ToC:
  1. Introduction and Mythology
  2. System Changes and Adjustments
  3. Player Races, Classes, and Ability Subsystems
  4. Itemization, Crafting, and Enchanting
  5. Walking Cities, Ships, and Mecha
  6. Bestiary
  7. Main Factions
  8. Lesser Factions
  9. Maps
  10. Economy Simulation
  11. ?


Economy Simulation
Since Exile is a Sandbox where the players are meant to experience and impact the world, and so it has an economy simulation that's meant to be simple, but thorough enough to help generate events to impact the course of play. An economic shortage in one resource will have roleplay results, and so rather than just arbitrarily decide world events, I wanted to keep a simulation of things and then base events off the results.

Ideally, this information will be played out in an Excel or HTML5 app, or safely calculated between sessions. The "monthly" time cycle keeps it from being something that would be a constant bog on the DM's time in game.

Players will also be able to play as merchants between cities if they decide they like the system, but at no point should the players actually see the world economics table. If sufficiently connected, they may have knowledge of the status of the economy within their city or state, but not the overall world.

Spoiler: Goods Types
Show

Todo: Sort by resource type.
Resource Production Means
Leather Leather is primarily produced from Bulette fishing.
Metal Ore Metal Ores are excavated by several annual mining expeditions.
Gemstones Gemstones are excavated by several annual mining expeditions.
Lunastone Lunastone is harvested several ways. The larger and more pure ones must be excavated, the smaller ones are stripmined, lunarock dust is both a byproduct of refining and scooped from the desert floor.
Mithral Mithral is produced from clay using a Dwarvish alchemy trick.
Silk Crystal Moths are lithovores that are farmed by various factions for silk. It comes in several types based on the subspecies of the Moth.
Wool The Dorhini herd Sheep.
Clockwork* Some Clockwork parts are produced by everyone, but Sors Gnom and Needirpick produce every clockwork part
Scrolls Scrolls are in high demand because of their use in Scroll Guns. Faction exclusive spells may not be purchased in scroll form.
Alchemy Alchemical goods are produced by alchemists, some are exclusive by faction.
Treated Stone The Dwarves produce a softer, more flexible stone via an alchemical process that only they can produce economically. (The technique is known, but expensive at volume.)
Shapesand Shapesand is a unique material produced by the Dorhini.
Ley Devices Ley Devices are produced by one of the independent walkers.
Ale Ale is produced exclusively by the Dwarves.
Potatoes Potatoes are grown by the gnomes in one of the psuedo-planes.
Mushrooms Mushroom and other cave fungi are grown in the caves of Maragel.
Vegetables Vegetables of various types are grown by the Tripartites and Dorhini
Fruits The Elves of the Walking Forest have orchards they occasionally sell food from. The Tripartites have Grape Vineyards.
Wine The Tripartites make Wine.
Meat The Dwarves grow large beasts for both labor and food for the elite.
Animals Various factions grow animals for spell components, labor, and goods.
Goat's Milk The Dorhini herd Goats.
Honey The Both Elven factions farm bees.
Mead The Dorhini are more creative in their use of Honey.
Currency Each proper nation has its own currency, and money changers will gladly exchange it at the going rates.


Each Faction's reserves of these resources will be tracked and consumption will be rolled for.

The going rate of a nation's currency will be determined by their reserves. Theoretically, a nation's production and Consumption should nullify each other, maintaining the price of their currency and the cost of the good. An excess in production increases the value of a currency but decreases the price of the good. An excess in consumption decreases the value of a currency but increases the price of the good.

Within a category, items need to be assigned a value by type. The group's other DM is building a gigantic list of mundane and Alchemical items he wants to run past me, so I'm holding on this until I see that from him.

Mechanically, this will be represented on a chart:
Trade Good Reserves Type Cycle Production Diff
Leather 100% Export Monthly 2d6 +/-0

At the end of a month, roll 2d6 for consumption/trade. At the end of a cycle, roll production rate.

Subtract Consumption from Production, Apply the results of the roll accordingly: (assumed result of 4)

Trade Good Reserves Type Cycle Production diff
Leather 96% Export Monthly 2d6 -4

If a good deviates too far from a sustainable cycle by 10%, events will begin to happen in response. A shortage of leather will lead to an increase in Bulette Fishing Expeditions. An Expedition or Player manipulation of the economy will trigger a bonus roll that gives the good a chance to recover or be further depleted, depending on whether the bonus roll was consumption or production.

Longer term cycles function the same way, waiting until the end of a cycle to roll production and calculate difference.

Spoiler: Example
Show
Beginning:
Trade Good Reserves Type Cycle Production diff
Ale 100% Export Quarterly 12d3 +/-0

Month 1: 7 consumption
Trade Good Reserves Type Cycle Production diff
Ale 93% Export Quarterly 12d3 +/-0

Month 2: 10 consumption
Trade Good Reserves Type Cycle Production diff
Ale 83% Export Quarterly 12d3 +/-0

Month 3: 8 consumption, replenishment of 23
Trade Good Reserves Type Cycle Production diff
Ale 98% Export Quarterly 12d3 -2

After the end of the cycle, the 2% difference in supply is reflected in the price of ale products.