
The resources now work with rates. Resource changes occur at a rate per gaming second. For instance a wheat field of a farm produces 2 food units per second. Units also consume resources at a particular rate.
The target of the player will thus be to maintain a positive resource rate. Constructing units and buildings will still require a once off resource cost, therefore the importance of keeping a positive resource rate. There are also penalties associated with having zero resources and a negative resource rate. Currently your units will indicate a food shortage and attack at a slower rate.
I plan to make certain areas more "fertile" for farms. Thus a farm will produce much more food in that area. Of course these fertile areas will be close to invaders and vandals!