Hmmm. I remember colonization and EU series different than most of you I guess.
Colonization (great game for it's day) was basically a trading type game, right? One of the fundamental aspects of the game was getting the finished goods right? I played it, and am hoping I am not getting it confused bits and pieces, with others like stronghold, settlers, LoTR, etc... They all get murky until I break out the old game box...
EU series, (great potential) was kinda crappy. It broke my heart, I heard it was some uber strategy game, that was kind of like a super-size RISK game. Alas, I was deceived. LOL Best part of EUs in my opinion was trying to take over world. But of course that was impossible with the random revolts, 12 million years to convert a provence to your religion, random armies spawning way way inside your country, taking dozens of turns to eradicate. etc...
SO I remember Col as a trading type game, and EU as a random spawning mess of a risk game. (I hated their combat mechanic, so I auto'd all of them).
This game WAS SUPPOSED to be like MoM. Of course it was going to have it's own flavor, updates, changes, nuances etc... But I personally do not think that a more complicated resource system is the answer. Yes it needs fixed. Yes, I agree with "camp1" or whatever that gang's name is (Peace homies...) when they say a more robust resource system would have been nicer. I like the whole "I got 5 swords in inventory, now I can quick build 5 sowrdsman". But do we need to go about it by having me research a shovel to dig a whole, finding iron ore in said whole, researching carbon, finding carbon, researching forging, building a forge, Researching blacksmithing:slash, to make slashing weapons... etc. etc. etc... Yes this is hyperbole, but it suits it's purpose. Wouldn't it be better to make resources more important, more rare in some cases, less rare in other... give you a traveling salesman who sells Weapons (didn't something like that exist in a LoTR series), then use it to rush production if need be. Better yet, how about putting a RUSH button on the build queue, and doing what the other 11 million games do. Punish you for using it too much. (i.e huge resource cost, huge pop cost etc...) We are going back to the 1994 type economy that worked so well of making Population be a huge factor in the economy... why not also do the RUSH button like 1994 if that is what we want.
I personally do not need another "game within a game". The Dynasty system has that covered for me.