Generate Economy
Generate economic systems for: $ARGUMENTS
Overview
Creates comprehensive economic infrastructure for a world including:
- •Trade routes connecting settlements
- •Resource extraction and production sites
- •Merchant guilds and trading companies
- •Black markets and smuggling networks
- •Price variations by region
- •Commercial relationships and trade agreements
- •Currency flow and economic powers
- •Market hubs and trade fairs
Instructions
Step 1: Survey the World
- •
Parse
$ARGUMENTSfor world name - •
Read World Overview for:
- •Technology level
- •Geography layout
- •Major powers
- •Existing currencies
- •Known trade goods
- •
Scan Settlements:
- •List all cities and towns
- •Note coastal vs. inland
- •Identify capitals and trade hubs
- •
Scan Geography:
- •List regions and terrain
- •Identify natural resources implied
- •Note mountain passes, rivers, coasts
- •
Scan Organizations:
- •Existing guilds
- •Governments (tax and trade policies)
- •Criminal organizations (smuggling)
Step 2: Present Economic Development Plan
=== ECONOMY GENERATION: [World Name] === World Survey: - Settlements: [X] cities, [Y] towns, [Z] villages - Regions: [X] distinct areas - Existing Trade Entities: [list] - Currency: [[Currency Name]] Proposed Economic System: 1. RESOURCE NODES ([X] to create) - [Region]: [Resource type] - [Region]: [Resource type] 2. TRADE ROUTES ([X] to create) Major: - [City A] ↔ [City B]: [Primary goods] - [City C] ↔ [City D]: [Primary goods] Minor: - [Town] → [City]: [Goods] 3. MERCHANT ORGANIZATIONS ([X] to create/expand) - [Guild/Company 1]: [Specialty] - [Guild/Company 2]: [Specialty] 4. TRADE HUBS ([X] to designate) - [[City 1]]: [Type of hub] - [[City 2]]: [Type of hub] 5. BLACK MARKETS ([X] if appropriate) - [Location 1]: [Illegal goods] - [Location 2]: [Illegal goods] 6. PRICE VARIATIONS - Regional differences explained - Seasonal fluctuations 7. TRADE RELATIONSHIPS - [[Nation A]] ↔ [[Nation B]]: [Terms] Proceed? (yes/customize)
Step 3: Identify and Create Resource Nodes
Map resources by region:
Common Resource Types:
| Category | Resources | Found In |
|---|---|---|
| Metals | Iron, copper, gold, silver, mithril | Mountains, hills |
| Gems | Diamonds, rubies, emeralds, opals | Mountains, caves |
| Stone | Marble, granite, limestone | Mountains, quarries |
| Timber | Oak, pine, exotic woods | Forests |
| Agriculture | Grain, vegetables, fruits | Plains, valleys |
| Livestock | Cattle, sheep, horses, exotic | Plains, hills |
| Textiles | Wool, silk, cotton, linen | Various |
| Fish/Sea | Fish, pearls, coral, salt | Coasts, rivers |
| Exotic | Spices, dyes, magical components | Jungles, specific |
For each region, create resource section:
## Economic Resources: [[Region Name]] ### Primary Exports | Resource | Extraction Site | Quality | Annual Output | Value | |----------|-----------------|---------|---------------|-------| | [Resource 1] | [[Location]] | [High/Med/Low] | [Amount] | [GP/unit] | | [Resource 2] | [[Location]] | [High/Med/Low] | [Amount] | [GP/unit] | ### Secondary Resources - [Resource]: [Notes on availability] ### Resource Control - [[Organization/Government]]: Controls [resources] - Rights disputes: [Contested resources] ### Extraction Sites **[[Mine/Farm/etc. Name]]:** - Location: [Specific place in region] - Resource: [What's extracted] - Workers: [Number, type] - Controlled by: [[Entity]] - Output: [Amount per season] - Challenges: [Dangers, difficulties]
Step 4: Create Trade Routes
