OK, so I've updated the game to have actual trading currency in the form of crafted gem rings. This solves a big issue with maintaining "reserve" accounts or figuring out how wealthy a guild is by making the wealth able to be stolen, secured, transported, guarded and all the other crap we do with RL currency. I'm going to include coins minted at embarks as well when counting how wealthy a given guild is. Coins are going to be used for "spare change" currency because each bar of gold, silver or copper mints 500 coins.
(bar worth/500)
Gold: 1 bar = 300db, 1 coin = 0.6db
Silver: 1 bar = 100db, 1 coin = 0.2db
Copper: 1 bar = 20db, 1 coin = 0.04db
(Other metals such as tin, bronze, steel, adamantium, ect... can all be appraised by the bar's worth then divided by 500 to get the coin's worth)
However, each coin will be specifically from your guild mint, so you can see who somebody's been trading with if they use it to pay you and that might be a really good way of transforming excess crap from siegers into a bump for your guild's wealth ranking.
Other changes:
An "unretired embark" turn lasts one season (except for the initial "Guild HQ" which gets 4 seasons to set up)
An "adventurer caravan" turn lasts for fifteen days (fourteen nights) - the same length of time it takes a new embark to arrive at its destination.
New embarks and reclaiming abandoned embarks are still made then immediately retired because they are only a place-holder for intended new land holdings until a caravan from that civ is able to retire there. Due to this, new and reclaimed embarks start out with empty wagons. Everything for that site must be brought in on the backs of adventurers.
The initial Guild Headquarters site is exempt from the "empty wagon" requirement - each Player gets 10,000 embark points to use as they wish for this embark, but this will be the only time "gem rings" (found in "crafts") can be embarked with as guild currency, so the more you buy in those, the greater your starting trading wealth will be. However, that will decrease the amount of other stuff you can bring to get your HQ started. It should be interesting to see how Players will choose to divide the points up.
A broker with the "appraisal" skill is required at any site that a guild wants to count toward it's "wealth" score.
The world has been re-generated to block any non-player caravans. While all the dwarven civs are still in the same places, their names have changed.