A great medieval market, harbor, counting house, and trading city representing the living economy of The City of Gold.

The Golden Encyclopedia

Economy

A living network of land, labor, professions, politics, transport, and trade—shaped by what players choose to build together.

A living medieval economy

Prosperity must be created

The land provides opportunity, but never finished wealth. A forest does not become a furnished home by itself. Ore does not become a tool, Coin, or crown. Grain does not feed a Settlement until people cultivate, move, prepare, and sell it.

The economy is the sum of those relationships. Players organize production, practice professions, employ labor, operate businesses, negotiate agreements, move cargo, set prices, collect taxes, and decide which shortages are worth solving. The world supplies constraints; people turn them into civilization.

“The true wealth of a County does not lie beneath its soil. It lies in the people entrusted to transform its resources into prosperity.”

Regional identity

Every County begins differently

Counties receive different combinations of Strategic Resources. Their forests, fisheries, fertile ground, hunting lands, quarries, mineral seams, and industrial deposits determine which rural industries can exist there. Every County has the same capacity for ten Strategic Resource Production Buildings, but its Count chooses how those limited opportunities are divided among the resources present.

Land & water

Timber, Stone, Clay, Farmland, Livestock, Granite, Marble, Game, Furs, and Fish

Metals

Iron, Copper, Tin, Silver, or Gold—with no County holding more than one

Industrial wealth

Coal, Salt, Sulfur, and Amber

World generation deliberately prevents complete self-sufficiency. Farmland and Livestock never appear together. Agricultural and livestock Counties cannot also hold Gold, Silver, or Copper, and Copper and Tin cannot share a County. Agriculture needs animal products; herds need agricultural feed; precious-metal regions need food; Bronze requires materials that originate apart. Geography creates reasons for roads, markets, diplomacy, and dependable trade.

Foraging provides a common foundation without erasing those differences. Every County can gather Flax, Hemp, Herbs, Berries, and Beeswax through its appointed Forager, allowing local participation in textiles, Brewing, Cooking, medicine, and other connected industries.

From possibility to value

Production is a chain, not a single click

Most goods pass through several hands. Raw resources are extracted or cultivated, first-layer processors make them usable, skilled crafters turn them into finished goods, and merchants or service operators carry them to the people who need them. Each stage creates a place for specialization and cooperation.

1

Extract

Foresters, Quarrymasters, Mine Overseers, Stewards, Stockmasters, hunters, Harbormasters, and Foragers bring the world's raw opportunity into use.

2

Process

Sawyers, Stonecutters, Millers, Smelters, Refiners, Tanners, Brewers, Jewelers, Mintmasters, and Alchemists add skilled transformation.

3

Craft

Blacksmiths, Carpenters, Masons, Tailors, Wheelwrights, Shipbuilders, Apothecaries, and Cooks create the goods civilization depends upon.

4

Circulate

Merchants, employers, landlords, Innkeepers, transport operators, governments, and customers move value back through the economy.

Coal powers this industrial growth efficiently, while Logs preserve resilience wherever sustained heat is required. One Coal carries the same fuel value as five Logs. A County without Coal can continue cooking or industry, but a busy center has a powerful reason to secure better fuel through trade.

New communities are never trapped before their first workshops exist. First-tier processed materials can be crafted manually at a deliberately slow pace, giving a Settlement the means to establish its earliest stations. Organized industry then becomes far faster and more capable.

Skilled hands

Professions give materials purpose

Professions are the human layer of the economy. Extraction, processing, and crafting are separate forms of expertise. A Character may develop a Profession Skill from 0 to 100, deepen the relevant Material Masteries, and learn permanent Recipes. These forms of knowledge remain independent: knowing a Recipe does not replace the skill or material understanding needed to perform it.

Food & agriculture

Wheat, olives, vineyards, livestock, fish, gathered ingredients, Milling, Brewing, and Cooking sustain people and create daily demand.

Construction

Timber and masonry pass through Sawyers, Stonecutters, Carpenters, and Masons before becoming placeable Building Blueprints.

