Cool.
I haven't designed that game out all that much, but one consideration I've had is that you have to be careful not to make it too fiddly. With so much going on you don't want to bog the game down too much with minutia between turns.
One way I had for markets was to simply have boxes for the goods with prices depending on the box. So if there were, say, 6 in stock the item would only cost 1g whereas the same item with only 2 in stock might cost 3g. That way the players only need to worry about how much is in each market to figure out the costs, rather than something more complicated.
How were you handling that?
That's a good idea, I can't believe I didn't think of that. I just had the goods that were sold/bought disappear, but your idea is way better.
I was thinking of using event cards that would say things like "Drought! : City of Somethingville's crops have suffered greatly this season, there is not enough food to go around. (Purchase: Cost of Food is increased by 4g, Luxury Food increased by 7g. Sale: Cost of food increased by 3g, Luxury Food increased by 5g) Better written, though.
Your model I like very much because it would allow for a finite amount of resources in places.
I could have a booklet with all the towns in it, with their requirements for food/tools/etc. and have a list that would have negative effects when there is not enough resources, which would put pressure on the local lord to do something.
Ex: Player A is a merchant Prince from an overseas land with a lot of Luxury Food units (cardboard tokens or cards, not sure yet) and he travels to a small port town which belongs to player B. Player B had drawn a card earlier that said that this town had tensions between commoners and nobles, already dropping his power to declare mandates by 1 (draw event cards) and cut his taxes by 3g, along with the stipulation that if there were negative effects due to lack of resources, whichever level was achieved, it would be one higher. Player A buys all of the Food and Sells all of his Luxury Food. Since there is not enough Food for the commoners, and the amount of Luxury Food surpasses the amount of Food, tensions erupt. Player B rolls (looks at a chart?) and sees that the current tensions mean he is losing population (token?), taxes are reduced, and production has severely decreased. Not so bad, until he is reminded of the card he had drawn earlier. Full blown revolt. No taxes, no production, clashes in the streets, etc. Player B has to send in soldiers, buy food from player C and safely bring it to his city. He also makes a law that allows hims to outlaw foreigners (costing a certain amount of authority points) With this law he then confiscates all of Player A's goods and banishes him out of his territory, meaning that A, due to the town he was in, can only go North where player D is fighting off an invading force, making roads very unsafe. The law and the banishment both are not well received in player A's country of origin, which brings them over a certain amount of points and they send a punitive force over the sea. A global event card is then drawn and it looks like there is a very harsh winter ahead.
This is the sort of gameplay I am aiming for.