So, as I've been saying, I have a lot of ideas for creating a regional economy for Warwick. Ideally, I would like for goods and services to circulate, and for each region of the world to have certain raw materials and goods that are native to their part of the world. Furthermore, since regions are fairly large, the distance between towns is far, making travel difficult and arduous by foot, or by horse. So, it would take a farmer traveling by wagon from Warwickshire to Shropshire approximately 13 days in good weather to reach his destination. Suffice it to say such a trip would likely only take place once per season.
By Region, the Main Products Produced are
and some Vegetables
Potions, Specialty goods
among other things ...
And the surrounding countries are all known for their exotic goods, which cost a lot of money in Warwick owing to the long distances they must travel to reach their landlocked nation. These are things like mirrors (glass comes from Westsea), papaya and coconuts from Southsea, and magical goods like silk, rare gemstones, and strange elixirs from Seregharma.
For all of this to work, I have had to devise an exchange rate for raw materials and manufactured goods. The first step was in setting up my wood cutter, Joe Borden. Joe lives at the edge of the whispering pine forest in Warwickshire. He "cuts" wood by purchasing investment coins in the same amount as the value of the trees on his lot. At the end of the season, he redeems the investment coins and purchases lumber (wood piles) at the cost of his profit, which he then sells in a community lot business. Furniture makers purchase wood to use in their trade, which requires a system of exchange in order to determine how much wood a furniture maker needs in order to make a stool, or a chair, or a bed. What I decided upon was that a 1X1 tile piece, or part, of a furniture item would require $10 simoleons in lumber to make. The furniture craftsman can only sell the amount of furniture he can afford to make. Once he purchases the lumber from the wood cutter, I then redeem it in buy mode and trade it for furniture at or above cost--some things may be "expensive" to make, i.e. time consuming. The furniture maker then sells these items in his inventory for that season and closes up shop when it is all sold.
Voila! A working economy where nothing comes from nothing ... that is, everything must come from somewhere. If the wood cutter doesn't cut wood, the furniture maker can't make chairs ... and so on. The same principle applies for all manufactured goods. There is no ore for the blacksmith unless the miner digs it up. There is no wool for the tailor unless the shepherd shears the sheep. Really--none. That is the plan.
Now, I just have to discipline myself not to use buy mode when building a house. That is the hardest part!
Progress Report: And Some More Thinking to Do
So, it has been a few months since I last updated the Blog. My, but time does fly by! Summer got very busy with RL and work around the house. We did a lot of interior painting and just sprucing up, which kept me from getting as much done as I'd hoped on Warwick. Ironically, now that fall has properly gotten under way I've got a bit more time to settle in and get back to the business of simming. Oh happy me!
I have been working out a regional economy for the Kingdom of Warwick in order to indicate which goods are manufactured where, and what the availability of goods might look like. I began this undertaking with sorting out which materials are in production, and where they are manufactured, harvested, or otherwise produced. I'll get this up on Google docs when I have it finished.
Also, I am working on a system of assets taxes. I will get that up on Google docs when it is written up.
Finally, am working on a list of careers geared specifically to the Warwickshire challenge. This is a looong process. We'll see if I ever finish it.