One thing that ck2 touched upon but left infuriatingly shallow was trade with its silk route that for some reason did not end in Constantinople and a very basic attempt to add trade goods in the form of gold mines in west Africa.
This left trade as non existent west of the Levant and north of the middle east and could basically summed up as "build here for money".
When it was so much more!
To give a few examples the early medieval Cornish traded tin ore with the Byzantines for wine.
The Byzantines ran the only large scale silk production west of China giving them a monopoly that sustained there economy for centuries.
Salt was a huge trade good manufactured in Spain and Germany then sold on by the merchant republics.
India and China made the eastern Mediterranean ludicrously wealthy by letting the silks and spices flow west.
By 1337 a full half of the kingdom of England's revenue was from the wool trade. Trade was as much a part of medieval life as was death and taxes.
Im just spitballing an idea here so feel free to your own ideas/critisisms.
From what I can tell from reserching trade in them days is that medieval trade largely relied not on centralization but on production of goods for sale eg The English produced wool that was sold to the dutch who made cloth from the who then sold that on.... With European cloth, textiles, ores and wines being in high demand in The East with silk and spices in high demand in The West. On the micro level it would be farms producing raw materials to sell then buying in necessities, a shift from home production of essentials to buying in the essentials.
the main thing was non perishable and goods that's value wouldn't depreciate.
One last disclaimer I have no idea if this is implementable its all just an idea
a base list of trade goods that were historically big business
Wool
Wine
Dyes
Salt
Tin
Iron
Silver
Gold
Fur
Silk
Spices
Incense
Gems
Leather
Flax
Each good would be placed in certain historical areas that were a major center of production and production building which ups its base rate.
Next would be buildings that take certain goods and create a new good, that can be built anywhere but the closer to the required resource the better, mainly Cloth since its production was mainly outside the arias that produced the raw resorces required
lastly a slight retooling of the already in game trade system to allow the set up of a few dedicated posts for each good so if you are running a huge textile industry you can get dyes and base fabrics to make even more revenue, or simply more spices and silks because you are a decedent twat.
Each good giving a small bonus to the demesne:
Wool -0.1 unrest
Wine -0.5 unrest
Dyes - Vassal opinion +1
Salt -5% attrition for troops
Tin - feudal opinion +5
Iron 2.5% levies
Silver +50% taxes
Gold +100% taxes
Fur- --0.1 unrest
Silk vassal opinion +10
Spices vassal opinion +3
Incense- Church opinion +5
Gems prestige +1
Leather -0.1 unrest
Flax -0.1 unrest
Cloth town opinion +5
This left trade as non existent west of the Levant and north of the middle east and could basically summed up as "build here for money".
When it was so much more!
To give a few examples the early medieval Cornish traded tin ore with the Byzantines for wine.
The Byzantines ran the only large scale silk production west of China giving them a monopoly that sustained there economy for centuries.
Salt was a huge trade good manufactured in Spain and Germany then sold on by the merchant republics.
India and China made the eastern Mediterranean ludicrously wealthy by letting the silks and spices flow west.
By 1337 a full half of the kingdom of England's revenue was from the wool trade. Trade was as much a part of medieval life as was death and taxes.
Im just spitballing an idea here so feel free to your own ideas/critisisms.
From what I can tell from reserching trade in them days is that medieval trade largely relied not on centralization but on production of goods for sale eg The English produced wool that was sold to the dutch who made cloth from the who then sold that on.... With European cloth, textiles, ores and wines being in high demand in The East with silk and spices in high demand in The West. On the micro level it would be farms producing raw materials to sell then buying in necessities, a shift from home production of essentials to buying in the essentials.
the main thing was non perishable and goods that's value wouldn't depreciate.
One last disclaimer I have no idea if this is implementable its all just an idea
a base list of trade goods that were historically big business
Wool
Wine
Dyes
Salt
Tin
Iron
Silver
Gold
Fur
Silk
Spices
Incense
Gems
Leather
Flax
Each good would be placed in certain historical areas that were a major center of production and production building which ups its base rate.
Next would be buildings that take certain goods and create a new good, that can be built anywhere but the closer to the required resource the better, mainly Cloth since its production was mainly outside the arias that produced the raw resorces required
lastly a slight retooling of the already in game trade system to allow the set up of a few dedicated posts for each good so if you are running a huge textile industry you can get dyes and base fabrics to make even more revenue, or simply more spices and silks because you are a decedent twat.
Each good giving a small bonus to the demesne:
Wool -0.1 unrest
Wine -0.5 unrest
Dyes - Vassal opinion +1
Salt -5% attrition for troops
Tin - feudal opinion +5
Iron 2.5% levies
Silver +50% taxes
Gold +100% taxes
Fur- --0.1 unrest
Silk vassal opinion +10
Spices vassal opinion +3
Incense- Church opinion +5
Gems prestige +1
Leather -0.1 unrest
Flax -0.1 unrest
Cloth town opinion +5