Yeah, I had just pushed the town specializations back a release, but now I'm figuring I might have time to get them in here once again. Town specializations are very simple to explain:
1. All raw resource production amounts dropped by 50% on all raw resource producers.
2. By building multiple resource producers in a single town, each one increases by 50% of the new value.
Aka:
Old Woodcutter produced 2 logs per turn, period.
New Woodcutter produces 1 log per turn, when it's the only woodcutter in that town.
Two Woodcutters in a town produce 1.5 logs per turn each.
Three Woodcutters in a town are back to producing 2 logs per turn each (so at this point it's equivalent to the old way).
Four Woodcutters in a town now produce 2.5 logs per turn each (so now we have a substantial gain that actually equates to another free Woodcutter's worth of wood per turn).
And so on. Given that there are 24 slots in a town, this sort of specialization can only go so far if you are trying to have military in each town.
THAT said, we are planning to make "large towns" a thing in the first expansion, and those would be 7x7 instead of 5x5. So those would have 48 slots rather than 24 slots. I do wonder if the specialization logic would be too abusable in those circumstances. So there might need to be some sort of cap on the extra efficiency, say stopping at 6 or 8 Woodcutters in the example above.