Hello fellow fa/tg/uys
I would like ask you guys about methods to simulate a fantasy economy. Im homebrewing a system that will have a focus on trading companies and the sort, so i want to know what is a good way to represent an actual economy of interconnected towns/kingdoms.
If you want to do research, have a Google Drive folder full of material:
https://drive.google.com/open?id=0BwF09f1afXWlRkRoYXM5eExfX2s
>>51313331
A good starting point might be the natural resources / local goods. So wheat, lumber, a style of cloth, a type of ale. Then figure up how valuable each thing is to your world economy
If you want a fantastical economy look at how Republicans think trickle down economics work. It's entirely mythical.
>>51313441
im trying to simulate something thats very easily described as a magical archipielago. islands vary between having a few trees in them to cuba size. So half the game will be spent on a ship of some sort and the other dealing with your standard fantasy adventuring fare.
so, a good idea would be to put a number of "common" goods, a number of "luxury" goods that give better profit but are more scarce, and perhaps each town has an specific service?
common goods would be stuff like lumber and iron, a service would be a blacksmith district (consumers iron, makes finished goods) and a luxury would be spices and ale.
>>51313331
>so i want to know what is a good way to represent an actual economy of interconnected towns/kingdoms.
You probably don't want to do this.
Doing it well will require spreadsheets.
Worry less about the economy and more about the organizations engaged in trade. It's easier on everyone.
>>51313474
kek
>>51313793
soooo many spreadsheets, not even kidding
this anon is absolutely right. I went there once. I won't willingly and easily go back there soon if I can help it.
in fucking german, but for what it's worth, this is a spreadsheet I made for one army and one barony in a campaign I ran. ht tps : // docs.google. com/spreadsheets/d/17WRXWHm49ygsHZ50B9hlXiIwDGQGqnN4Q_qf4zbcji0/edit
>>51313618
I mean yeah that's how I would do it. Dont see why it has to be extremely precise. Just have an idea of the value of your main goods and services. Then just barter using npcs
>>51313331
Play Interplay Marco Polo and you get the general idea how to make the system.
Or just use Pathfinder Ultimate Campaign and cobbled up something from the rules there.
>>51313618
>very easily described as a magical archipielago.
Roll some dice. Bigger numbers get richer resources. High numbers are mining towns or trading ports, and need food and lumber, etc. Low numbers are poor islands that have fish and that's about it.
Iron should be rare as fuck, this ain't Catan.
>cuba size
Cuba's big enough to not count as an island.
>>51313331
THIS!!!>>51317234
>>51317099
>Cuba's big enough to not count as an island.
Wut?