Connect settlements with logical trade flows:
Trade Route Principles:
- •Follow rivers where possible
- •Pass through minimum mountain passes
- •Connect production to consumption
- •Build on existing roads
For each major route:
### [Route Name] Trade Road **Connects:** [[City A]] ↔ [[City B]] **Distance:** [X] miles **Travel Time:** [X] days by horse, [Y] days by wagon **Route Type:** [Road/River/Sea/Caravan trail] **Path:**
[[City A]] → [[Waypoint 1]] → [[Waypoint 2]] → [[City B]] (2 days) (3 days) (2 days)
**Primary Goods:** | Direction | Goods | Volume | Season | |-----------|-------|--------|--------| | A → B | [Goods from A] | [Heavy/Moderate/Light] | [Year-round/Seasonal] | | B → A | [Goods from B] | [Heavy/Moderate/Light] | [Year-round/Seasonal] | **Route Control:** - [[Government/Guild]]: Maintains and taxes - Toll stations: [[Location 1]], [[Location 2]] - Patrol frequency: [Description] **Hazards:** - [Hazard 1]: [Location, danger level] - [Hazard 2]: [Location, danger level] - Bandit activity: [Description] **Services Along Route:** | Waypoint | Services | Notable | |----------|----------|---------| | [[Stop 1]] | Inn, stables, smithy | [Hook/detail] | | [[Stop 2]] | Caravansary | [Hook/detail] | **Seasonal Variations:** - Spring: [Conditions] - Summer: [Conditions] - Autumn: [Conditions] - Winter: [Conditions - passable?] **Adventure Hooks:** - [Hook related to route]
Sea Routes (if applicable):
### [Sea Route Name] **Connects:** [[Port A]] ↔ [[Port B]] **Distance:** [X] nautical miles **Voyage Time:** [X] days favorable, [Y] days typical **Season:** [When safe to sail] **Navigation:** - Follow coast / Open sea crossing - Key landmarks: [Navigation points] - Dangerous waters: [[Hazard area]] **Common Cargo:** [Same format as land routes] **Vessels:** - Typical ships: [Ship types] - Fleet size: [Estimate] - Notable ships: [[Ship Name]] **Pirates/Threats:** - [[Pirate Group]]: Active in [area] - Sea monsters: [[Creature]] reported
Step 5: Create/Expand Merchant Organizations
Merchant Guild Types:
- •General Merchants' Guild - All traders, broad power
- •Specialty Guilds - Single trade (goldsmiths, weavers, etc.)
- •Trading Companies - Long-distance trade, quasi-governmental
- •Cartels - Price-fixing groups
- •Merchant Houses - Family businesses with reach
For each organization:
- •Read
Templates/Organizations/Guild.mdorBusiness.md - •Generate with:
- •Trade specialty
- •Territory/routes controlled
- •Key NPCs (3-5)
- •Relationship with government
- •Rivals and allies
- •Secret operations
- •Save to Organizations folder
Economic Organization Section:
## Trade Operations ### Routes Controlled - [[Route 1]]: [Monopoly/Major presence/Minor presence] - [[Route 2]]: [Control level] ### Trade Posts | Location | Type | Staff | Function | |----------|------|-------|----------| | [[City A]] | Headquarters | [X] | Main operations | | [[City B]] | Warehouse | [X] | Storage/distribution | | [[City C]] | Factor's office | [X] | Local trading | ### Annual Revenue - Estimated: [X] gold pieces - Primary source: [Trade type] - Growth: [Increasing/Stable/Declining] ### Trade Agreements - [[Organization 1]]: [Nature of agreement] - [[Government]]: [Licenses, monopolies] ### Rivals - [[Competitor]]: [Nature of competition] ### Illegal Activities [If applicable - smuggling, price fixing, etc.]
