There are no peons. Instead the economy is a true Supply and Demand system similar to systems used in classic turn-based strategy games. Certain units and constructions require upkeep in the form of resources per minute. Resource providing structures provide a certain amount per minute. Excess resources can be sold off for gold which goes into the vault.
Gold is used strictly to pay for initial build and company commission costs.
This lets players balance their economy based on what resources are needed, what resources are available, and how much gold is needed to pay for it all. The easiest way to visually describe the interface of Kohan is to compare it to those of classic RTS games of late. Yet, Kohan is a more sophisticated game than those earlier titles and has more controls and more interface to learn. However, we have kept all of this as intuitive as possible for the player, so learning the interface isn't a major part of Kohan's learning curve, and all interfaces in the game are very instinctive to use. We have assembled a team with strong experience in the field.