Steve Jackson Games Forums

Steve Jackson Games Forums (
-   GURPS (
-   -   Simple Kingdom Economics (

Dmfarley 08-27-2015 07:55 PM

Simple Kingdom Economics
Hey guys, I'm looking for an abstract kingdom management system. From my research, military budget and city wealth are well covered, but I'm looking for a simple economic breakdown of incomes and exprnses for a city based on it's production and resources. If I had enough time I could calculate the number of resources, labor costs, etc, but I'm looking for a system or set of rules that broadstrokes it for application to multiple settings. This is so I can have one kingdom interact economically with other kingdoms in ways of trade. Do you guys have any suggestions?

Phantasm 08-27-2015 08:13 PM

Re: Simple Kingdom Economics
The basics of an economy on a macro scale is roughly as follows: Produce an excess of one or more products, sell elsewhere for enough money to buy what your region is lacking, and keep in transit/storage for as short a time as possible.

For instance, one nation may have control of the most fertile farmland in the area. This likely means they produce an excess of grain, which they export to neighboring kingdoms in exchange for raw metals. A mountainous region would likely have more metals, coal, stone, and possibly timber than they have farmland, which would provide exports there with which to buy the grain. Another nation could be the prime source of a luxury item - a precious or semi-precious stone (f'rex: emeralds or lapis lazuli), incense, silk, etc - while needing to import a metal (iron, tin, etc.) and/or grain.

Like I said, this is the simple form. Figure out what your nation imports and exports, and match them to other nations. You don't need to work out "$2M GNP" for games; figuring "we have a shipment of cast iron ingots headed for the trade town up river where we'll buy food" is lots easier.

RyanW 08-27-2015 08:32 PM

Re: Simple Kingdom Economics

Originally Posted by tbrock1031 (Post 1931549)
Produce an excess of one or more products, sell elsewhere for enough money to buy what your region is lacking, and keep in transit/storage for as short a time as possible.

In addition to transit time, also reduce transit labor per ton as much as possible. A road bound caravan is (IIRC) about 4x as labor intensive per ton-mile as riverboats, and riverboats 4x as labor intensive as open water vessels. Rome grew so large because it could import grain from as far away as Egypt.

Edit to add: Also, do as much weight saving processing as early in the logistic train as possible. Smelt ore and hew timber before investing much in transportation.

Phantasm 08-27-2015 09:01 PM

Re: Simple Kingdom Economics
I'd list the various trade items as Staple Goods, Manufactured Goods, Services, or Luxury Goods.

For some examples:

Staple Goods: Grain (wheat, oats, barley, rye, rice, maize), Produce (apples, pears, bananas, citrus), Basic Fabrics (wool, cotton, linen), Metals (copper, iron, tin, bronze, brass, pewter), Lumber, Leather, Minerals (glass, obsidian, stone), Livestock (cattle, horses, pigs, goats, sheep).

Manufactured Goods: Weapons, Armor, Ships, Oils (olive, animal, lighting), Gunpowder, Stonework, Trade Items (f'rex: pots and pans), Alchemical Elixirs.

Services: Mercenaries.

Luxury Goods: Gems (emeralds, rubies, diamonds, topazes, sapphires), Silks, Incense, Furs, Alchemical Reagents, Peacock Feathers, Porcelain.

Dmfarley 08-28-2015 03:08 PM

Re: Simple Kingdom Economics
Excellent advice, and a good way to abstract the process, thank you guys!

All times are GMT -6. The time now is 01:45 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.