The economy system evolved while implementing it so I do not know when it will be done. I had it almost ready to go then decided to change it a bit for the better. I have a much more polished plan that removes clutter, makes it more streamlined, adds some mystery, and is less confusing. It is however much more intricate so I do not have an ETA. I had to take a couple days off from modding because of RL stuff so sorry for not posting.
Some details of the revised system:
-Technology has been totally reworked. Each main category of resource has a corresponding technology tree. Essentially you need to research historic inventions/milestones to be able to do next level buildings. So for mining there is a series of mining milestones/inventions and the same for farming, etc.
-With the exception of game animals, all resources will be "hidden" to the player at the beginning of the game. In order to unlock the resources you need to create the buildings (they only show if the province is capable of obtaining the resource). Once unlocked the resource will appear as a province modifier.
-Originally I had planned for the resources to be randomly distributed, but upon further thought I decided to be real-world accurate. This is a big reason it is taking more time. I used official geological research/maps for natural resources so everything should be pretty darn close. This includes building stones, chalk, coal, peat, metals (and probably some I am forgetting).
-I also used maps for precious and semi precious stones. I am aware that historically most gemstones were imported during this time period, but I do have resources where they are located and they will be in game. However, there is a system designed to manage this in a somewhat historical way. In the beginning the only way to get precious stones is surface/river deposits via events (will be rare). As time goes on and technology research is gone there will be more ways to mine.
-I did significant work on the terrain. By that I mean a lot of hills/mountains/marshes/forests are all in the right places. Before the game engine simply took the terrain map as the go-to determination, which leads to a great visual representation but it doesn't pick up a lot. New resources (i.e. game animals/sheep/goats/etc) are now seeded based on the terrain of the province. The resources seeded this way represent what the local province has in ABUNDANCE. Provinces near rivers have their own type of unique fish, estuary provinces their own fish, and oceans their fish as well. There is also seasonal fish/game animals.
-Buildings have been reworked significantly (economical buildings only). There are both buildings to work on gathering a resource as well as production buildings. There are also buildings that capitalize on having multiple resources/buildings/technology. For example if you have a high level farms + a province with a more exclusive bird, for example swans, you can start breeding them. The same goes for other animals.
-I only added animals/plants that were consumed during the time period in this location of the world as best I could. I did do research on this, but I probably made some mistakes along the way.