This is a early draft of the planed economy model. It will probably change and might never get implanted. Feel free to discuss, criticize, give ideas or feedback. The main idea is to give more control over your centers(towns, castles, villages) and make trade more important.
Planed resources:
1. Population points(maximum number of lances the town can produce).
2. Prosperity(directly effect the taxes and prosperity of the fief).
3. Gold(as in income from the fief).
4. The armament level(indicates how many men have no armor, soft(cloth-leather) armor and heavy(metal) armor. Directly effect the quality of the lance).
5. All the production goods that directly effect the above resources in one way or another.
6. Raw resources available in the area. While this is not a direct resource, but will indicate what can be build and how efficient the production are.
I'm planing to have two types of building areas in each center. Rural area representing the surrounding countryside and urban area representing the center it self and the surrounding other urban areas. The amount of buildings in each of the areas are going to be limited.
Planed(so far) buildings for the rural areas:
1. Corn farms(produces grain, chicken).
2. Sheep farms(produces meat, wool).
3. Cattle farm(produces meat, raw leather)
4. Fruit farms(produces olives, grapes, apples)
5. Flax farms(produces flax)
6. Iron mines(produces iron)
7. Salt mines(produces salt)
8. Fishers(produces fish)
9. Spice farms(produces spices)
10. Herb farm?(produces dye)
Planed(so far) buildings for the urban areas:
1. Bakeries(consumes grain, produces bread)
2. Linen workshop(consumes flax, produces linen cloth)
3. Wool workshop(consumes wool, produces wool cloth)
3. Blacksmiths(consumes metal, produces iron)
4. Tanners(consumes raw leather, produces leatherwork)
5. Winery(consumes grapes, produces Wine)
6. Brewery(consumes grains, produces beer)
7. Oilery(consumes olives, produces Oils)
8. Butchers(consumes meat, produces sausages)
9. War smiths(consumes iron, increases hard armor level)
10. Cloth makers(consumes wool cloth, linen cloth, and leatherwork, but increases soft armor levels)
Random mechanics:
The production levels of the goods will dictate the price of the goods and the chance to appear on the marketplace.
Food production increases the population level.
The population consumes various goods. The more of there demands are met, the higher the prosperity cap(or lower if demands are not met).
Some buildings will only be available if there are resources in the area.
Trade between cities will be done via resources exchange.
Native recruitment system will get screwed with the new economy. And uh... can't thinkg of anything else right now.
Planed resources:
1. Population points(maximum number of lances the town can produce).
2. Prosperity(directly effect the taxes and prosperity of the fief).
3. Gold(as in income from the fief).
4. The armament level(indicates how many men have no armor, soft(cloth-leather) armor and heavy(metal) armor. Directly effect the quality of the lance).
5. All the production goods that directly effect the above resources in one way or another.
6. Raw resources available in the area. While this is not a direct resource, but will indicate what can be build and how efficient the production are.
I'm planing to have two types of building areas in each center. Rural area representing the surrounding countryside and urban area representing the center it self and the surrounding other urban areas. The amount of buildings in each of the areas are going to be limited.
Planed(so far) buildings for the rural areas:
1. Corn farms(produces grain, chicken).
2. Sheep farms(produces meat, wool).
3. Cattle farm(produces meat, raw leather)
4. Fruit farms(produces olives, grapes, apples)
5. Flax farms(produces flax)
6. Iron mines(produces iron)
7. Salt mines(produces salt)
8. Fishers(produces fish)
9. Spice farms(produces spices)
10. Herb farm?(produces dye)
Planed(so far) buildings for the urban areas:
1. Bakeries(consumes grain, produces bread)
2. Linen workshop(consumes flax, produces linen cloth)
3. Wool workshop(consumes wool, produces wool cloth)
3. Blacksmiths(consumes metal, produces iron)
4. Tanners(consumes raw leather, produces leatherwork)
5. Winery(consumes grapes, produces Wine)
6. Brewery(consumes grains, produces beer)
7. Oilery(consumes olives, produces Oils)
8. Butchers(consumes meat, produces sausages)
9. War smiths(consumes iron, increases hard armor level)
10. Cloth makers(consumes wool cloth, linen cloth, and leatherwork, but increases soft armor levels)
Random mechanics:
The production levels of the goods will dictate the price of the goods and the chance to appear on the marketplace.
Food production increases the population level.
The population consumes various goods. The more of there demands are met, the higher the prosperity cap(or lower if demands are not met).
Some buildings will only be available if there are resources in the area.
Trade between cities will be done via resources exchange.
Native recruitment system will get screwed with the new economy. And uh... can't thinkg of anything else right now.