Alusian Economics: Difference between revisions

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[[Category:Alusia]]
[[Category:User Guides]] [[Category:Alusia]] [[Category:Alusian Economics]] [[Category:Traders]] [[Category:Merchants]] [[Category:Businesses]]
This is my 10 cents view for DQ -<br>
Related pages - [[Alusian Economics]] - [[Merchant Halls & Accommodation]] - [[Merchants]] - [[Ships]] - [[Shipping]].<br>
<div class="TOC">__TOC__</div>
[[Category:Jono Bean]]
 
This is my 10 cents view for DQ - Jono 16/04/21<br>
===Overview===
I think it is more interesting to play in a fantasy role-playing game which has a strong society which is in flux and has strong obvious signs of change. The change I see is - The beginning of the end for feudal power and the rise of merchant princes and guild power.<br>
I think it is more interesting to play in a fantasy role-playing game which has a strong society which is in flux and has strong obvious signs of change. The change I see is - The beginning of the end for feudal power and the rise of merchant princes and guild power.<br>


Line 6: Line 11:
''Feudal, Church, Trade Guilds, and Adventuring''.<br>
''Feudal, Church, Trade Guilds, and Adventuring''.<br>


In the '''Feudal system''', it’s all about labour & food & land & law & and military service & Nobility. In the late Feudal period, silver coins became a larger part helping everyone balance service & food payment.<br>
*'''[[Western Kingdom|The Feudal system]]''', it’s all about labour & food & land & law & and military service & Nobility. In the late Feudal period, silver coins became a larger part helping everyone balance service & food payment. Its been done to death, I assume the everyone gets is, so I will move on.<br>
* Nobility - Men-at-arms, Knights, Barons, Counts, Dukes, Kings.<br>
''Nobility'' - Men-at-arms, Knights, Barons, Counts, Dukes, Kings.<br>
* Populous - Serf, Freeman, Soldiers Townsmen, Guildsman (Apprentice, Journeyman & Master).<br>
''Populous'' - Serf, Freeman, Soldiers Townsmen, Guildsman (Apprentice, Journeyman & Master).<br>
 
*'''[[Unified Western Church|Unified Church]]''' - (Powers of Light) has the support of the general populous and its supporting wealth. The wealth, power & support varies from duchy to duchy. Some locations have orders which at its core are either knowledge & military Orders. The Unified Church is in a polite (for the most part) conflict of ideas between themselves with new knowledge and ideas and the old gods. The Unified Church has the power of standardised faith by way of doctrine and the written word (and literacy), and Old Gods are most fragmented locally but engaged with adepts, magic, superstition, word of mouth stories & knowledge and old skills like herbalism. Mostly the Elven, Dwarvish & Ivinian old gods are more unified. <br>


*'''[[Merchant Halls & Accommodation|Guilds]]''' - and in particular ‘crafting guilds’ are the new successful system for training with specialised knowledge and hidden secrets resulting in wealth. Key is the generational wealth these guilds have generated and accumulated. These standard guilds have created the environment and infrastructure to allow for storage of food and the resulting trade.  Powerful guilds - Millers, Masons and Trading Guilds.<br>


'''Unified Church''' - (Powers of Light) has the support of the general populous and its supporting wealth. The wealth, power & support varies from duchy to duchy. Some locations have orders which at its core are either knowledge & military Orders. The Unified Church is in a polite (for the most part) conflict of ideas between themselves with new knowledge and ideas and the old gods. The Unified Church has the power of standardised faith by way of doctrine and the written word (and literacy), and Old Gods are most fragmented locally but engaged with adepts, magic, superstition, word of mouth stories & knowledge and old skills like herbalism. Mostly the Elven, Dwarvish & Ivinian old gods are more unified. <br>
*'''Merchant Princes''' - are individuals or families that have amassed a large fortune by way of trade. This trade is often a monopoly. The Merchant Princes’ wealth skillfully applied in the open marketplace in the pursuit of profit allows for greater actions and greater success and the accumulation of wealth. These Merchant Princes have stuff - soldiers, guards, military, guildhalls, warehouses, docks, ships & crew.<br>


*'''[[Seagate Guild|Adventuring]]''' - in general righting wrongs, defending the weak, killing those of evil intent, stopping wrongs, recovering things of wealth. This is the view of adventurers by the common person. Adventurers  like Merchant Princes or High Nobility revolve around personal skill, prowess & power.<br>


'''Guilds''' - and in particular ‘crafting guilds’ are the new successful system for training with specialised knowledge and hidden secrets resulting in wealth. Key is the generational wealth these guilds have generated and accumulated. These standard guilds have created the environment and infrastructure to allow for storage of food and the resulting trade.  Powerful guilds - Millers, Masons and Trading Guilds.<br>
'''In short -''' <br>
Guilds & trade are on the rise and feudal system is in decline. The feudal system is undermined by the guild training, knowledge, literacy and coins made available by Guilds.<br>


===From manor to medieval guilds, traders and cities===
[[Image:Medieval-Middle-Ages-Guild-Economy.jpg|thumb|250px|Guild trading]]
Manorialism, amongst other things, was the result of the inability of high lords (like kings and dukes) to directly control their holdings. The agrarian manorialism system was an effective way to manage the land and its people by creating self-sufficient units (manors) controlled by one person (the Lord of the Manor), who would have a direct relationship with his lord (Knight, Baron, Earl, Duke etc). However, as the world emerged slowly from the dark ages and trade became once again a major economic force, towns were chartered as locations where people could exchange goods. Due to this influx of raw materials from the manors and all over the world, towns became manufacturing centres which all kinds of artisans and craftsmen called home. These skilled men came together and formed associations to protect their trade and their rights, and thus, medieval guilds enter the stage.