Step 6: Designate Trade Hubs
Identify and detail major commercial centers:
Hub Types:
- •Entrepôt - Transshipment center, goods pass through
- •Production Hub - Manufacturing center
- •Consumption Hub - Wealthy buyer market
- •Market Town - Regional distribution
- •Port - Sea/river trade gateway
For each hub, add to settlement file:
## Commerce & Trade ### Trade Hub Status: [Type] **Economic Role:** [2-3 sentences on the settlement's commercial importance] ### Markets **The [[Market Name]]** (Main Market) - Location: [District] - Days: [When active] - Size: [Stalls/capacity] - Specialty: [What's primarily traded] - Atmosphere: [Description] **[[Secondary Market]]** - Type: [Specialty market] - Notable for: [Unique goods/services] ### Trade Facilities | Facility | Location | Capacity | Operator | |----------|----------|----------|----------| | Main Warehouse District | [Area] | [Tons] | [[Guild]] | | Customs House | [Location] | - | [[Government]] | | Money Changers | [Location] | - | Various | | Auction House | [Location] | - | [[Operator]] | ### Merchant Presence | Organization | Office | Interests | |--------------|--------|-----------| | [[Guild 1]] | [[Building]] | [Trade focus] | | [[Company 1]] | [[Building]] | [Trade focus] | ### Trade Laws - Tariffs: [Rate on goods] - Forbidden goods: [List] - Market regulations: [Key rules] - Dispute resolution: [How handled] ### Trade Calendar | Event | When | Description | |-------|------|-------------| | [[Trade Fair]] | [Season] | [Major commercial event] | | [Market Day] | [Weekly] | [Regular market] | | [Auction] | [Frequency] | [What's sold] |
Step 7: Create Black Markets
If world has illegal goods, create underground economy:
## Black Market: [[Location]] ### The [Nickname/Name] **Location:** [Where hidden] **Operator:** [[Criminal Organization]] **Access:** [How to find it, who knows] ### Illegal Goods Available | Good | Source | Price | Risk | |------|--------|-------|------| | [Contraband 1] | [Origin] | [X gp] | [Danger level] | | [Contraband 2] | [Origin] | [X gp] | [Danger level] | | [Stolen goods] | Various | [% of value] | [Danger level] | ### Services - Fencing stolen goods - Forged documents - Smuggling arrangements - Information brokering - [Other illegal services] ### Key Figures - [[Fence NPC]]: Primary goods handler - [[Broker NPC]]: Information and connections - [[Muscle NPC]]: Security and enforcement ### Law Enforcement - Awareness: [Unknown/Suspected/Known but tolerated/Actively hunted] - [[Guard/Official]]: [Their involvement - corrupt, hunting, etc.] - Raids: [Frequency, results] ### Smuggling Routes - Into city: [Methods, routes] - Out of city: [Methods, routes] - Key chokepoints: [Where contraband is vulnerable]
Step 8: Calculate Price Variations
Create regional pricing differences:
## Regional Price Variations ### Base Prices [Use standard D&D equipment prices as baseline] ### Regional Modifiers | Region | Modifier | Reason | |--------|----------|--------| | [[Region 1]] | -20% on [goods] | Production center | | [[Region 2]] | +50% on [goods] | Remote, imported | | [[Region 3]] | +30% on all | Trade blockade | | [[Region 4]] | -10% on food | Agricultural surplus | ### Specific Goods **[[Resource/Good]]** | Location | Price | Notes | |----------|-------|-------| | [[Production area]] | X gp (-30%) | Source | | [[Trade hub]] | X gp (base) | Standard | | [[Remote area]] | X gp (+50%) | Transport costs | | [[Restricted area]] | X gp (+100%) | Illegal/taxed | ### Seasonal Variations | Good | Season | Change | Reason | |------|--------|--------|--------| | Grain | Harvest | -30% | Abundance | | Grain | Spring | +40% | Pre-harvest scarcity | | Furs | Winter | -20% | Peak hunting | | Furs | Summer | +30% | Off-season | ### Supply Disruption Scenarios | Event | Affected Goods | Price Change | Duration | |-------|----------------|--------------|----------| | War | All | +20-50% | Duration of conflict | | Drought | Food, animals | +50-100% | 1-2 years | | Trade route blocked | Route goods | +100%+ | Until resolved | | Monster infestation | Local goods | +30-50% | Until cleared | ### Adventure Hooks - [Price spike as adventure hook] - [Smuggling opportunity] - [Trade war scenario]
Step 9: Map Trade Relationships
