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08-27-2015, 06:55 PM | #1 |
Join Date: Aug 2015
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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?
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08-27-2015, 07:13 PM | #2 |
Join Date: Jun 2006
Location: On the road again...
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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.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
08-27-2015, 07:32 PM | #3 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Simple Kingdom Economics
Quote:
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.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 08-27-2015 at 08:22 PM. |
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08-27-2015, 08:01 PM | #4 |
Join Date: Jun 2006
Location: On the road again...
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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.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 08-28-2015 at 12:13 PM. |
08-28-2015, 02:08 PM | #5 |
Join Date: Aug 2015
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Re: Simple Kingdom Economics
Excellent advice, and a good way to abstract the process, thank you guys!
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