'''Merchant Princes''' - are individuals or families that have amassed a large fortune by way of trade. This trade is often a monopoly. The Merchant Princes’ wealth skillfully applied in the open marketplace in the pursuit of profit allows for greater actions and greater success and the accumulation of wealth. These Merchant Princes have stuff - soldiers, guards, military, guildhalls, warehouses, docks, ships & crew.<br>
===Merchant and craftsmen guilds===
Merchant guilds were organizations of merchants. They were involved in long-distance commerce and local wholesale trade; they may also have been retail sellers of commodities in their home cities where they possessed rights to set up shop. The largest and most influential merchant guilds participated in international commerce and politics, and established colonies in foreign cities. In many cases, they evolved into, or became inextricably intertwined with, the governments of their home towns.<br>


Craft guilds were organized for particular trades. Members of these guilds typically owned and operated small businesses or family workshops within the city. Craft guilds operated in many sectors of the economy. Guilds bought agricultural commodities, converted them to consumables, and sold finished foodstuffs; examples include bakers, brewers, and butchers. Guilds of manufacturers made durable goods and, when profitable, exported them from their towns to consumers in distant markets; examples include makers of textiles, military equipment, and metal ware. Guilds of a third type sold skills and services; examples include clerks, teamsters, and entertainers.<br>


'''Adventuring''' - in general righting wrongs, defending the weak, killing those of evil intent, stopping wrongs, recovering things of wealth. This is the view of adventurers by the common person. Adventurers  like Merchant Princes or High Nobility revolve around personal skill, prowess & power.<br>
===The role of medieval guilds===
Medieval guilds were established in order to make sure that the rights of the craftsmen they represented were protected. They did that by organising their members and representing them as a group, both in matters regarding the city’s administration and in their relations with other guilds and merchants. In addition, guilds set rules with regard to working hours, wages and working conditions, which their members were supposed to abide by.<br>


'''In short -''' <br>
Another very important role of the medieval guilds  – either merchant or craftsmen – was the enforcement of monopolies. Guilds allowed only their members the right to exercise a craft within the confines of a city. Anyone who wished to practice the craft had to be vetted and accepted into the guild before doing so. This ensured that the quality of work was regulated, but also that competition was kept in check. Medieval guilds were also responsible for any legal disputes between their members, and it was quite common for guild meetings to also have legal proceedings in their agenda.<br>
Guilds & trade are on the rise and feudal system is in decline. The feudal system is undermined by the guild training, knowledge, literacy and coins made available by Guilds.<br>


Finally, in some cases, medieval guilds operated as the middleman when large contracts were placed by the city, or when competitions for a contract were announced by a king or noble. Contract competitions became more common with the rise of organised armies and militia, and particularly during times of conflict. A good example of this would have been the weavers or blacksmith’s guilds of a city receiving a contract to product several thousand pieces of clothing or armour to equip a regiment of an army.


===Merchant Guilds & Services===
===Merchant Guilds & Services===
* Merchant Halls & Accommodation
* [[Merchant Halls & Accommodation]]
* [[Ships|Merchant ships]]
* [[Ships|Merchant ships]]
* [[Merchant Whispering Winds]]
* [[Merchant Whispering Winds]]
* Merchant Portals
* Merchant Portals
* [[Fly By Night]] - Shadow wings service
* [[Fly By Night]] - Shadow wings service
... more to come (after 30/4/21)


=== Economics ===
=== Economics ===

Revision as of 09:31, 30 April 2021

Related pages - Alusian Economics - Merchant Halls & Accommodation - Merchants - Ships - Shipping.

This is my 10 cents view for DQ - Jono 16/04/21

Overview

I think it is more interesting to play in a fantasy role-playing game which has a strong society which is in flux and has strong obvious signs of change. The change I see is - The beginning of the end for feudal power and the rise of merchant princes and guild power.

In general there are four obvious types of wealth and trade in DQ. Mostly it is based around power and laws. Loosely speaking these are -
Feudal, Church, Trade Guilds, and Adventuring.

  • The Feudal system, it’s all about labour & food & land & law & and military service & Nobility. In the late Feudal period, silver coins became a larger part helping everyone balance service & food payment. Its been done to death, I assume the everyone gets is, so I will move on.

Nobility - Men-at-arms, Knights, Barons, Counts, Dukes, Kings.
Populous - Serf, Freeman, Soldiers Townsmen, Guildsman (Apprentice, Journeyman & Master).

