Commercial
ties between states and cities were well established by the 15th
century however maintaining them often became the unending source of conflict.
Near the end of the century the established stream of commerce came under threat
by new developments that would have profound effect in the following century.
What follows are commerce and trade highlights that may serve the development
of a campaign game.
Existing
Trade Routes
Roughly
speaking, when thinking about medieval trade routes through Western Europe the
majority of goods moved along commercial lanes running north to south. The
great rivers of the Oder, Elbe and Rhine facilitated the movement of large and
heavy items destined for the Baltic with a return trip bringing product to the
Mediterranean lands. The cost of transport, tolls and taxes were relatively
speaking regulated throughout the empire, nonetheless, commerce could do business
with the Empire’s commercial rivals such as Venice, Genoa or the Hanseatic
League.
Hanseatic
League
By the
beginning of the 15th century the Hanseatic League dominance in the
Baltic came under increased activity of Dutch shipping and increased
competition diminished Hanseatic staple markets. From its inception in 1161,
the Hanseatic League expanded to upward of 200 merchants and trading houses
operating throughout the North Sea and Baltic Sea region. Economic issues were
resolved through conventions attended by delegates of the guilds and trading
houses.
Most of the
Hansa cities gained some level of independence through the collective
bargaining power of the league, here the Hanseatic Free Cities owed allegiance
directly to the Holy Roman Emperor, without any intermediate family tie of
obligation to the local nobility.
In the 13th
and 14th century, the Hanseatic League could impose economic
blockades against kingdoms and principalities and in some cases even waged wars,
Denmark being its greatest opponent.
Guilds
Of the
different guild systems our primary interest falls on the merchant guilds.
Their products, possibly iron, salt, wool, spices, incense, gold and silver are
crammed into wagons or the holds of ships on their way to reach a final
destination. Merchant guilds strove to establish a monopoly for their product
while setting tolls and taxes to outsiders for theirs. Delivery of product was
not without risk from bandits or war such that short distances between cities
and towns may find an armed escort necessary.
The more
powerful guilds could often exert political influence to control city
authorities and in time some became the wealthiest and most influential
citizens in many towns and cities. As urban localities became self-governing guilds
were able to pass legislation to regulate all economic activity in many towns.
The conflicts of Northern Germany were not unlike those experienced by the Italian City states a century earlier. Trade monopolies could be threatened by competing cities or commercial traffic could be disrupted by banditry, piracy or war. For the purposes of this game, the DBA Medieval German lists IV/13 'c' and ''d' have been expanded to allow for armies raised by different sources; city state, clerical, mercenary and feudal.
Commerce between entities should be simplified and require little record keeping. The type of goods can be diverse enough that income can be generated each season, followed by taxation and he payment of loans to be conducted at the end of the year (winter season). More ideas will surface as the revision of the topics continues.
Sources
Die Hanse, https://www.hanse.org/en/
Hanseatic
League (wiki) https://en.wikipedia.org/wiki/Hanseatic_League
Great Bullion Famine (wiki) https://en.wikipedia.org/wiki/Great_Bullion_Famine
Map, by
Lampman, published 18 December 2018.