Those worrying about getting a URW-like economy are confusing
craft with economy. Let me put it more plainly: I want the player to have a variety of creatable goods similar to that of URW or DF, but the production of these goods will be handled far differently than either of those games. I don't want to say a whole lot more on that subject as of yet because I still have a lot of ideas to sort out, but let's not get too much into speculation or comparison before any actual details are even hammered out (especially when these are matters that are going to have to wait until more important building blocks are coded first).
I will say this, though - not all economies in all civilizations will work the same way. The URW 'wooden bowl economy', as it has been dubbed, might well WORK for/on some civs. This is a good thing! What do you think large economies (like Britain, Spain, et cetera) did when they encountered less developed economies (Native Americans, African tribes, and so on)? They traded them tons of worthless trinkets for less easily producable/more desired goods like furs, foodstuffs, exotic gems and spices... the list goes on. So in a sense the 'wooden bowl economy' actually works, it just works in the wrong way.
See, more advanced societies should also ideally exist to contrast URW's problem, and this is what I'll be going for. You might be able to fool a bunch of hillbilly yokels into giving you their wealth for some fancily-woven blankets, but you sure as hell aren't going to fool a blacksmith in the fantasy equivalent of London that way. He'll want cash - cold, hard cash, or perhaps similar goods of an equal or greater value that he's used to dealing with and can reasonably estimate the value of, such as swords or armor or (you guessed it) a valuable artifact from an ancient civilization or temple. And he might only accept certain types of cash - not all nations should use the same currency, although exchanges should be possible (probably at a loss to the player in many cases).
And now I'm rambling. Back to work.
Edit:
And as a note, you might be wondering why you'll even need to be trading Bob the Blacksmith for equipment if you can just go and yank it out of the undead hands of some Big Bad in a forgotten tomb. The answer is simple: you can reasonably expect to deck yourself and a few top-tier followers out that way, but you certainly won't be able to equip scores of followers in artifact armor/weapons without spending ungodly amounts of time playing the game. Count on getting one artifact out of a dungeon on average - and maybe a couple pieces of high-tier non-artifact equipment. At some point you'll need to bite the bullet and head to an economy that is able to produce high-mid level goods so that you can outfit your army properly.