The Revolution is my Name said:
That's what I'm curious about
. To be more precise:
1) Did they change the whole economic engine?
2) What is a role of guilds? They are engine elements (i.e. have impact on supply and demand), or just a set of restrictions on player's trade only?
Both; furthermore, if the player chooses to play as a merchant, he has the opportunity to join one of the guilds and have a direct impact on their operations
3) And why FAQ tells about significant role of farmers' parties? Their role has significantly changed in comparison to Native? I can't make such conclusion based on FAQ description. But it makes emphasis on its uniqueness, which I can't define.
Farmers' parties carry their agricultural product (rice) to other towns. If the party is prevented from reaching town, the town gets no rice. Starvation can set in, causing unrest (very historically accurate)
4) Who are these peddlers? What impact they have over economy model?
There are two kinds: essentially traveling merchants like in towns from whom you can buy stuff, and peddlers that carry industrial raw materials and finished goods between towns. Interrupting these supply chains will negatively impact town growth and morale
5) Demand and supply changes may be caused by social conditions and seosonal variations?! Is that true?
Yes; different crops grow in different seasons, and different raw materials appear at different times of the year. Also, at the beginning of the game, the Onin War was limited to battles in and around Kyoto, but as time progresses, more areas will become involved.
6) What is a role of taxmen? Player or lord can't receive taxes from its state without these professionals?
Taxmen collect taxes from towns and return them to the provincial governors. This tax money is turned into 'points' which are used to raise patrols and armies. Interfering with this loop prevents factions from fielding men.
All listed above seems to be absolutely different to Native's system described here http://forums.taleworlds.com/index.php/topic,85500.msg2204416.html#msg2204416.
But anyway I'm not sure it is really so in practice.
Maybe it is highly bugged?
That's an understatement...about 60% of the above isn't even implemented yet. When I envisioned the basic supply and demand model, with goods physically (game-wise, via moving parties) moving between production centers, I did not anticipate all the problems I would encounter. It's been fun to say the least.