I agree with Viper. If you're already comfortable with Java, then use Java. Why lose productivity over online religious wars? As far as limitations go, the only limitation that you're going to have is what you can get done due to your limited knowledge. And you'll overcome that continuously by learning and doing.
So your endeavor is reasonable. Your tools are sufficient. Your limitations are temporary at best. Go forth and conquer the universe, Young Netizen.
So, the better you are at playing the game, the more experience you get, making the game easier, making the game less enjoyable, making you want to play less. But, the worse you are at playing the game, the less experience you get, making the game harder (or slower), making the game less enjoyable, making you want to play less.
Whoa, there, Mr. Assumption. How did you get all of that? There's been no mention of mechanics, balancing, or content.
Challenging the player to be a better player. That's bad? Reducing the amount of grinding by getting automatic EXP. That's bad? Rewarding the player for being good or getting better. That's bad? Encouraging (not forcing) the player to travel and explore the game world. That's bad?
Killing stuff with reckless abandon knowing that they are no longer human is fun. Space setting, jungle setting, Vampiric setting, urban setting. All are great as long as story is easily digestable, the mission are clear, and the game gives you a sense of urgency, purpose, and fun.
I don't understand... Write this down with numbers maybe?
Like: you have 5 factories and 3 mines, each mine extracts 1 unit of minerals, each factory requires 1 unit of minerals, therefore 2 factories are idle (that's how it works now). So, 3 units of manufacturing productions are made per turn.
Going with your example, let's say that each mine has 170,450 units of wood. You send out miners and each miner can procure 1 to 5 units of wood. So the factories are now receiving their units of wood. Then you can set the production rate. Every 300 units produce something, Every 200 units produce something. Or Every 100 units produce something. But the number of units determine the quality of the product. You can spread out how the wood is distributed as well. So all 3 mines supply all 5 factories. Or all 3 mines supply only 3 factories. Or any other combination.
Out of all the SimCitys I've played, the SNES I thought was the best. It was simple, engaging, and you got instant feedback. The rules were easy to learn, but not as easy to master. And who doesn't like watching a creation grow successfully, but at the same time, being able to (somewhat) micromanaging a situation.
It could have a type of point to quality construction.
Say you have 3 factories. For it to make A quality stuff, it needs at least 300 points of wood. 200-299 is B quality. 100 - 199 is C quality. Anything under 100, just doesn't get made until you get more materials. So you need to make sure you have enough mines but you're not worried about ratio, just quantity.