The question gets drawn to how much player involvement is there for commerce to take place with merchants coming to the village/town and selling their wares.
In other games like Banished the player is in full control of that trade - which kills the realism. I think a better solution is facilitating supply and demand mechanics based on the desires of the villagers. Thus the trade element is pulled off the player and down to the villagers - that way the player can focus on macro management things. In Banished, the Marketplace is a thing - but doesnât actually function as a marketplace (you donât see people actually utilising the market). By implementing a supply and demand system in game, individual villagers have desires and needs - which they can fulfil by trading with others. Of which they need to trade in turn.
The only failure of this is at the village level, villagers will be focusing on putting food on their neolithic table and not much else, they will be focusing on their village rather than just themselves. Once the technology to store food (like pottery jars to store grain) become available then new job roles will start appearing and the local village economy and capability becomes ore vibrant leading to better specialisation of individuals and the potential for legitimate trade within and outside of the village.
The major topic of discussion is the âmeansâ of trade. Initially it would be item for item in a âfair barterâ system which is historically accurate. Though as things like tablets and proper written language are invented then they would formalise these transaction systems to something more uniform and enable larger trade capabilities to happen. Actual currency would require the discovery of vast supplies of rare metals like gold or silver and the ability to smelt, and press them into roughly uniform shapes - which in turn would require a form of metallurgy. Which enables more trade with other tribes/villages due to a similar acceptance as well as greater trade internally.
Tablets were record keeping devices, not actual means of trade. Much like the paperwork for arbitrage in stock and commodity trading. I donât need to actually be able to hold the goods, but I have a written contract that shows that I am the owner, or that I am owed the good - thus allowing trade and arbitrage even if the good isnât actually in physical possession as of yet. The enforcement of contract was done by a greater body like the local temple on pain of ostracism. Self-interest was a strong component since in a small town everyone knows everyone.
The application of such in game once again relies on the technologies that are researched - and the formal structure of society. If people arenât capable of comprehending contract, credit/debit, etc then these tablets are not going to work.
Thus, the simplistic âeconomyâ of the first settlement tribes in the game will have barter economies where individual villagers have multiple skills they ply to create wares. I sell you fishing hooks for fish, though I am pretty good at threshing seed.
This would then lead to a skills economy element which is a whole other bucket of fish.