  • Unified Church - (Powers of Light) has the support of the general populous and its supporting wealth. The wealth, power & support varies from duchy to duchy. Some locations have orders which at its core are either knowledge & military Orders. The Unified Church is in a polite (for the most part) conflict of ideas between themselves with new knowledge and ideas and the old gods. The Unified Church has the power of standardised faith by way of doctrine and the written word (and literacy), and Old Gods are most fragmented locally but engaged with adepts, magic, superstition, word of mouth stories & knowledge and old skills like herbalism. Mostly the Elven, Dwarvish & Ivinian old gods are more unified.
  • Guilds - and in particular ‘crafting guilds’ are the new successful system for training with specialised knowledge and hidden secrets resulting in wealth. Key is the generational wealth these guilds have generated and accumulated. These standard guilds have created the environment and infrastructure to allow for storage of food and the resulting trade. Powerful guilds - Millers, Masons and Trading Guilds.
  • Merchant Princes - are individuals or families that have amassed a large fortune by way of trade. This trade is often a monopoly. The Merchant Princes’ wealth skillfully applied in the open marketplace in the pursuit of profit allows for greater actions and greater success and the accumulation of wealth. These Merchant Princes have stuff - soldiers, guards, military, guildhalls, warehouses, docks, ships & crew.
  • Adventuring - in general righting wrongs, defending the weak, killing those of evil intent, stopping wrongs, recovering things of wealth. This is the view of adventurers by the common person. Adventurers like Merchant Princes or High Nobility revolve around personal skill, prowess & power.

In short -
Guilds & trade are on the rise and feudal system is in decline. The feudal system is undermined by the guild training, knowledge, literacy and coins made available by Guilds.

From manor to medieval guilds, traders and cities

Guild trading

Manorialism, amongst other things, was the result of the inability of high lords (like kings and dukes) to directly control their holdings. The agrarian manorialism system was an effective way to manage the land and its people by creating self-sufficient units (manors) controlled by one person (the Lord of the Manor), who would have a direct relationship with his lord (Knight, Baron, Earl, Duke etc). However, as the world emerged slowly from the dark ages and trade became once again a major economic force, towns were chartered as locations where people could exchange goods. Due to this influx of raw materials from the manors and all over the world, towns became manufacturing centres which all kinds of artisans and craftsmen called home. These skilled men came together and formed associations to protect their trade and their rights, and thus, medieval guilds enter the stage.

Merchant and craftsmen guilds

Merchant guilds were organizations of merchants. They were involved in long-distance commerce and local wholesale trade; they may also have been retail sellers of commodities in their home cities where they possessed rights to set up shop. The largest and most influential merchant guilds participated in international commerce and politics, and established colonies in foreign cities. In many cases, they evolved into, or became inextricably intertwined with, the governments of their home towns.

Craft guilds were organized for particular trades. Members of these guilds typically owned and operated small businesses or family workshops within the city. Craft guilds operated in many sectors of the economy. Guilds bought agricultural commodities, converted them to consumables, and sold finished foodstuffs; examples include bakers, brewers, and butchers. Guilds of manufacturers made durable goods and, when profitable, exported them from their towns to consumers in distant markets; examples include makers of textiles, military equipment, and metal ware. Guilds of a third type sold skills and services; examples include clerks, teamsters, and entertainers.

The role of medieval guilds

Medieval guilds were established in order to make sure that the rights of the craftsmen they represented were protected. They did that by organising their members and representing them as a group, both in matters regarding the city’s administration and in their relations with other guilds and merchants. In addition, guilds set rules with regard to working hours, wages and working conditions, which their members were supposed to abide by.

Another very important role of the medieval guilds – either merchant or craftsmen – was the enforcement of monopolies. Guilds allowed only their members the right to exercise a craft within the confines of a city. Anyone who wished to practice the craft had to be vetted and accepted into the guild before doing so. This ensured that the quality of work was regulated, but also that competition was kept in check. Medieval guilds were also responsible for any legal disputes between their members, and it was quite common for guild meetings to also have legal proceedings in their agenda.

Finally, in some cases, medieval guilds operated as the middleman when large contracts were placed by the city, or when competitions for a contract were announced by a king or noble. Contract competitions became more common with the rise of organised armies and militia, and particularly during times of conflict. A good example of this would have been the weavers or blacksmith’s guilds of a city receiving a contract to product several thousand pieces of clothing or armour to equip a regiment of an army.

Merchant Guilds & Services

... more to come (after 30/4/21)

Economics

Business Rating System

The list below are a possible list and will be modified over time.


Ratings specific to Inns and taverns

These ratings will be graded between 0 and 10 in terms for each of the items below.


Rating Grades

  • 0 -
  • 1 -
  • 2 -
  • 3 -
  • 4 -
  • 5 -
  • 6 -
  • 7 -
  • 8 -
  • 9 -
  • 10 - The highest standard representing a product / service of impeccable quality and value. Typically this rating represents the best the reviewer has ever encountered in the category.