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That being said, picking the blacksmith upgrade that gives you hides instead of salvage could be a good long-term investment, since it's notably easier to get salvage than hides and you're probably going to end up relying on a party member for crafting anyways. On a similar note, meat is easier to come by than herbs, so upgrading the witch's hut towards herbs could give you a small economic boost, though honestly both resources are pretty plentiful. Further, while I haven't gone down that path myself, picking the Moot option that gives you extra traders could theoretically allow you to earn a lot more in valuables than the taxes from the folkmoot if you're clever about who and what you trade, albeit at a cost in resources sometimes.
Again, though, in every respect the little bonuses are pretty minor and not a big deal.
A real option to print money, since you can just keep trading, till the trader has no more wares. This is then (under hypothesis you go for prosperity) far better than the the Moot.
I have gone both ways (full power, full pros) and both works fine. (diffrent effects and playstyle).
I suggest that you build (if you can in the current game):
Market; will give you 3 more traders that enables you to generate valuabes easily later in the game (which can turn into more prosparity).
Craftsman; should give you hides every week (when fully upgraded), which is used in both crafting and building (and is bigger hassle to get if you don't want to loot every pixel.... like me).
That is the two building chains that really matter... When you scout you will encounter tons of wood. The current build allows you to hunt and gain meat every place you go to (even on insane), so you should never starve.
Herbs is everywhere so you shouldn't worry about that... the game I finished yesterday (normal difficulty) ended with me having close to 1500 herbs and 300 medicin... without buying any.
Salvage comes easy as long as you remember to loot weapons and armor from the enemy.
Honestly the only thing you need to look out for is slaves (you can buy them though the market!), but even then its not to important nor hard to get.
Personally I like the prosparity buildings more visually, and especially the meadhall changes the feel of the village (IMO).
So if you have 10-12 and all got 5/5 witchcraft and the ones you fight with got heavy sleeper you can turn 175-205 (more if you ignore to sleep for all followers that night) herbs to medicin.
Herbs cost 10 and medicin sell for 20 (base value (even more with high prospery town)) that meens 1750-2400 valubles per camp (base value). Pritty easy to get alot of cash mid game.
You can also do the food route and it may be more profit for the night here and there but for 5+ inghts a row its more profit to let evryone starve and go sleepless and have them all making medicin.