Build a Machinations economy model for the current early-game progression of a medieval RPG called **1353**.
>
> The goal of the model is to simulate whether a player can progress from a fresh start to a **Timbered House**, using the exact progression chain below.
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> Do not invent additional requirements, prices, crafting costs, stamina costs, or progression gates. If a value is not specified, leave it as an adjustable parameter rather than assuming one.
>
> ## Starting state
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> Fresh player starts with:
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> * Wattle Hovel
> * 50 stamina
> * 0p coin
> * 2 visible field strips
> * 1 Wheat Seed
> * storage capacity 40
>
> Tutorial progression eventually gives the player:
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> * Thatched Cottage
> * Timber Storehouse
> * storage capacity 120
> * approximately 10 Wheat
> * 1 Wheat Seed
> * approximately 26 stamina remaining
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> Tutorial trade:
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> * player crafts Wooden Pegs
> * special tutorial sale: 3 Wooden Pegs for 1p
>
> ## Core active action costs
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> * Plough field: 3 stamina
> * Sow field: 1 stamina
> * Harvest field: 2 stamina
> * Gather Wood: 5 stamina
> * Shape Worked Timber: 2 stamina
> * Craft wooden goods: 2 stamina
> * Hunt: 6 stamina
> * Village labour: 6 stamina
>
> Stamina regenerates automatically over real time and should not be treated as permanently finite.
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> ## Farming
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> Wheat:
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> * crop growth timer: 5 minutes
> * recurring field cycle after initial ploughing is Sow + Harvest
> * expected fair yield: approximately 4.3 Wheat per harvest
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> Market value:
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> * Wheat average value approximately 1.286p each
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> Farming must therefore be able to generate both food stock and saleable produce over repeated cycles.
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> ## Woodwork
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> Gather Wood:
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> * costs 5 stamina
> * produces 3 Wood under normal current-game assumptions
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> Shape Worked Timber:
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> * consumes 1 Wood
> * costs 2 stamina
> * produces 1 Worked Timber
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> Wooden Peg crafting:
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> * consumes 1 Worked Timber
> * costs 2 stamina
> * produces 3 Wooden Pegs on success
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> Woodwork improves through repeated wood gathering and crafting.
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> Woodwork 2.00 is reachable through normal repeated woodwork activity and must NOT be treated as an impossible external gate.
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> ## Early Estate progression
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> The player must build the following before Timbered House:
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> ### Poultry Yard
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> Requires:
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> * 8p
> * 12 Wood
> * 4 Worked Timber
> * 3 Wooden Pegs
> * 6 Barley retained
> * build time 5 minutes
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> ### Carpenter's Shed
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> Requires:
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> * 60p
> * 24 Wood
> * 12 Worked Timber
> * 6 Wooden Pegs
> * Woodwork 2.00
> * build time 10 minutes
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> ### Timbered House
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> Requires:
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> * 48p
> * 35 Wood
> * 15 Worked Timber
> * 9 Wooden Pegs
> * Woodwork 2.00
> * Timber Storehouse already built
> * Poultry Yard already built
> * Carpenter's Shed already built
> * build time 30 minutes
>
> Do not add Iron, Stone, Nails, Smithing or any other material to Timbered House. Those belong to later progression.
>
> ## Land expansion
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> During early progression the player may expand:
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> * 2 strips → 3 strips for 8p
> * 3 strips → 5 strips for 16p once Farming 2.00 is reached
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> These expansions increase farming production but are not themselves the Timbered House material cost.
>
> ## Coin generation
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> Coin is renewable.
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> The player can earn coin through:
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> * selling Wheat and other crops
> * selling crafted wooden goods
> * village labour
> * hunting
> * later livestock produce
>
> Village labour is repeatable on separate game days and must not be modeled as the only source of coin.
>
> Farming and crafting should be modeled as renewable production loops, not one-time sources.
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> ## Simulation objective
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> Simulate progression until the player can satisfy all Timbered House requirements.
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> The model must answer:
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> 1. Is Timbered House reachable?
> 2. Which resource is the main bottleneck?
> 3. Approximate number of farming cycles needed
> 4. Approximate number of wood-gathering/crafting actions needed
> 5. Approximate coin required in total before Timbered House, including Poultry Yard and Carpenter's Shed
> 6. Approximate real-time progression for a regular player
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> Total mandatory coin cost from these three specified buildings alone is:
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> * Poultry Yard: 8p
> * Carpenter's Shed: 60p
> * Timbered House: 48p
> * Total = **116p**
>
> Do not conclude progression is impossible merely because the player starts with 0p. Coin, Wood, crops, Worked Timber and Wooden Pegs are all renewable resources.
>
> ## Model structure
>
> Represent:
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> * Stamina as a regenerating Pool
> * Coin as a Pool with renewable Sources and expenditure Drains
> * Wood, Worked Timber, Wooden Pegs, Wheat and Barley as Pools
> * Farming, wood gathering, crafting, labour and selling as renewable flows/converters
> * Building requirements as Gates
> * Building completion as permanent progression states
>
> Make the diagram modular and easy to expand later into Stone House, ironworking, education, Coventry economy and Estate Dues.
>
> Most importantly: **validate reachability before reporting a bottleneck. Never treat renewable resources as finite starting resources.**