Metals & equipment

Ore, fuel, Smelting, Refining, Alchemy, and Blacksmithing produce the tools and equipment behind labor, defense, and industry.

Leather & textiles

Animal products, Tallow, Flax, and Hemp become Leather, Prepared Fur, Linen, and Rope for clothing, furnishing, transport, and ships.

Wealth & prestige

Jewelers turn precious materials into symbols of prosperity; Mints turn refined Copper, Silver, and Gold into official Coins.

Medicine

Apothecaries combine gathered, refined, and brewed ingredients into Potions, Antidotes, Bandages, and reusable Medical Kits.

Cooperation is built into the work. A Tailor needs the Tanner; a Tanner needs hunters, livestock keepers, and Foragers. A Mason needs prepared timber, cut masonry, and refined metal. A Shipbuilder brings together Carpentry, textiles, and metallurgy. A Blacksmith equips the Commoner workforce whose labor keeps all of those businesses operating.

The places where work endures

Buildings are property, workplaces, and commitments

Every permanent structure begins as its own crafted Blueprint. The Blueprint consumes the complete material investment and, once lawfully placed, becomes the finished building immediately. Buildings do not upgrade into different buildings. Homes, workshops, production sites, government halls, religious buildings, Institutions, bridges, docks, and transport stations all follow the same foundation.

Ownership and management

Buildings have persistent owners, Managers, access rules, Inventory, Treasury, Workforce, and production permissions. Owners decide who may enter, manage money, move goods, recruit labor, or control production. A Crafting Station performs work; the surrounding Building organizes the business.

Production and upkeep

Owners and authorized Managers set production queues and may stop production. Buildings require material-consuming maintenance, while Iron, Bronze, or Steel chosen for a Blueprint establishes progressively greater maximum durability. Neglect creates an enduring cost rather than allowing built wealth to operate forever without care.

A demolished building leaves a one-week Salvage Chest for recoverable contents. Construction, operation, maintenance, and demolition therefore remain parts of one economic lifecycle: founding a business is an investment, not the end of responsibility.

The living workforce

An economy is measured by the people it can sustain

Citizens, Free Men, and Commoners occupy different economic roles. Citizens may establish permanent civic roots and own one personal house. Free Men may travel, work, trade, and rent without committing to citizenship. Commoners represent the abstract labor force that allows businesses to operate at the scale of a living realm.

Commoners are not individually simulated. Once each real week, employers fund complete one-week positions and compete through wages. A position can be filled only when the County can also provide one Worker Tools item, available Commoner housing, and seven units of a Settlement's designated Standard Meal at a cost the wage can cover. The highest viable wages fill first, and lower-cost Settlements and rentals attract labor first.

Weekly Cost of LivingCheapest Commoner Rent + 7 Standard Meals

Every Settlement has exactly one Inn. Its Innkeeper buys ingredients, employs Cooks, chooses production, sets prices, and designates one existing meal as the Standard Meal. Food shortages gradually drive workers away; restored supply stops further loss, but labor returns through the next weekly market. Housing, wages, food, tools, and production are therefore one connected system.

Houses can serve as a personal residence, a player rental, or a Commoner rental. Property owners set rents and owe property tax even when a building is unprofitable. Mayors shape local taxation, while persistent unpaid obligations ultimately belong to the ordinary Justice process rather than automatic punishment.

Supply, demand, and exchange

Markets reveal what the world needs

There is no universal auction house flattening every region into one price. Trade is County-specific. Players create Buy and Sell orders, negotiate Coin purchases, barter one resource for another, or propose exchanges containing several kinds of goods. Offers become guaranteed only after both sides commit the required assets in game.

Supply and demand emerge from actual conditions. A Coal shortage makes heat expensive. A weak harvest pressures Inns and wages. A new construction effort increases demand for timber, stone, metal, Blueprints, transport, and labor. A successful livestock region may need dependable feed; a mining center may import food while exporting metal. Prices and opportunities arise because different people and places possess different needs.

