Warning, wall of text
Hey guys, I’m making a village simulation game. I’m having a hard time setting up resources prices and designing the general economy.
A bit of background, the game plays somewhat like Banished where you place buildings and every villager is simulated. The main difference is that every villager has stats and character traits that can influence their decisions, ambitions and reactions. You play as the Lord of the manor, you must take care of your population but the first role of the manorial land is to provide you with money and men. Here’s a screenshot:
There are multiple social ranks in the game
- Serfs are the lowest rank, these are your farmers. Serfs will work your fields for free but they can also work at your businesses in exchange for a salary.
- Freemen are serfs who have emancipated themselves. Basically they made enough money to buy their freedom from you. Freemen can own businesses and have employees. If they work on your fields they’ll either keep part of the produce or you’ll need to pay them a salary.
- Merchants are business owners that manage to make a lot of money. Merchants have higher luxuries demands than freemen and will be able to trade with other villages or cities.
- Knights usually from noble families, these persons are trained from a young age to be fighters. They need to be entertained otherwise they tend to start fights.
- Clergy (not implemented yet) are people that have an interest in learning and wisdom. They will usually work for the church and not you so you don’t directly manage them but they can be an important part of your lands
- Nobles are families who’s name carry a lot of weight. These will be the main consumers of luxury resources and providers of knights. You’ll need to have the satisfaction of the nobles on your land in order to pass important decisions.
Okay, now here’s where I’m having an issue. I’m trying to simulate every transaction in the economy. For example a farmer that has managed to harvest a lot of grain could sell the excess at the market and keep that money. The blacksmith who doesn’t have time to sow and harvest would use his salary to buy that grain to feed his family and so on. This works but the issue I have is I don’t have enough money sinks, the money just goes around everyone’s pockets. People either get super rich or stay extremely poor I can’t seem to get it balanced.
I tried using a spreadsheet to balance my prices, here’s what I have so far:
These prices assume that the person is the owner of the business and the money received is based on sales, not on a given salary.
And here are prices for food which really is the only money sink I have so far:
People need 4 foods per meals. There are 3 meals per seasons. At 4 residents they need 48 units of food possibly balanced as shown above.
You can start to see where I’m having a problem… Some works don’t pay enough for people to feed their family. Farmers that work on freehold tenure fields will get to keep their harvest, keeping the food is always the better option. Let’s say for example a farmer harvest 200 peas, they pay 50 in taxes and keep 150. With that amount they can feed a family of 4 for 3 complete seasons. If they sell the peas they get around 45-60g depending on their bartering skills. That’s enough for maybe 2 seasons worth of (albeit more balanced) food.
I guess I’m just looking for ideas to make the economy more balanced and interesting. I want serfs to be barely able to put money aside. In general I want to make it super difficult for people to earn money. Right now in my prototype if a farmer works on a freehold field they can gather enough money to become freemen within a year or two…
So far aside from food, people must pay a tithe to the church (assuming you built one), pay a mason for repairs on their houses or businesses (that is really low because if I set it too high then the mason becomes super rich), clothes which must be bought every year and furniture (kitchenware is a part of that). The higher social ranks have more sinks like knights must buy and maintain their equipment, merchants must pay tolls and tariffs when trading, etc.
I have taxes of course but then again I don’t want the player to be able to make too much money from that at least not at the beginning when your village is all farmers. One way around that would be for the player himself to owe taxes to his liege lord.
Please let me know if you have any more questions, I’d love to get your feedback or just general Ideas on how I could improve this system and hopefully make it more balanced.