Iron & Timber the economy is the militia — studio progress concept pitch site ↗

PROTOTYPE - NOT FOR PRODUCTION

Question: Does the displaced-cost muster (pay at the forge, not at the horn) feel weighty?

Date: 2026-09-12

The Muster — Paper Prototype Rules

The Question

Does paying the cost of military readiness weeks earlier, at the forge — rather than at the moment the horn sounds — make the muster feel like it carries real weight? Or does a free muster feel like a costless toggle with no meaningful tradeoff behind it?

The riskiest thing this prototype must prove or disprove: that the plough option is a real, felt sacrifice — not an obviously-inferior trap that any sensible player ignores in hindsight. If ploughs don't matter, there's no tradeoff, just "always build spears," and the entire hook is decoration.

Setup

The Allocation (every turn)

Each turn, before anything else happens, the player allocates that turn's 3 iron across two uses. Allocation can be split (e.g., 2 to ploughs, 1 to spears) or whole (3/0 or 0/3). Unspent iron carries forward but produces nothing on its own — raw iron is not power, only converted iron is.

There is no third option and no way to convert a plough into a spear later, or vice versa. The choice, once made, is final — this is the mechanism that displaces the cost to the moment of the decision rather than the moment of the raid.

Ploughs — What They're For

Each plough owned at the end of turn 10 adds +1 to the Harvest Score. Harvest Score is the settlement's measure of prosperity — in the full game this would translate to food stores, growth, and the "peaceful builder" satisfaction the concept doc names as Pillar 2. In this prototype it is tracked as a bare number so its value is legible without needing a full economy simulation.

Ploughs do nothing else. They do not fight. They do not protect settlers. Their only function is to be the thing you gave up iron for instead of a spear.

Spears — What They're For

Each spear arms exactly one settler as a defender. A settler cannot be armed without a spear; there is no way to fight bare-handed. Maximum useful spears = 15 (one per settler) — any spears beyond 15 are wasted, forged but never wielded.

The Muster (free)

At the moment the raid arrives, the player calls the muster. **This costs nothing.** Every settler currently holding a spear becomes a Defender automatically. There is no roll, no delay, no chance of a settler refusing, and no economic penalty for calling it. The muster's only content is a readout: "You have [N] Defenders out of 15 settlers."

This is the mechanic under test: is a free muster still meaningful, if the real cost was already paid at the forge?

The Raid

Resolution

Compare Defenders (spears owned, capped at 15) to Raid Strength:

End of Session

After turn 10 (or immediately after the raid if it happened on turn 10), record:

Explicitly NOT Tested Here