Long-term Agreements extend trade beyond one exchange. Players can arrange recurring weekly obligations involving Coins, goods, or barter, while funded transactions use escrow, pay the County Marketplace Tax, and pass settled cargo into delivery. These structures support dependable commerce without replacing trust, reputation, negotiation, or political choice.

Logistics gives scarcity meaning

Goods matter only when they can arrive

Transportation is an operated economic service, separate from the professions that manufacture vehicles. Wheelwrights craft Handcarts, Carts, and Wagons. Shipbuilders combine Beams, Boards, Rope, Linen, and metal into Ship Blueprints. Cart Stations, River Docks, and Harbors employ workers and operate the resulting vehicles.

Every journey takes time, and distance always matters. Cargo and passengers move from a real origin toward a real destination rather than appearing instantly. Transportation businesses require wages, Worker Tools, maintenance, and functioning Buildings; without labor, their service stops.

ProducerTransport serviceRegional marketBuyer receives goods

Logistics turns geography into gameplay. Roads and waterways determine which shortages can be answered quickly, which agreements are dependable, and which regions become natural centers of exchange. A merchant's opportunity lies not only in recognizing a price difference, but in organizing the journey between supply and need.

Power and prosperity

Politics shapes the economy without owning every decision

The Count directs how a County's ten strategic production slots are allocated and appoints one Building Master to each completed Strategic Resource Production Building. That appointment grants responsibility for the resource operation, but it does not automatically grant ownership of the Building or impose a fixed economic contract.

Rulers and Building Masters are free to negotiate. They may agree upon fees, resource deliveries, profit sharing, taxation, leases, or independent operation. The game provides the land, offices, property rules, and means of exchange; players decide what a fair arrangement looks like and bear the political consequences.

Mayors influence Settlement prosperity through property taxation, housing conditions, promotion, and local administration. Governments may commission housing and public works, collect Marketplace Tax and other lawful revenue, or spend treasury wealth upon infrastructure. Yet rulers still depend upon capable producers, solvent businesses, supplied Inns, available workers, and merchants willing to connect their territory to the wider world.

A legacy built over time

Economic progress is wider than personal wealth

A Character may begin by gathering, manually preparing first materials, practicing one profession, or moving modest cargo. Over time, deeper skills, Material Masteries, learned Recipes, trusted partnerships, specialized Buildings, and access to distant supply chains open more demanding work.

Industrial progression also belongs to communities. Better fuel supports larger industry. Bronze and Steel improve Worker Tools output; stronger metals create more durable Buildings and Ships. Alchemy maintains equipment and enables advanced metallurgy, Minting, Jewelry, and Brewing. Transport connects distant regions. Stable food, housing, and wages let the workforce grow. None of these achievements stands alone.

Economic legacy can outlive one Character through lasting Buildings, practiced knowledge, trusted relationships, and family planning. A Settlement may grow from a small founding into a dense center of homes, markets, workshops, and public Buildings. A County may become known for ships, food, medicine, metalwork, textiles, or trade because generations of players chose to cultivate that identity.

Your place in the economy

There is no single path to prosperity

The economy is designed to create roles rather than prescribe one optimal career. A player may become a producer, specialist craftsperson, employer, landlord, Innkeeper, merchant, transporter, Building Master, public official, supplier, or the person who notices a missing connection before anyone else.

01

Develop a County's resources as an appointed Building Master.

02

Gather, process, craft, cook, build, transport, trade, or operate a business.

03

Supply a missing link in another profession's production chain.

04

Compete for Commoner labor through sustainable wages and dependable operation.

05

Build housing, set rents, furnish property, or keep a Settlement supplied with food.

06

Connect specialized regions through markets, recurring agreements, and transport.

07

Turn local scarcity, distant demand, and political relationships into opportunity.

Success may mean personal profit, a dependable workshop, a famous product, a thriving Inn, a secure trade route, affordable housing, a well-fed workforce, or a County whose neighbors cannot prosper without it. The deepest economic stories emerge when those ambitions meet.