I am wary of fractions and such, they make for a messy game, although it sounds much more realistic to pay 20 ducats for soldiers rather than 2.
Since fractions only account for upkeep and merchant trading, it's not a major concern for me. I'd rather keep ducat use down at the single-digit level because it maps directly to the bonuses they give to rolls. I would rather have avoided fractions, but they proved quite necessary for balance on the mercantile scale of things, and half-ducats were useful for balancing out upkeep where a full ducat would not have been valid.
A ducat is roughly equal to an ingot of pure silver. That might not sound like a lot, but it is. It really is. That much silver can pay a basic regiment's wages and equipment upkeep for a year. This is why ducats were my weapon for choice for kingdom level decision-making.
There isn't a direct ducat -> shilling map because shillings are just fluff. They don't make a difference to the mechanics side of thing, I just needed a currency that was smaller than the ducat to vaguely describe what people do on a scale smaller than that of a kingdom.
Several of the money-making systems are unbalanced right now, on the generous side. The businesses I'm fine with (since you need fairly major investments to make profit off them) and projects are painful enough to make the reward worthwhile. Business expansion needs to be limited and rebalanced, though, and I've made merchanting too easy. That'll have to get fixed
when I have time. Which, as I've repeated often enough lately, I do not at this moment.
Ashton/Noah: Detection roll would happen anyway. No bonuses - your abilities make up for your loss of sight, but you're not Daredevil.