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Economy

Money is counted in gold, silver and copper, and every price is a sum of them, such as “1 gold 20 silver 5 copper”. One silver is about a medieval penny, so prices follow those of England from 1300 to 1450: food sells by the kilo, a man’s wage is a few silver a day, and armour is dear. What is in a chest is coin:

Coin Weight Worth
Gold piece 8 g, always pure 100 silver
Silver penny 4 g 10 copper
Copper 3 g Small change, of no house

Villagers deal in copper and silver, towns in all three, and lords in gold. Pennies are struck by a house. A penny passes at face in its kingdom’s lands, within 30 km of one of its towns, and at its silver content elsewhere. Coin weighs in the train: a thousand gold is 8 kg as pieces and 400 kg as pennies. You spend the worst coin first, and you are paid in pieces with the change in local pennies.

A kingdom short of wages debases its silver a tenth at a time, down to half fine, and restores it a tenth when it has five days’ wages in hand. Each debasement loosens its towns. A house can call its older issues in: after a season (16 days) the old pennies are worthless in its lands.

Town tab What it does
Changer Gold pieces to the town’s pennies (97 a piece), pennies to gold (104 a piece), other kingdoms’ pennies to the town’s; the changer keeps 3 in 100
Mint Called-in pennies to new silver at their fineness, less 5 in 100

If you lead the kingdom that holds a town and owe no other kingdom, its mint is yours: strike silver finer or baser, or call older issues in.

Payday is 8:00 each morning. Each army pays its men’s daily wages from its chest, and each squad leader’s again:

Type Daily wage
Infantry 2 silver
Ranged 3 silver
Cavalry 6 silver
Ranged cavalry 4 silver 5 copper

When the chest runs dry, a quarter of the unpaid men desert and morale drops. Men paid in base silver lose morale too.

Where Who Price
Inn Single men and bands; see Inns Infantry 24 silver, ranged 30, cavalry 40, ranged cavalry 36; each man asks his own
Town garrison Militia, gear a tier better; see Towns Infantry 36 silver, ranged 45, cavalry 60, ranged cavalry 54
Village Nobody hires; levies go with their kingdom

No army grows past the largest party size, 1,000 by default (Options, Gameplay), stretched 10% a point of its captain’s warfare.

Market stalls on a town square.

Prices follow stock. The next load costs the base price times the town’s usual stock over what it holds, from a quarter to four times the base. Stocks drift a tenth of the way back to usual each day, so carrying goods pays less each trip. Towns start with 200 gold, and the market pays from the town’s coffers, so it can run out of coin. It never sells its last load.

By a town that welcomes you, press T for the market: its stock on the left, your loads on the right. Slide a good right to buy and left to sell. The goods and their chains are on Goods.

Gear traders each keep their own purse (80 gold to start) and stock, and price the next piece by their stock the same way. See Equipment.

Every head of a place at home posts a job about every other day:

Job Pay
Clear the nearest hideout within 20 km 2 gold and the den’s loot
Ride with a cart to another place 1 gold
Carry a message to another head 40 silver
Collect a debt of 80 to 240 silver A fifth of it

The Jobs tab lists the open jobs. Take one by sliding it right and pressing Agree, at most two at a time. A job must be done in four days. Come back to collect the pay. A debt you collected must still be in your chest to hand over. The Party screen’s Jobs tab lists what you hold.

Every army has a train carrying its food, spare gear, goods and coin:

Carrier Carries
Pack mule 100 kg
Wagon 600 kg
Spare horse 100 kg, led
Each man Up to 25 kg, gear included
Pack, saddlebags 25 kg each

Each man eats 1 kg of food a day, the wounded too. In winter, with no grazing, every horse, mule and wagon ox wants 2 kg of fodder. An army short of food, or more than 1.5 km from its train, goes hungry: morale drops and men desert. An army at a town or village that welcomes it stocks up to six days of food.

The train marches 40 m behind its army at its slowest beast’s pace. Riding alone, your pack and saddlebags are your train.

If the enemy takes your train, your men have only what they wear and cannot change gear until you take an enemy’s train or buy a mule or wagon at a town’s stables.

Beat an army and you take half its coin when it routs and the rest if you wipe it out, plus 8 silver for every man killed. You take its train: all of it if it was wiped out, or from one that flees, its wagons, spare gear, goods and camping gear.

Gear that is shed, such as gear left behind or taken off prisoners, falls in a pile. Any army within 150 m can gather from a pile into its train, a piece a man a game minute. A pile lies four days. Press G on the map within 150 m of a pile to open the spoils screen.

Coin is made only by the start’s purses and coffers, bounties, the prey’s silver, job pay a place’s chest cannot cover, debasing and the mint, and what townsfolk pay for what they use. It is lost only with an army wiped out with no foe to take its chest, a recoinage’s cut, and called-in pennies.