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Looks great, is that tin and bronze in the ui? :) There might be a need for structures that are built in between hexes, such as roads, irrigation canals, walls, etc.

I also think that copper and tin should be finite, to help drive a need for colonization and expansion. Limestone should also probably be finite, though I don't think it is as important. It would be interesting to have forests that regenerate slowly unless completely harvested, though that might not work well at the end of the day.  Copper ore (malachite) is a dull green color, I think that deposits should match that shade.

I'm excited to watch all your progress, can't wait to get my hands on the new sim.

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The items in the UI are (by row): mudbrick, wheat, pigs, lumber, copper, limestone.

I added roads a few hours after I posted this, actually, and they each fill a hex. That's a necessity so that units can use them to move around. However, I would like to add some "life" back to settlements by having the inhabitants wander around. Those citizens would walk along smaller paths on the borders of hexes. Walls will probably fill hexes entirely, like roads.

Even with infinite resources there will still be a need for expansion. The economy has changed a bit to put more emphasis on the rate of resource production, rather than the raw amount. Bakeries for example, consume 1 wheat every 100 seconds, the stockpile of wheat isn't as important as the ability to produce it  at that rate. Warbands will follow a similar model.

I'm planning on making them the focus of the next devlog, but in essence each warband will be a constant drain on resources. A single copper patch will only support a limited number of warbands (probably only 1).

That makes a lot of sense. You could even have things decay that you can't support, like a warband that does less damage for lack of metal or walls that are weaker or buildings that eventually collapse. Malnourished workers might process resources more slowly. You could get natural ruins that way, as well as potentially annexing holdings into an empire that cannot completely support it, forcing you to choose what to neglect. It might be useful in such a situation to have the option to deny resources strategically.

Anyway, I'm rambling now, but I like really like the idea or placing more focus on maintenance. I think that could scale very well and provide for many interesting decisions and circumstances. Thanks for letting us in the process here, can't wait to see where you take it.