction of the territories resources. As time goes by then you get more if you treat the populace well.
Now just because you don''t build actual "tank plants" or "infantry barracks" doesn''t mean they don''t exist. The player has to chose where these centers are, dividing the output between these centers. Ditto goes for manufacturing centers as well as certain resources. The player does not build them as time goes on, instead they are placed at the beginning of the game. It''s up to the enemy to find out where his most vital industrial complexes and resource centers are to try to knock them out. It''s very similar to today''s RTS games with the major difference being that you don''t build them as the game plays...but they are still prime targets. The other difference is that from the scale of my game,
Land in and of itself is usually only good to use as a staging area for further attacks. The real objectives are the heart that pumps the blood (the raw materials and manufacturing facilities), the muscles (the armed forces) and the mind (the government or in some cases the people). War has taught that it is very hard to fight the mind (the horrible civilian bombing campaigns did very little to demoralize the German people, and Sherman''s campaign of total war only pissed the southerners off more in the Civil War), and fighting the muscles is difficult as well obviously. Therefore the best target is the heart. Only problem there is that they tend to be the best guarded. But that''s what the fun of battle is all about
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley