I'm afraid that's not really going to work in this situation, @Umbran. I could pick apart each reason why, but that takes a lot of words and usually that ends in frustrated parties, so I'd rather cut to the apology.
Yeah I was going to edit that reply out and actually reply at length to you, but you replied before I even got through the first couple of questions.You don't need to apologize. But do realize that you've given us very little information, so that we are shooting in the dark.
I started my post with some questions - you might get some better suggestions if we have answers to them.
I have no affiliation, just a fan.70 pages of discussion on the basis for the economy and how the drivers of labor, materials and demand interact. Grain Into Gold is written in a more light hearted and casual tone. This is NOT a text book, but a very common-sense approach to fantasy economics and how it can work in your world.
A discussion on exactly what you need to do to make an economy work for your world. This is a step by step, “how-to” that will guide you right to the end result - a working economy that you can use in game, now. Not after weeks or months of work.
Charts detailing agriculture, ranching, textiles, salaries, and a price list containing over 500 items, including variations due to local trade.
It sounds like you just want to throw out ant semblance of an economy rather than replace it with something pretending to be something a little different. You can look at how systems with a wealth type stat like d20 modern & fate handle it, but trying to port that sort of thing into 5e is a mess so goodluck
Why do the natives not have currency? Remember shiny bits of metal arent inherently different to shell beadwork, red feathers, cacao beans and finely woven mats, all of which have been used as means of exchange,
The other option is just changing what you call your currency from “coin” to something like “Influence” or “Favour”. If your PC gets an item he doesnt want then he has the option to ‘give‘ it as a gift to the local blacksmith Which earns him “Favour”. Later he calls in the Favour and the Blacksmiths sister provides the PC with some magic potions.
I question how a commoner knows to craft magic potions...
They're part of the colony, on board specifically to be either the Away team (Hexcrawling Exploration and "troubleshoot problems away from home base") or the Home Team (run the colony/diplomatic nation building with the locals and defense). The focus depends on what the group would enjoy more.1) Why are the PCs there?
1. Be the first to plant the flag on the new continent.Why is the settlement there?
The settlement backer's POV: Politely exploitative. The locals are useful, but once that's over, buy the land out from under them and shoo them off; the native races aren't close to human so intermarriage isn't possible, their numbers and tech level isn't enough of a severe threat (and they're not warlike), conversion isn't a concern, so just bide time.2) What's the relationship with the local culture like?
Here's part of where things start hitting the skids.3) Where are they getting treasures?
A standard situation would be that the natives are the descendants of some previous higher culture that made all the treasures. Those treasures may well then mean something to the natives as part of their cultural or religious heritage.
2) PCs trade treasures with natives for wood/wool/grain.
3) PCs turn wood/wool/grain/cool local products with new settlement, which probably needs the supplies badly.
That's fine at first, but after a certain point, I am not really one for minor encounters like that. Usually I like bigger story things.Also, the locals are probably going to be willing to work for favors - "You want healing potions? Sure, our healer's really good at making them! How about you go chase that otyugh out of our midden-trench outside the village, and we'll get you what you need..."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.