Do you guys also think that if they wouldn't have attempted to create a dynamic world they would've been much further into development? It seems so over complicated having so many different variables and calculations all behind the scene whom majority of players won't notice. Not to mention, the development of the game would of followed a more known and tested path if it were static. (ie easier to make)
You and me are completely on the same page 100% as I have said the same thing. I applaud what they attempted to do but I personally feel they need to scrap many of the more complicated things that aren't working and don't appear like they would ever be working.
For example, items available for purchase at a vendor. Instead of tying this into production and prosperity, just compile a list of items and have those items randomly spawn in the shops. You could even get a big fancy and have the higher end items chances of showing up be tied to town prosperity but by creating a simple list you don't have to rely on a complex formula coming up with some output based on production, prosperity and value. You can also control the pricing so that Javelins never cost more than 2000 Denars and never sell for more than 200. You also have top tier equipment and weapons showing up on day one with controlled pricing.
Then with just this change, you now also have the looting situation fixed because you can have a defeated enemy dropping a Lordly Helm because you can again control the pricing and keep it form ever costing more than 20k Denars and selling for 2k Denars.
You also have trade balanced because you can specifically seed trade goods around the map in control quantities and pricing again based off a simple list rather than a complex production, prosperity and value formula.
Which also mean you can control workshop income more easily because its no longer based on supply and demand, inputs and outputs but rather income based on town prosperity, the number of caravans entering and leaving, etc.
Oh and it make balancing player income more predictable which in turn makes the all other player income sources easier to balance such as caravan income, taxes, etc.
Which also fixes smithing since it would prevent you smiting easy to make items and selling them for 100k each, since values are just based on a list not a complex production, prosperity, value formula.
Plus it would be A LOT easier for modders to actually change economic factors to achieve a desired result without a complex, production, prosperity, value formula that will likely break the second anyone changes even the slightest values, if the Taleworlds devs can get it balanced right in the first place.
Honestly I just can't imagine how much time and effort has been spent on the complex systems involving production, prosperity and value when simple, back to basics, behind the scenes, lists could fix some many things and to be blunt and honest, they could probably scrap the entire system and add these basic lists into the game inside of a month.