i'm working on a warcrat 3 mod and a pen and paper tbs. it's set in a low fantasy ancient world with civilizations inspired in iron age scandinavia, classical mediterranean, ancient middle east, and ancient egypt. picking one of these base archetypes, you control the specifics of your own civilization, designing the army you use and choosing social policies, religion, etc.
you start controlling a city state, and conquer cities and villages on a world map, which you manage by distributing their population through several activities: food production, manufacture, infrastructure maintenance, military maintenance, trade, and research
each sufficiently large city will have one or more noble houses, these have relationships between themselves and might hate each other, sometimes forcing you to chose which one you want to favour. these provide nobles that you can employ as city managers, army comanders, diplomats, and ministers\advisors, and these nobles have different atributes: a certain house may ofer a fantastic governor, while it's enemy house has a great general, and employing one will anger the other, etc. these houses can influence the loyalty of the population of the cities they inhabit too, so you might have to go with the house that has no decent noble to offer just to avoid a rebellion
these cities produce different resources based on the terrain they're surrounded by and special resource sites like mineral outcrops, etc.
i'd like to request some suggestions for these resources, these are the ones i came up with
grain - basic food source
fish - basic food source. comes from cities near the sea. food variety increases happiness in cities
beer - basic booze. you can sacrifice part of your food production for this resource, armies carrying it have a boost to their morale and increases happiness in cities
wine - like booze but can only be produced in mountainous areas near the sea and it's moralle boost is higher. it's a luxury item and some nobles demand it
olive oil - food source. improves happiness in cities, but like wine can only be produced near the sea in mountainous areas, but only on temperate or warm lands. it is also a luxury item and some nobles may require it
horses - makes cavalry production cheaper and increases overal city productivity. can be raised in lands surrounded by grassy plains
iron - extracted from iron outcroppings or northern bogs. makes iron equipped armies cheaper and increases overall productivity in cities
copper or tin - like iron, but for bronze equipped armies. productivity increase in cities is smaller
gold and gems - from mineral outcrops, these provide a direct influx of monies to your treasure
smoking herbs - produced in warm woodlands. these provide a great boost in moralle and hapiness to armies and cities, but are highly addictive, and cities and armies introduced to it will suffer a large penalty if deprived of it
wondrous elixir - produced from aromatic herbs and psychotropic herbs from desert oases. these are highly sought after by nobles, but like smoking herbs, are very addictive and once introduced to it the nobles will demand it
eastern silk, northern hides, western expensive dyes, and southern coloured glass - expensive trade goods and luxury items, they boost the happiness in cities and improve the loyalty of your nobles