Copper Age Ledger
Vintage Story · economy read from the game files · version

Copper Age Ledger

What a valley lets a village make, in what order, at what cost in hands, and how many mouths it carries. Pick a scenario: each is a list of the sources a world offers, nothing else.

The ladder

What each rung of capital unlocks

Families of goods, grouped by the deepest capital they need. A family is the game's variants collapsed: every wood is one plank, every colour one bowl. Copper ingots sit on the fire rung because a crucible and a mold cast them; copper tools are what the next rung needs.

group by
Stacked by category. Hover a segment for the count.
The supply graph

Everything that can be made, and what feeds it

Left to right is steps from the world: squares are what the world supplies, circles are made, and a family sits one column right of the deepest thing it consumes. Colour is the rung, size is how many things a family feeds. Click a node to light its whole upstream chain; the filters re-lay the graph.

Click a node for its chain.
The food frontier

Hands-hours per thousand satiety

Every reachable food, cheapest first, before any source runs out. The cheapest foods are gathered, and that is exactly why the population figures below bind on the land and not on labour.

Bar length: hands-hours per 1000 satiety, travel and tool wear included. Right column: one-time setup hours for the chain's capital.
Population

Store through the year, as the village grows

Each panel runs a village of N day by day from April: gathering from the sources the disc still holds, farming spelt with rotation, cutting firewood for the hearths through the off season, storing grain in vessels. The line is days of food in store; the bar is where the hours went.

store, days of food for everyonegatherfarmfirewoodbuildidle
Sinks

Can a village of N sustain what you ask of it?

Food and the winter hearth are built in. Add sinks for anything else a village might be asked to do: hours of chiselling a day, a road of stone path a year, torches, a bed each. Every sink becomes goods per day, then hours and raw draws through the scenario's cheapest chain, with tool wear and travel included. A tool sink wears the tool, so it is priced as replacements.

Hours per person per day, by sink, against the day's hours.
Source use against what the disc gives per day (stock over the horizon plus regrowth). Over 100% binds.
Jobs

Five ways to cut a year's work into jobs

One simulated year of a village, every hour attributed to a process, then partitioned into jobs by five methods. The layout is fixed and only the colour changes, so a bundle that every method keeps whole stays a solid patch as you switch. Consensus colours each process by how many methods agree with its most common partner.

Trade between jobs: rows sell, columns buy. Off-diagonal cells in both directions are an economy; a bare diagonal is households.