Base Rating of the land is 6
Food is 7
Goods are 7
Silver is 5
Through various means you can raise the different values of the land (like through sacrifices and rituals)
Huh. Higher than I was expecting. Okay, my above version is probably fine in terms of Food then.
Goods can be used to craft things like your meat-keeping sticks and your explosive charms. You can also use them as payment in lieu of silver, where they are worth about 2oz per Good (tentative, of course). They of course go into the upkeep of your buildings as well (where they are used to make clothing and furniture and other basic necessities)
Hmmm. There's a definite disconnect between Goods and Silver then, since at, say, Rating 4 in each, you're producing 1 silver per turn in silver (since, per the post on it, it grants its rating in 1/4 ounces), and 8 silver worth of Goods. That seems like a problem.
Like, our land above produces 13 Goods (or 26 silver in Goods), and a tad less than 2 silver in cash per turn. That just seems very wrong.
The rest seems fine, mind you, including all the use cases, but this makes the Silver stat seem vastly weaker than the Goods stat in every way despite costing the same. Something needs to be fiddled with there, either upping silver income, reducing the amount of silver 1 Good is worth, or most likely a bit of both.
Like, we need Goods for stuff, Silver should be the best stat for raw income, or at least tied.
So, let's do some analysis and look at a farm comparing various values:
We'll assume we go with my 200 silver ounce plan I mention above on our farm (Quality 5, Food, Goods, and Silver at 4), if so the total farm Goods will be 22 and the total farm Silver will be 20 (both adding Resources and Livestock together). Given that's about what we spent on livestock last time, we should probably be making roughly 100 silver per year to start with if we do that (as that was our rough income last time). And we'll assume we need to invest a fair percentage of the Goods back into the farm itself (say, 8 each turn, so we have 14 per turn to sell).
Current System: 198 Silver per year. That's way too high.
Goods and Silver both worth 1 Silver: 204 Silver. That's worse.
Goods worth 1/2 Silver, Silver worth 1 Silver: 162 Silver. Better, but still too high.
Goods and Silver both worth 1/2 Silver: 102 Silver. That seems correct.
So, that seems like the right solution: Goods should sell for 1/2 Silver and the Silver stat should give 1/2 its value in silver ounces per turn. This makes the two pretty interchangeable, but I'm not convinced that's bad.
Technically Goods at 1/4 silver per and Silver at 3/4 silver per would also work out pretty well (it totals 111 silver in the above comparisons), but that's probably overly fiddly? And maybe a tad high? Or maybe not. That would give a reason to raise the Silver stat higher than Goods...
Children do count, yes.
During Summer, you don't have to worry about feeding your animals as they can just graze. It's during Winter that you actually start having to care.
Gotcha, and you can obviously store up food for the winter...yeah, that works.