I didn't see much about the economy either.
There was in fact quite a lot on this...
1) The resource pool is a non-refreshing persistent pool.. like the credit pool in ANR. So if at the end of the round you have 10, Then at the start of the next you also have 10.. but you could conceivably have 20 at some point if you are not spending.
2) The default card draw and resource generation is done after the combat struggle has resolved at all the battle zones. A Battle zone is the 1st planet + any zone with a warlord.. so conceivably 3 max. The draw is 2 cards + 4 resources. So every turn you draw 2 cards and 4 resources AFTER combat.
3) Also, there is 2 conflict struggles. One is Command the Other is Combat. You automatically win command if you are the sole warlord. Each location has a number in a icon to the left or right of the text box. The icon in the rectangle is :draw X" and the one in the cog looking thing is "gain X Resource" So mana acceleration is dependent on winning stories, as is increased card draw. These extra gained resources are in addition to the 4 you get each turn.
4) The 2nd struggle is the battle and the winner of this triggers the battle keyword in the text box of the location. In the 1 of the spoiled locations the battle effect is a 1 resource swing (you take a resource from your oponant) Also there is the Ultramarine hero that is spoiled who has a response to an oponant unit getting destroyed is to gain a resource. So we know that there are going to be mana acceleration outside the other 3 "standard" ways to gain resources.
So the upshot of all this that we will often be drawing way more than 4 a turn. So there will not be traditional coc style restrictions on what you can play.. I expect that it will be unit dumps where you empty your hand often. The mass resource pool + the way the combat works in cycles so units are always desroyed or retreat looks like it is designed to be able to cast and rte cast new units and sac them at the battles.