Document inter-power commerce:
## International Trade ### [[Nation A]] ↔ [[Nation B]] **Trade Balance:** [A favored / B favored / Balanced] **A Exports to B:** | Good | Volume | Value | Notes | |------|--------|-------|-------| | [Good 1] | [Amount] | [GP/year] | [Details] | **B Exports to A:** | Good | Volume | Value | Notes | |------|--------|-------|-------| | [Good 1] | [Amount] | [GP/year] | [Details] | **Trade Agreement:** [[Treaty Name]] (if exists) - Terms: [Key provisions] - Tariffs: [Rates] - Disputes: [How resolved] **Trade History:** - [Historical context] - [Past conflicts or cooperation] **Current Tensions:** - [Economic friction points] --- ### Trade Dependency Map | Nation | Depends On | For | Vulnerability | |--------|------------|-----|---------------| | [[A]] | [[B]] | [Goods] | [High/Med/Low] | | [[B]] | [[C]] | [Goods] | [High/Med/Low] | ### Embargo Scenarios [What happens if trade is cut off between powers]
Step 10: Create Trade Fairs & Markets
## Major Trade Events ### [[Fair Name]] Fair **Location:** [[City/Town]] **Timing:** [Season/Month] **Duration:** [X] days **Frequency:** [Annual/Biannual/etc.] **History:** [Origin and significance] **Attendance:** - Merchants: [Estimate] - Visitors: [Estimate] - From: [Regions represented] **Goods Traded:** - Primary: [Main commodities] - Specialty: [Unique offerings] - Forbidden: [What's not allowed] **Events & Activities:** - [Trading event 1] - [Competition/show] - [Entertainment] - [Ceremony] **Fair Courts:** - Disputes resolved by: [[Official/Guild]] - Special fair laws: [Protections, rules] **Fair Grounds:** | Area | Purpose | Notable | |------|---------|---------| | [Area 1] | [Type of trading] | [Detail] | | [Area 2] | [Type of trading] | [Detail] | **Adventure Hooks:** - [Hook 1] - [Hook 2]
Step 11: Update World Files
- •Update World Overview with economic summary
- •Add trade sections to each settlement
- •Update region files with resources
- •Create new organization files for guilds/companies
- •Add trade route entities as Road entities
- •Update existing organizations with economic roles
- •Connect NPCs to trade activities
Step 12: Summary Report
=== ECONOMY GENERATION COMPLETE: [World Name] === RESOURCE NODES: [X] Regions mapped with resources: - [[Region 1]]: [Primary resources] - [[Region 2]]: [Primary resources] TRADE ROUTES: [X] Major Routes: - [[Route 1]]: [[City A]] ↔ [[City B]] - [[Route 2]]: [[City C]] ↔ [[City D]] Minor Routes: [Y] created Sea Routes: [Z] created MERCHANT ORGANIZATIONS: [X] - [[Guild/Company 1]] - [Specialty] - [[Guild/Company 2]] - [Specialty] TRADE HUBS: [X] designated - [[City 1]] - [Hub type] - [[City 2]] - [Hub type] BLACK MARKETS: [X] (if created) - [[Location]] - [Contraband type] TRADE FAIRS: [X] - [[Fair 1]] at [[Location]] PRICE VARIATIONS: - [X] regional modifiers documented - [Y] seasonal variations noted TRADE RELATIONSHIPS: - [X] international relationships mapped - [Y] treaties/agreements referenced NPCs CREATED: [X] - Merchants: [X] - Guild leaders: [X] - Smugglers: [X] Files Created: [X] Files Updated: [X] Economic Complexity Rating: [Simple/Moderate/Complex] Suggested Next Steps: - Create adventure around [[Trade Route]] dangers - Develop [[Guild]] faction conflict - Use [[Trade Fair]] as session setting - Explore [[Black Market]] criminal network - Create price disruption adventure hook
Quality Guidelines
- •Geographic Logic - Trade follows terrain and water
- •Economic Realism - Supply and demand make sense
- •Power Integration - Economy ties to politics
- •Adventure Potential - Every element can be a quest
- •NPC Connections - Real people drive trade
- •Historical Basis - Economy reflects world history
- •Conflict Sources - Economic tensions create drama
Examples
# Generate economy for a world /generate-economy "Eldermyr" # Focus on specific aspect /generate-economy "Valdros" --focus "black markets" # Expand existing trade /generate-economy "The Northern Kingdoms" --focus "trade routes"