[quote="tire_ak"]
Koewn, you are the best ever. Also, I can't claim of having thought the division up; in the core rulebook land revenue is described as:
- wheat, barley, and other grains;
- cheese, milk, meat, bee honey, and other animal products;
- and clay, stone, coal, and metals.
[/quote]
Hmmm... I want to expand on those.
Vegetable Resources: good lumber, extensive fruit/vegetable/nut sources, fungus farms (making food, fungal "leather," or a toxin), healing herbs, spices, textile sources, special/mystical rare woods (i.e. ironwood), plant-based drugs
Animal Resources: skins/furs/shells, whale oil, valuable pets/mounts, monster parts, silk, venoms/poisons
Mineral: gemstones, mystical crystals, rare or special metals (i.e. mithril)
A further wandering of my mind makes me wonder if almost every hex with forests is highly viable for lumber. Same with mountains and quarrying. But then we get into plundering and strip-mining and potentially destroying/changing hexes as a result of industries... Which could be a fascinating extension of domain value discussions.
I also like the idea that rolling a "1" for one of these three resource-types could mean that there's either "only a little or of low value" or that there's none worth mentioning and then adding that "1" to another resource's value instead.
Of course, then my mind starts thinking of "domain-level" vagaries, like "resource plays out" or "new resource discovered" or "plague!" or "merchant embargo". I know that the old BECMI Companion set had some "annual events" but they weren't really detailed. I'm definitely thinking something more in line with OA's yearly and monthly events tables.