I've made a lot of progress over the past couple of weeks.
- The trade system is almost complete now (including user interface):
1) There's Locations Overview Screen listing all storehouses, shops, caves, mines etc that you've occupied, rented, or set up. For each location, all the inventory therein is listed (useful not only for trading but also for keeping track of your accumulated booty); and what goods are being produced (e.g. by workers you hired); what goods are brought there or moved away from there (by caravans); and how much is sold at this location.
2) A Caravan Screen lets you set up trade routes by selecting stops on a map and choosing what kinds of goods to drop or pick up at each stop (e.g pick up all raw materials at a mine, drop all raw materials at your workshop, pick up all finished goods from your workshop, and drop them at your shop in a different city).
3) An Accouting Screen gives you an overview of your costs, income, and profits.
In all of this, there's a lot of information to deal with (locations, map, caravan stops, goods and so on). In order to keep everything simple, each screen will only display the immediately relevant info at first; yet whenever you move your mouse cursor over anything, it will automatically output all available details.
The entire trade system may sound somewhat techy and geeky, but in practice it's extremely easy to use and fits very well into the game.
- Raw materials: I've added the basic ingredients of all game world objects to the game (e.g. iron, copper, tin, wool, clay, corn, wood, animal skins and so on) as well as intermediate production stages (e.g. bronze, iron chain links, woollen thread, leather). You can find and produce most of these goods by yourself (e.g. use pickaxe in cave, or use axe with tree), or have others produce them (e.g. mine copper), or buy them (e.g. wool or corn from farmers).
Within the game, all of these materials can be handled as combined objects, similarly to the way silver coins are (i.e., you don't have 20 single 'piece of raw iron' objects in your inventory, but rather, just one single 'raw iron' object with the number '20' next to it).
- Hiring people. The game now places random persons into each city's tavern: Some are just travelers with information or goods to barter, but others are craftsmen you can hire. These people will stay in the tavern for a while, then move on if they aren't hired. Anyone you hire will move to your shop or storehouse (if you have any in that town), and will then proceed to sell the goods you've stored there to the town's people on your behalf, or (if skilled) will produce finished goods from your raw materials.
- Summoning and ruling demons. I'll admit I took this route in order to simplify things (no daily schedules, wages, need for food, problems with crossing rivers etc) - but it works beautifully within the game: Provided you know the spell and have learned their language, you can summon demons and order them to transport goods, mine raw materials, guard your possessions and so on. Keeping a demon under your control requires a certain amount of magical energy every turn; so the number of demons you can 'hire' is limited by your Magical Energy skill (which turns increasing your magical energy into yet another gaming task).
- Increasing your magical energy: Apart from practice, and expensive coaching by mages, I've added a tiny parasitical creature that lives of your blood (and thus costs you life points every turn) but at the same time significantly increases your magical energy, by an amount corresponding to its size. So apart from learning about, finding, and waking up such a creature, you'd also have to try to stimulate it to grow, which would require regularly treating it with something expensive, perhaps (I'm currently implementing this) a mixture of wine and the ashes of burnt diamonds.
- Mining: Most caves now contain some raw materials you can mine (or have a demon mine for you), usually coal or iron, but also other kinds of metals or minerals (sometimes even gold or precious stones). (This is randomly assigned whenever you start a new game; so the kind and amount of material to be found in a cave will be different in every game.) Mines can become exhausted; so you won't be able to live forever off e.g. a gold mine you've found.
- Producing goods: If you have the necessary skills (e.g. handcraft in general, or for some items specifically smith or tailor) and raw materials and tools (in your inventory or surroundings), you can produce almost every object within the game world by yourself. Or you can hire a skilled craftsman to produce whatever goods you want on your behalf (for your own needs or for selling to the townsfolk). (I'm currently working on the user interface where you tell your worker what to produce.)
- Selling goods: Goods stored in containers within any house you own or have rented within a city are now automatically sold to the city's inhabitants (if you have hired someone to do the selling on your behalf). (If you don't want to sell some select items, you can place all of them into the same chest and click that chest's Don't-Trade-This button.) How much of any good can be sold depends on the city's size and character, and on your asking price compared to the city's general price level.
- Taxation (I'm currently implementing this): When you've learned the language of the Orcs, the inhabitants of any Orc village will (when defeated) surrender, and you can demand taxes from them. You could then send one of your caravans to pick up the collected tax (food, materials, herbs, etc) every week or so.
- Building houses: You can already cut down trees, clean sites, and build walls; and everything is prepared for handling the related info (location of doors, size of roof etc). I still have some work to do with having heavy materials (stone etc) delivered to your building site, and the user interface for building roofs, and adding doors, furniture etc.
The idea behind most of these additions was to allow you to make proper use of the game world (the cities, townsfolk, taverns, caves, woods, Orc villages and so on). Almost everything you find or encounter now has a real use (though often only after some investment on your part). Also, there are now a lot more uses for your money, the booty you capture, and your magic skills. And there's now a lot more to do within the game. I wanted to offer you different courses of action (beyond following the main plot, dungeoneering, and collecting booty), and diffent ways you can develop your character and spend your gaming time.